Skills are abilities that can be improved through practice or study. There is no fixed list of Skills, but for reference, most professions and college majors are Skills.
Skills are not generic buttons to press like “Nature” or “Persuasion”. Rather, they are specific bits of specialized knowledge that may give the player an advantage in certain situations. Skills may allow a character to do something that would otherwise require a specialist, or they may increase the likelihood of actions anyone could attempt. Skills should never directly influence Violence Tests. It is up to the player to find creative uses for their Skills, and for the Referee to determine if those uses are plausible.
Skills have up to 3 Ranks, which each take up 1 mental slot. Each Rank confers a Skill Score and Skill Bonus, and represent different levels of expertise in the Skill:
Score | Bonus | Notes | |
Rank 0 | 0 | +0 | Unskilled. No specialized knowledge |
Rank 1 | 5 | +2 | Hobbyist. Learning the basics, passable results |
Rank 2 | 10 | +4 | Professional. Strong foundation, good results |
Rank 3 | 15 | +6 | Master. Pinnacle of skill, expert results |
When a Skill Test is called for, the Test succeeds if:
2d10 + Skill Score ≥ 20
When an Attribute Test with a Skill Bonus is called for, the Test succeeds if:
1d20 + Attribute Score + Skill Bonus ≥ 20
Note that the Skill Test is unique in its use of 2d10 instead of 1d20. This is designed to reflect the increased reliability that a skilled character should have when Testing their Skill directly. Like all Tests, Boons and Banes may be applied to Skill Tests depending on the circumstances.
Skill Modes
Skills can be used in different Modes. Modes do not classify one Skill from another, but instead reflect the various ways a Skill is used. A single Skill can (and should) have uses that stretch across the different Modes. For example, a Mason might use their Skill to analyze the integrity of a stone structure (Lore), carve a stone idol (Craft), efficiently quarry stone (Physical), or use their guild connections to get into an exclusive party (Social).
The various Modes are meant not only to model the way Skills interact with the game world, but also reinforce the philosophy of play. The Modes and their design intentions are noted below.
Lore Mode
Invoked when a player uses a Skill to recall or analyze information. The Lore Mode cannot be used without a Skill. This is to encourage the consultation of libraries and specialists, and to emphasize that the PCs are not omniscient encyclopedias.
To use a Skill in the Lore Mode, Test Discipline/Savvy and add the Skill bonus.
Examples:
- Herbalist: Assess if a mushroom is poisonous
- Architect: Analyze the design of a cathedral
- Astrologer: Recall when the next total eclipse will be
Craft Mode
Invoked when a player uses a Skill to create or build something tangible. The Craft Mode can be used without a Skill, but even successful results will be shoddy and amateurish. This is to encourage the use of specialists, but still allow jury-rigged, improvised solutions.
To use a Skill in the Craft Mode, Test Skill.
If the Test fails, the result is of typical quality for your Rank. If the Test succeeds, the result exceeds expectations.
Examples:
- Blacksmith: Forge a sword
- Painter: Sketch a scene
- Hunter: Construct a trap
Physical Mode
Invoked when a player uses a Skill to do, use, or operate something physically. The Physical Mode can be used without a Skill, but skilled characters will be more successful.
To use a Skill in the Physical Mode, Test Might/Agility and add the Skill Bonus.
Examples:
- Pickpocket: Steal from a guard
- Equestrian: Trick-ride a horse
- Mountaineer: Attempt a difficult climb
Social Mode
Invoked when a player uses a Skill to persuade, deceive or otherwise interact with an NPC. The Social Mode cannot be used without a Skill. In general, players are expected engage socially via diegetic roleplay. However, in the right circumstances, a character’s Skill may allow them to “automatically” succeed without roleplay.
To use a Skill in the Social Mode, Test Skill.
If the Test fails, the player must fall back on roleplaying. If the Test succeeds, the player’s plan works.
Examples:
- Aristocrat: Browbeat a status-conscious functionary
- Smuggler: Reach out to contacts in the underworld
- Gambler: Convince a guard you’re here to bet on the fighting pits
Advancement
All characters begin with a chosen Skill at Rank 1. Each class has a suggested list of Skills related to their background, but in practice any Skill may be chosen. See the table of Failed Careers for more examples. Most characters will only have enough mental slots to be a master of one Skill or a jack of many.
Each additional Skill Rank fills another mental slot. If there are not enough mental slots for the new Skill Rank, the character may choose to forget something else, replacing its slot.
At the end of a session where a character used or had exposure to a Skill, the player may Test Discipline once in an attempt to improve it, granting a point of Progress on success. A number of Progress points equal to the next Rank are required to improve a Skill, which then resets Progress to zero. Only one successful Test is needed to learn a new Skill at Rank 1. Two additional Progress points are needed to improve it to Rank 2, and three more after that are needed to advance to Rank 3.
Skills can also be improved by spending a span of Downtime training under a master. This is an opportunity to learn or improve Skills that do not see frequent use while in the dungeon. Each span spent training grants one Progress point, no Discipline Test required.