Skills

Those who say something is impossible should not disturb those who are doing it. (Albert Einstein)

You have not really understood something until you are able to explain it to your grandmother. (Albert Einstein)

Skills represent what you know and what you can do. Their scores represent how well the skill is known and therefore the higher the value, the more expert you are.

Basic Skills

Studying is for losers! (Lobo)

Each character has an initial Profession, a life and work path that has led them to learn certain skills.

Some Professions and their related skills are listed; the character acquires these skills with the score indicated in the table.

In the character sheet, the initial Profession and acquired skills should be marked; in agreement with the Narrator, it is possible to select different skills and also create different professions!

Table: List of Professions and related Skills

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Profession 1pt 2pts 2pts 3pts
Acolyte Occult History/Geography Arcana Religion
Alchemist Appraise Nature Herbalism Arcana
App. wizard History/Geography Occult Myths/Legends Arcana
Blacksmith First Aid Appraise Athletics Craft
Broker Perform Local trad. Sense Motive Diplomacy
Caravan drv. Local trad. Handle animals Survival Ride
Card player Sense Motive Appraise Perform Deceive
Delinquent Survival Ride Appraise Stealth
Farmer Survival Track Handle animals Nature
Fisherman Use rope Swim Survival Nature
Goldsmith Local trad. Sleight Hand Appraise Forgery
Guard Sense Motive Knowledge Law Ride Intimidate
Guide Myths/Legends Dungeon Nature Geography
Herald Local Trad. Heraldry Languages Diplomacy
Herbalist Myths/Legends Geography Nature Herbalism
Hunter Stealth Track Survival Nature
Innkeeper First aid Appraise Sense Motive Diplomacy
Librarian Nature/Geography Local trad. Religion/Arcana History
Lumberjack Use Rope Track Nature Survival
Medicine man Myths/Legends Nature Herbalism First aid
Mercenary Sense Motive Acrobatics Intimidate Athletics
Merchant Languages Local Trad. Deceive Appraise
Miner Use rope First aid Appraise Dungeon
Monk Perform First Aid Nature Religion
Nomad Nature Herbalism Handle Animals Survival
Peasant Use Rope Herbalism Handle Animals Nature
Performer Sense motive Languages Acrobatics Perform
Pettifogger Appraise Deceive Sense Motive Diplomacy
Pickpocket Disable Dev. Escape Artist Stealth Sleight of Hand
Ranger Myths/Legends Herbalism Ride Nature
Scribe Local Trad. Forgery Myths/Legends Languages
Soldier Swim Handle animals Athletics Ride

Although undoubtedly the desire to know is natural to all men, the willingness to learn is not for everyone…(Richard de Bury)

A profession does not express itself in just 4 skills, but these are the ones that will come into use most during adventures; the Narrator will be helped by your profession to understand how your character can solve situations and how they will interact with other characters.

Below is the Table list of skills from which to choose for any new professions or customizations.

Customizing Skills and Profession

For each new profession you create, associate 4 skills taken from the Table: List of Skills and Related Ability Score for Use. One skill will start with a score of 1, two skills will start with a score of 2, and the most specific and professional one will start with a score of 3.

In agreement with the Narrator, it is also possible to change the order of Skills for Professions already listed, making the character more capable in some skills rather than others.

Skills, Intelligence, and Character Background

At character creation, the player can decide to take a +1 to an already known Skill or take a new Skill, related to the character’ **s story, at score 1.

The character acquires a Skill at score 1 for each point of Intelligence greater than 2, and loses 1 point in a Skill for each point of Intelligence less than 0.

The player increases by 1 the score of an Ability Score that connects to the Profession or background up to the maximum value of 4. It could be Intelligence for an Apprentice wizard, but if they bodybuuild as a hobby, it could also be Strength.

Profession ???: Don’ **t underestimate the choice of Profession! Not everything can be solved with axes or magic. Knowing how to untangle knots, track, recognize herbs or diseases makes the character an expert, creates a profession. You shouldn’ **t define the character only based on the Feats they have but based on what and how well they can do it. A low-level character but expert in survival will always be more useful than an expert fighter when it comes to crossing a desert.

