Skills
Crafting Skills
Crafting Skills Table
Exploration Skills
Exploration Skills Table
Interpersonal Skills
Interpersonal Skills Table
Intrigue Skills
Intrigue Skills Table
Lore Skills
Lore Skills Table
Crafting Skills

Skills from the crafting skill group are used in the creation and appraisal of goods and for jury-rigging contraptions. They are especially useful during rests and downtime.

Rewards for tests made with crafting skills typically include having leftover rare material used in the creation process, knowing a buyer willing to pay extra for goods or items you're appraising, or making a jury-rigged device so amazing that it lasts for more uses than it should.

Consequences for tests made with crafting skills typically include wasting rare materials used in the creation process, greatly overestimating or underestimating an item's value, and poorly jury-rigging a contraption so that it harms people (or at least the wrong people).

Crafting Skills Table

Skill

Use

Alchemy

Make bombs and potions

Architecture

Create buildings and vehicles

Blacksmithing

Forge metal armor and weapons

Carpentry

Create items out of wood

Cooking

Create delicious dishes

Fletching

Make ranged weapons and ammunition

Forgery

Create false badges, documents, and other items

Jewelry

Create bracelets, crowns, rings, and other jewelry

Mechanics

Build machines and clockwork items

Tailoring

Craft clothing of cloth or leather

Exploration Skills

Skills from the exploration skill group are used to physically explore the environment around the characters, and to overcome physical obstacles.

Rewards for tests made with exploration skills typically include helping another creature engaging in the same task succeed without needing to also make a test, automatically succeeding on a follow-up test while engaged in the same task, reaching a destination faster than anticipated, and learning about or avoiding an upcoming hazard.

Consequences for tests made with exploration skills include harming yourself, your gear, or your allies; becoming lost; or stumbling headlong into a hazard or a place you were trying to avoid.

Exploration Skills Table

Skill

Use

Climb

Move up vertical surfaces

Drive

Control vehicles

Endurance

Remain engaged in strenuous activity over a long period of time

Gymnastics

Move across unsteady or narrow surfaces; tumble

Heal

Use mundane first aid

Jump

Leap vertical and horizontal distances

Lift

Pick up, carry, and throw heavy objects

Navigate

Read a map and travel without becoming lost

Ride

Ride and control a nonsapient mount, such as a horse

Swim

Move through deep liquid

Interpersonal Skills

Skills from the interpersonal skill group are used to socially interact with other creatures, and are particularly useful during negotiations (see Chapter 11). Aside from the Handle Animals skill, you can generally only use interpersonal skills when you attempt to influence creatures who have emotions and who can understand you.

Rewards for tests made with interpersonal skills typically include gaining an extra favor, item, or piece of information from the people or creatures you interact with.

Consequences for tests made with interpersonal skills include making the creature you're interacting with angry, sad, embarrassed, offended, or otherwise upset or uncomfortable. This might cause them to ignore you, storm off, spread rumors about you, attack you, betray you, blackmail you, or otherwise attempt to harm you.

Interpersonal Skills Table

Skill

Use

Brag

Impress others with stories of your deeds

Empathize

Relate to someone on a personal level

Flirt

Attract romantic attention from someone

Gamble

Make bets with others

Handle Animals

Interact with nonsapient animal wildlife

Interrogate

Obtain information from a creature withholding it

Intimidate

Awe or scare a creature

Lead

Inspire people to action

Lie

Convince someone that a falsehood is true

Music

Perform music vocally or with an instrument

Perform

Engage in dance, oratory, acting, or some other physical performance

Persuade

Convince someone to agree with you through use of your charms and grace

Read Person

Read the emotions and body language of other creatures

Intrigue Skills

Skills from the intrigue skill group are used in tasks centered around investigation, thievery, and spycraft.

Rewards for tests made with skills from this group typically include helping another creature engaging in the same task succeed without needing to also make a test, automatically succeeding on a follow-up test while engaged in the same task, discovering helpful information in addition to what you set out to learn, and performing an extra bit of clandestine activity in addition to what you set out to do.

Consequences for tests made with intrigue skills include getting caught in the act or failing to notice a detail that places you in danger, such as triggering a trap or walking into an ambush.

Intrigue Skills Table

Skill

Use

Alertness

Intuitively sense the details of your surroundings

Conceal Object

Hide an object on your person or in your environment

Disguise

Change your appearance to look like a different person

Eavesdrop

Actively listen to something that is hard to hear, such as a whispered conversation through a door

Escape Artist

Escape from bonds such as rope or manacles

Hide

Conceal yourself from others' observation

Pick Lock

Open a lock without using the key

Pick Pocket

Steal an item that another person wears or carries without them noticing

Sabotage

Disable a mechanical device such as a trap

Search

Actively search an environment for important details and items

Sneak

Move silently

Track

Follow a trail that another creature has left behind

Lore Skills

Skills from the lore skill group are used to research and recall specific information. They are especially useful during rests and downtime.

Rewards for tests made with lore skills typically include learning an extra piece of useful information.

Consequences for tests made with lore skills typically include learning an incorrect piece of information that seems useful, but which actually works against your interests or wastes time. (It's fun to roleplay these kinds of moments, so lean in!) Alternatively, the Director can make medium and hard tests with lore group skills for each hero in secret, then let the players know the narrative outcome without revealing the outcome of the power roll (see the Optional Rule: Secret Reactive Tests sidebar earlier in this chapter).

Lore Skills Table

Skill

Use

Criminal Underworld

Knowing about criminal organizations, their crimes, their relationships, and their leaders

Culture

Knowing about a culture's customs, folktales, and taboos

History

Knowing about significant past events

Magic

Knowing about magical places, spells, rituals, items, and phenomena

Monsters

Knowing monster ecology, strengths, and weaknesses

Nature

Knowing about natural flora, fauna, and weather

Psionics

Knowing about psionic places, spells, rituals, items, and phenomena

Religion

Knowing about religious mythology, practices, and rituals

Rumors

Knowing gossip, legends, and uncertain truths

Society

Knowing noble etiquette and the leadership and power dynamics of noble families

Strategy

Knowing about battle tactics and logistics

Timescape

Knowing about the many worlds of the timescape

For the Director: Make Your Own Skills

Directors should feel free to make their own skills that they feel are relevant and useful to their campaigns and adventures. For instance, the game doesn't have a Brewing skill for brewing ale or a Painting skill for making art because those aren't tasks that typically come up in a game about fighting monsters and saving the world. However, a Director could decide that their campaign involves poisoned barrels of ale and large amounts of counterfeit art, and that adding these two new skills to the game would make it more fun for the players. The Director simply needs to pick a group for these new skills—in this case, crafting makes sense. They then let the players know that they can swap out any crafting skill they have for these new skills.