(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
Effective Hours: –
Untrained: N/A
Effect: Negates Grit penalties from Fog or Darkness. Requires 2 consecutive Actions to activate; lasts 1D10 Rounds.
Effective Hours: –
Untrained: –2 Grit Levels
Effect: Allows use of Mobility for climbing on success. Only difficult climbs require a Climbing Check.
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
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:
Hearthfire Tonic: +1 Insulation (8 hours)
Remedy Brew: If consumed, healer gains +1D10 Core Die to Medicine Check
Traveler’s Tonic: Reduces Fatigue Grit penalties by 50%
Type: Action
Untrained: –2 Grit Levels
Effect: Detect hidden doors, characters, traps, or other concealed elements.
Effective Hours: –
Untrained: –2 Grit Levels
Effect: Allows mounted combat mode (see Mounted Combat section).
Effective Hours: –
Untrained: –2 Grit Levels
Effect: Allows the Hide Action to enter Stealth mode.
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
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.
Effective Hours: 1
Untrained: –2 Grit Levels
Effect: Travel between locations while avoiding encounters; also reveals potential encounter types. Can locate shelter in wilderness.
(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
Effective Hours: –
Untrained: –2 Grit Levels
Effect: Knowledge of cultures, customs, laws, and traditions.
Effective Hours: –
Untrained: –2 Grit Levels
Effect: Knowledge of dimensions and constellations.
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.
Effective Hours: –
Untrained: –2 Grit Levels
Effect: Knowledge of historical facts, factions, and locations.
Effective Hours: –
Untrained: –2 Grit Levels
Effect: Identify items, estimate value, and learn properties.
Effective Hours: –
Untrained: N/A
Effect: Understand languages of distant kingdoms.
Effective Hours: 1 (Harvesting)
Untrained: N/A
Effect: Knowledge of monster strengths, weaknesses, and strategies.
Effective Hours: –
Untrained: N/A
Effect: Knowledge of animals, plants, and natural elements. Predict next day’s weather.
Effective Hours: 1 (Harvesting)
Untrained: –2 Grit Levels
Effect: Determine cause of death; harvest monster organs and blood for crafting.
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
(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
Effective Hours: –
Effect: Perform acrobatic maneuvers. Allows combining Move & Jump into a single Action.
Effective Hours: –
Untrained: –2 Grit Levels
Effect: Cultural or ceremonial performances.
Spend 1 Effective Hour to gain Spirited Condition.
Effective Hours: –
Untrained: –2 Grit Levels
Effect: Alter appearance using a Disguise Kit.
Effective Hours: –
Effect: Detect motives or truthfulness in others.
Effective Hours: –
Untrained: N/A
Effect: Operate mechanisms, disable traps, and pick locks.
Effective Hours: 1
Untrained: –2 Grit Levels
Effect: Increase total Grit for the day or generate Catalysts.
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.
Effective Hours: 1
Untrained: –2 Grit Levels
Effect: Artistic or ceremonial painting.
Effective Hours: –
Effect: Persuade, manipulate, intimidate, or charm others.
Effective Hours: –
Effect: Steal items unnoticed.
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