Table: List of Skills and Related Ability Score for Use

Strength Dexterity Intelligence Wisdom Charisma
Climb Acrobatics Arcana Ride Diplomacy
Athletics Escape Artist Craft Awareness Perform
Intimidate Stealth Knowledge Handle animals Deceive
Swim Sleight of Hand Disable Device Nature Local traditions
Use Rope Herbalism Sense Motive    
    Forgery First Aid  
  Appraise Track    
      Survival  

Knowledge must be specified on which subject it covers: Architecture and Engineering, Dungeon, Geography, Law, Languages (terrestrial or not), Myths and Legends, Nobility and Heraldry, Occult, Planes, Religion, History, Ancient Technology…

At each level after the first, distribute a number of points equal to half the Intelligence score +1, $[(Int/2)+1]$, with a minimum of 1 point, among the skills already known or perfected in the adventure or newly learned.

No Basic or Active skill can have more than level +3 points assigned.

Awareness

A skill that all characters have is Awareness, i.e., the ability to perceive the environment around them. This skill has a fixed score equal to 1/3 of the character’ **s level (rounded up) plus Wisdom. The character cannot assign points to this skill, but can choose certain Feats to raise its score.

Players should ask questions, investigate, be curious, argue hypotheses, and discuss rather than just asking for an Awareness roll to find something.

Learning new skills, professions

A character can learn a new skill or improve it with a study/practice of at least 4 hours a day for at least 4 months with a teacher who has a higher skill score than the one the character aims for. After this time, the player can assign a point to the basic skill they have applied themselves to.

To learn a new profession, at least 6 months must pass for 6 hours a day with someone who practices that profession. After the 6 months, the character acquires the 4 skills of the profession. Any Skills already known will increase by 1 point.

Skills and their areas of use

The Skills and their usual uses are summarized. The number of Actions necessary to perform the typical check is also indicated; more complex uses require more time and Actions.

The Actions necessary for the check can vary depending on the character’ **s ability and the complexity of the check.

In any case, always remember to carefully evaluate how the player declares to perform the actions to understand their duration and effects.

Skills with a * suffer penalties due to the armor worn (page ).

Acrobatics* (DEX): This skill is used to maintain balance on narrow or precarious surfaces, to dive, roll, do somersaults, backflips, overcome obstacles, and fall without getting hurt. 1 Action.

Appraise (INT): With this skill, you know how to estimate the monetary value of an object. The difficulty is based on the rarity of the object, DC 12 + 2 common, 4 uncommon, 8 rare, 12 very rare, 16 legendary. 1 Action every 5 of DC. With 6 points the time is 1 Action every 10 of DC, with score 12 it is 1 Action every 20 DC.

Athletics* (STR): With this skill, you are an expert athlete, capable of prodigious jumps and exceptional tests of Strength. 1 Action.

Arcana (INT): With this skill, you are an expert in magic and spells, magic items and you are able to identify spells that are cast. 1 Action.

Awareness (WIS): to search, notice, observe. It is something active. 2 Actions. Using 1 Action imposes a -1d6 penalty to the check.

Climb* (STR): With this skill, you can scale vertical surfaces, from city walls to rock faces. It is related to the Movement Action. With 8 points the Climbing movement is only halved.

Craft (INT): it is specified on a constructive ability, allows to build the object of the craft and to judge and evaluate work in the area of competence.

Deceive (CHA): The Deceive skill can be used to Bamboozle (telling tall tales) or Persuade (adapting the truth) in order to convince the interested party of your words. Variable cost.

Diplomacy (CHA): With this skill, you can resolve disputes and gather valuable information and rumors from people. The skill is also used to negotiate effectively with the right etiquette and conduct suitable for the controversial situation. Variable cost.

