Adventuring Skills

Survival Skills

(Skills can be unlocked in any order)

Survival Skills help characters endure the dangers of the wilderness. Characters learn these skills through Practice.
Learning a new skill requires 10 Effective Hours, unless chosen at character creation.

Skills List

  • Blind Fighting

  • Climbing

  • Food Gathering

  • Herbalism

  • Observation

  • Riding

  • Stealth

  • Swimming

  • Tracking

  • Traveling


Blind Fighting

Effective Hours:
Untrained: N/A
Effect: Negates Grit penalties from Fog or Darkness. Requires 2 consecutive Actions to activate; lasts 1D10 Rounds.


Climbing

Effective Hours:
Untrained: –2 Grit Levels
Effect: Allows use of Mobility for climbing on success. Only difficult climbs require a Climbing Check.


Food Gathering

Effective Hours: 1
Untrained: –2 Grit Levels
Effect: Gather food via hunting, fishing, or foraging.
Each Check = 1 hour.

Results

  • 1: Fail

  • 2–5: 1 Ration

  • 6–10: 2 Rations

  • 11–15: 3 Rations

  • 16–20: 4 Rations


Herbalism

Effective Hours: 1
Untrained: –2 Grit Levels
Effect: Gather herbs and use them directly.
Search yields random herbs or a specific herb with a check (Difficulty 5 or environmental).

Herb Table – Roll 1D20
1–4: Red Herbs
5–8: Blue Herbs
9–12: Yellow Herbs
13–16: White Herbs
17–20: Black Herbs

Quantity: Roll 1D10

Direct Use: Spend 1 Effective Hour + any 10 Herbs to create:

  1. Hearthfire Tonic: +1 Insulation (8 hours)

  2. Remedy Brew: If consumed, healer gains +1D10 Core Die to Medicine Check

  3. Traveler’s Tonic: Reduces Fatigue Grit penalties by 50%


Observation

Type: Action
Untrained: –2 Grit Levels
Effect: Detect hidden doors, characters, traps, or other concealed elements.


Riding

Effective Hours:
Untrained: –2 Grit Levels
Effect: Allows mounted combat mode (see Mounted Combat section).


Stealth

Effective Hours:
Untrained: –2 Grit Levels
Effect: Allows the Hide Action to enter Stealth mode.


Swimming

Effective Hours:
Untrained: –2 Grit Levels
Effect: Allows use of Mobility for swimming on success.
Equipment reduces Grit:

  • Held gear: –1 Grit Level

  • Armor: –2 Grit Levels


Tracking

Effective Hours: 1 (Scouting)
Untrained: –2 Grit Levels
Effect: Track targets and identify footprints. Success provides details on location, nature, and condition.

Scouting: Spend 1 Effective Hour to reveal potential Encounters without being noticed.


Traveling

Effective Hours: 1
Untrained: –2 Grit Levels
Effect: Travel between locations while avoiding encounters; also reveals potential encounter types. Can locate shelter in wilderness.



Lore Skills

(Skills can be unlocked in any order)

Lore Skills provide knowledge about the world. They are gained by Reading and require 10 Effective Hours to Research, unless chosen at character creation.

Skills List

  • Culture

  • Dimensions

  • Divination

  • History

  • Items

  • Languages

  • Monsters

  • Nature

  • Necropsy

  • Religion


Culture

Effective Hours:
Untrained: –2 Grit Levels
Effect: Knowledge of cultures, customs, laws, and traditions.


Dimensions

Effective Hours:
Untrained: –2 Grit Levels
Effect: Knowledge of dimensions and constellations.


Divination

Effective Hours: 1
Untrained: N/A
Effect: Read omens and make vague predictions. A successful check may hint whether a travel encounter is hostile.
Diviners may receive visions at the Game Master’s discretion.


History

Effective Hours:
Untrained: –2 Grit Levels
Effect: Knowledge of historical facts, factions, and locations.


Items

Effective Hours:
Untrained: –2 Grit Levels
Effect: Identify items, estimate value, and learn properties.


Languages

Effective Hours:
Untrained: N/A
Effect: Understand languages of distant kingdoms.


Monsters

Effective Hours: 1 (Harvesting)
Untrained: N/A
Effect: Knowledge of monster strengths, weaknesses, and strategies.


Nature

Effective Hours:
Untrained: N/A
Effect: Knowledge of animals, plants, and natural elements. Predict next day’s weather.


Necropsy

Effective Hours: 1 (Harvesting)
Untrained: –2 Grit Levels
Effect: Determine cause of death; harvest monster organs and blood for crafting.


Religion

Effective Hours: 1 (Prayer or Holy Water)
Untrained: –2 Grit Levels
Effect: Knowledge of religions and rituals. Allows creation of Holy Water and access to Prayers.

Prayer Results (1D20):
1–10: +10 Grit (24 hours)
11–15: +20 Grit (24 hours)
16–20: +1 Karma



Utility Skills

(Skills can be unlocked in any order)

Utility Skills grant characters useful techniques for adventuring.
Each requires 10 Effective Hours unless chosen at character creation.

Skills List

  • Acrobatics

  • Dancing

  • Disguise

  • Insight

  • Mechanics

  • Meditation

  • Music

  • Painting

  • Persuasion

  • Steal


Acrobatics

Effective Hours:
Effect: Perform acrobatic maneuvers. Allows combining Move & Jump into a single Action.


Dancing

Effective Hours:
Untrained: –2 Grit Levels
Effect: Cultural or ceremonial performances.
Spend 1 Effective Hour to gain Spirited Condition.


Disguise

Effective Hours:
Untrained: –2 Grit Levels
Effect: Alter appearance using a Disguise Kit.


Insight

Effective Hours:
Effect: Detect motives or truthfulness in others.


Mechanics

Effective Hours:
Untrained: N/A
Effect: Operate mechanisms, disable traps, and pick locks.


Meditation

Effective Hours: 1
Untrained: –2 Grit Levels
Effect: Increase total Grit for the day or generate Catalysts.


Music

Effective Hours: 1
Untrained: –2 Grit Levels
Effect: Perform music artistically or ceremonially. Can be used as a Reaction to counter magical sound-based effects.
Spending 1 Effective Hour grants Spirited Condition to you and allies.


Painting

Effective Hours: 1
Untrained: –2 Grit Levels
Effect: Artistic or ceremonial painting.


Persuasion

Effective Hours:
Effect: Persuade, manipulate, intimidate, or charm others.


Steal

Effective Hours:
Effect: Steal items unnoticed.



Craft Skills

Craft Skills allow you to create powerful items that enhance abilities or compensate for weaknesses.
To unlock your first craft skill, you must be Tutored in a Settlement.
Further advancement is gained through Practice, each step requiring 10 Effective Hours.

Craft Skills include three major categories:

  • Blacksmithing

  • Artisanry

  • Medicine