Disable Device (INT): With this skill, you can disarm Traps and open locks, sabotage simple mechanical devices, such as catapults, wagon wheels, or doors. 1 Action every 10 of DC. With 6 points the time is 1 Action every 15 of DC, with 12 points it is 1 Action every 20 DC.

Escape Artist (DEX): With this skill, you can free yourself from bindings (opposed to Use Rope) and handcuffs. 1 Action every 10 of DC. With 6 points the time is 1 Action every 15 of DC, with 12 it is 1 Action every 20 DC.

First Aid (WIS): With this skill, you can heal wounds and diseases. Variable cost.

Knowledge of Architecture and Engineering (INT): You are an expert builder and know how to evaluate the structure of buildings. You can also recognize architectural styles and create interior and furnishing designs. 1 Action.

Knowledge of Dungeons (INT): With this skill, you have knowledge of Aberrations, caves, underground explorations, Slimes. 1 Action.

Knowledge of Religion (INT): With this skill, you have knowledge of Patrons, mythology, Celestials, Undead, sacred symbols, ecclesiastical tradition, festivals, and liturgical occasions. 1 Action.

Knowledge of History (INT): With this skill, you have knowledge of History such as wars, migrations, colonies, city foundations, important events… 1 Action.

Knowledge of Geography (INT): With this skill, you have knowledge of climate, population, terrains, territories, nations, and borders. 1 Action.

Knowledge of Law (INT): With this skill, you know the Law of a region. You are expert in knowing norms and loopholes. You know how to cite cases and you know other pettifoggers and judges. 2 Actions.

Knowledge of Languages (INT): Each point in this skill allows you to learn a new written and spoken language. A good Languages score helps to understand unknown languages and make yourself understood. It is also used to understand complex texts. Variable cost.

Knowledge of Myths and Legends (INT): You have a true passion for traditional and more remote myths and legends. You know locations, history, and legendary creatures. 1 Action.

Knowledge of Nobility and Heraldry (INT): You know noble lines, houses, rumors, heraldic symbols, personalities, and the major possessions and treasures. It also applies to famous and important characters. 1 Action.

Knowledge of Planes (INT): With this skill, you are an expert on Planes and their inhabitants. 1 Action.

Forgery (INT): With this skill, you know how to forge and recognize as false art objects, maps, signatures… Variable cost.

Handle Animals (WIS): With this skill, it is possible to train and tame animals. 1 minute every 5 of DC. With 6 points the time is 1 minute every 10 of DC, with 12 it is 1 minute every 15 DC.

Herbalism (INT): With this skill, you have knowledge of how to recognize and prepare natural potions and poisons. The score applies to attempts to brew potions. Recognize natural Potions 1 Action every 10 of DC. With 6 points the time is 1 Action every 15 of DC, with 12 points it is 1 Action every 20 DC.

Intimidate (STR): Intimidate is based on the physical approach to convince the interested party. 1 Action.

Local Traditions (CHA): With this skill, you have knowledge of the inhabitants (most known), customs, legends, laws, personalities, traditions. It is necessary to specify a geographical region where the knowledge is applicable. 1 Action.

Nature (WIS): With this skill, you have knowledge of Animals, Fey, seasons and cycles, weather, plants. 1 Action.

Occult Knowledge (INT): With this skill, you are an expert in the occult, foul creatures. 1 Action.

Perform (CHA): With this skill, you are an expert in an artistic expression, from singing to acting, from dancing to playing musical instruments. It is necessary to specify the form of entertainment. Variable cost.

Ride (WIS): With this skill it is possible to ride professionally and give commands to your mount. See Chapter Riding (page ) 1 Action.

Sense Motive (WIS): With this skill, you can understand if someone is lying or you can intuit their true intentions. 1 Action.

Sleight of Hand* (DEX): With this skill, you can pickpocket, draw a hidden weapon, or perform other actions without being noticed (such as cheating at cards). 1 Action.

Stealth* (DEX): With this skill, you are able to move without causing noise or hide in the shadows. 1 Action.

Survival (WIS): With this skill, you can survive and orient yourself in the wilderness. The skill is also used to actively search for traps and pits. 1 minute to search for traps in 3x3 meters, with score 6 costs 3 rounds, with score of 12 costs 1 round, with score 18 costs 1 Action.

Swim* (STR): With this skill, you are able to swim, even in stormy waters. Without the skill, you know how to float in calm waters. Linked to the Movement Action.

Track (WIS): With this skill, you know how to follow tracks left in the environment. 1 Action every 10 of DC. With 6 points the time is 1 Action every 15 of DC, with 12 points it is 1 Action every 20 DC.

Use Rope (DEX): With this skill, you are expert in bindings and knots to fix and block objects or people. 2 Actions.

Active Skills

The character takes 1 point, at each level, to distribute among the Active Skills or attribute it to the Basic Skills.

The Active Skills are: Magic Proficiency, Weapon Proficiency, Saving Throws (Reflex, Fortitude, Will).

  • Magic Proficiency (MP): indicates the ability and competence in casting a spell.
  • Weapon Proficiency (WP): is the ability and skill to fight with a melee or ranged weapon.
  • Saving Throws represent the resistance, the physical and psychic capacity of the character.

Attributing the Active Skills point to Basic Skills means distributing 4 additional points on at least 3 Basic Skills of your choice. Attributing the point to Saving Throws means increasing a Saving Throw by 1 point.

There is only one way to train: the right way. (Carl Lewis)

Wang Chi: Are you ready?

Jack Burton: I was born ready! (Big Trouble in Little China, Film 1986)

Saving Throws

Saving Throws (abbreviated as ST) are used when the character is subjected to an effort, whether physical endurance, mental resistance, or exceptional agility. The Saving Throw score is based on the chosen Feats. More physical Feats will tend to improve the character’ **s resistance aspect, more athletic or attention-focused Feats will increase reflexes, and purely mental Feats will strengthen the character’ **s will.

The Fortitude Saving Throw indicates how much one can endure physical suffering or attacks against one’ **s vitality and health. The Constitution score is added to the Fortitude Saving Throw value.

The Will Saving Throw indicates resistance against mental influence and other magical effects that seek to modify your free will in choices and actions. The Wisdom score is added to the Will Saving Throw value.

The Reflex Saving Throw indicates how agile and ready you are to avoid obstacles or magic. The Dexterity score is added to the Reflex Saving Throw value.

When a Saving Throw is requested, it means making a check on the required Active Proficiency, whether it’ **s Will, Fortitude, or Reflex. The check is performed by rolling 3d6 + the value of the required Active Proficiency, which is the score in the Will, Reflex, or Fortitude Saving Throw + the value of the Ability Score linked to the Active Proficiency type (Wisdom, Dexterity, or Constitution) + Feats + magical bonuses (items that affect the Saving Throw) and various modifiers present.

It’ **s possible that Saving Throws with different modifiers may be required, such as a Fortitude Saving Throw with Strength modifier or a Will Saving Throw with Charisma modifier. The Narrator will tell you when a different modifier applies.

Weapon Proficiency

Weapon Proficiency (abbreviated as WP) indicates the ability and skill in using a weapon. This proficiency is directly reflected in checks to hit an opponent with weapons.

The Attack Roll for melee weapons is resolved with a Weapon Proficiency (WP) + Strength check + any Feats + bonus from Weapon List + magic bonuses and modifiers against the opponent’ **s Defense (Dexterity + armor + shield + modifiers).

The Attack Roll with ranged weapons (bows, crossbows, throwing daggers, javelins, stones…) is resolved with a Weapon Proficiency (WP) + Dexterity check + bonus from Weapon List + any abilities, magic bonuses and modifiers against the opponent’ **s Defense (Dexterity + armor + shield + modifiers).

When assigning a point to WP, it is necessary to specify which weapon group you take it in; if not declared, it is considered taken in the Simple Weapons group. Check the list Weapons by Homogeneous Type (p. ).

The character can decide to assign a point to a weapon type they already know, thus improving their ability and talent in its use, or learn another weapon type.

The higher the score in a weapon type, the more easily they can take advantage of benefits with weapons of the same type, but they will know fewer weapons.

If the player has not assigned any points to WP, they can use without attack roll penalties only weapons grouped as Simple Weapons.

Simple Weapons are: Dagger, Light Mace, Spiked Mace, Staff, Crossbow (Light), Javelin

Using a Weapon without knowing the Weapon List it belongs to, or that is not a Simple Weapon, imposes a -1d6 penalty to the Attack Roll.

To be able to use Light Armor and Light Shields, you need to have at least -1 Strength.

To be able to use Medium Armor and Medium Shields, you need to have at least 2 points in Weapon Proficiency.

With at least 3 points in Weapon Proficiency and 1 in Strength, you can use Heavy Armor and Heavy Shields without penalty.

Using Armor without adequate proficiency prevents the use of the Dexterity value in Defense, and the bonus conferred by the armor to Defense is reduced by 1.

Using a Shield without adequate proficiency worsens the Attack Roll by 1, and the shield confers a maximum Defense bonus of 1.

To specialize or not in a weapon: The advantages of specializing in a Weapon List are concrete and tangible but they come with the limitation of not knowing how to use other weapons well.

Consider the type of adventure, whether you will always have access to or can easily obtain your preferred weapons.

Also consider whether the type of enemies you will face may have resistances or not to the type of damage you cause. Creating an excellent archer when you’ **re almost always facing skeletons is not a good idea.

Magic Proficiency

Magic Proficiency (abbreviated as MP) allows the character to know more spells, more powerful, more effective, and more easily cast.

A character with high Magic Proficiency knows how to manipulate more spells with better results.

The Magic Proficiency value, together with the Magic Adept Feat and the ability score modifier for spells, establishes the maximum level of spells that can be cast.

The Magic Proficiency point, unlike the Weapon Proficiency one, does not need to be declared on a Magic List, Patron, or other. The point transforms into raw magical power.

It is necessary to have at least 1 point in Magic Proficiency if you want to be a user of magic, if you want to know how magic works and its connection with Patrons.

It is not strictly necessary to always put the Active Proficiency point in Magic Proficiency if you want to be a spellcaster; indeed, some points in Weapon Proficiency are also useful for the most skilled mage if they want to know how to aim and hit an opponent with something other then a spell.

A Magic Proficiency score of 14 and having taken Magic Adept 4 times, with a 4 in the ability score modifier for spells, is sufficient to be able to cast maximum level spells. MP 9 and Magic Adept taken three times can guarantee you sixth level spells.

Optional - Feats as Active Proficiencies

The Narrator may grant, at the player’ **s request, the ability to use the Active Proficiency point not to increase Magic or Weapon Proficiency, but to select a new Feat, respecting the requirements.

Base and Active Proficiency Scores

Each point attributed to Base Proficiencies or Weapon or Magic Proficiency allows for a +1 in the related check (Checks, Attack Roll, Magic Proficiency)

Tups reaches 4th level!: Tups has reached 4th level! Here’ **s how he distributed his Active Proficiency points.

1st level: +1 Weapon Proficiency, Feat: Armor of the Devout (+2 Will, +1 Reflex, Constitution), The Patron is my Weapon (+1 Reflex, +1 Will, Constitution), Instinctive Knowledge (+2 Will, +1 Fortitude, Wisdom)

2nd level: +1 Magic Proficiency, Feat: Powerful Strikes (+2 Fortitude, Constitution)

3rd level: +1 Magic Proficiency, Feat: Faithful (+2 Will, +1 Fortitude, Constitution). The Constitution score increases by 1.

4th level: +1 Weapon Proficiency, Feat: Cautious Spellcaster (+2 Reflex, +1 Fortitude, Intelligence)

Total: +2 WP, +2 MP, +4 Reflex Saving Throw, +6 Fortitude Saving Throw, +6 Will Saving Throw

Do you have any idea what a great power you hold in your hands? (Morla, Neverending Story)