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Skills List

The following list of skills can be used across various settings and tech levels. The filter allows for focusing the skills list available in a given Technology Level.

Skills indicated with Fast apply to Fast Action.

Skills indicated with Long apply to Long Action and those indicated with F & L apply to both. A Long Action may specify a time interval different from the default 1 hour, appearing like: Long (1min)

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Acting

2 Skill Oration F & L

Skill in dramatic performance of alternate personalities, emotions, or motivations, and the ability to be convincing in such settings. Skill dice can be added to attempts to Influence an actor.

Animal Training »

1 type of animal
3 Attribute Smarts Long

Training an animal, such as an animal mount, to behave in specific ways and to accept and obey commands as described in Animal Training.

Training requires an investment of time and repetition. The actor must spend one or more hours on consecutive days training the animal, with a test of this skill for each day, taking the form:

Skill + [# hours] + [Animal's SOC] → [Trained Skill Difficulty]S

If the animal to be trained is not Domesticated, the animal may contest each training test with its SMR + SOC.

When the actor reaches a number of successful tests equal to the difficulty of the skill being trained, the animal allocates one die to that skill. If the consecutive days of training are interrupted, the number of successful tests is reduced by 1 for each day not trained.

Allocated dice may also be used in a contested attempt to calm or command an animal which has not been trained, with a success margin determined by the GM representing the difficulty incurred by the animal's contextual disposition towards the actor. In such a situation, the animal will contest the skill with its own Smarts + Sociability.

Argument & Debate

2 Attribute Sociability F & L

Rhetorical skills for convincing or persuading listeners to a particular point of view or to take a particular action. Skill may be used on its own to resolve tests of persuasion, and skill dice may be added to any attempts to Influence:Charm or Influence:Provoke an actor.

Armor » Heavy

3 Attribute Prowess Fast

Training in movement and fighting in heavy armor. Skill points may be added to Dodge actions while wearing heavy armor. At allocations of 4, an armor’s PRW penalty is reduced by 1. At allocations of 5, PRW penalty is reduced by 2.

Armor » Light

0 Attribute Prowess Fast

Training in movement and fighting in light armor. Note that the 0 difficulty of this skill means that actors do not require allocation to wear light armor with full effect. However, if allocated, skill points may be added to Dodge actions while wearing light armor.

Armor » Medium

2 Attribute Prowess Fast

Training in movement and fighting in medium armor. Skill points may be added to Dodge actions while wearing medium armor.

Armor » Shields

2 Attribute Prowess Fast

Training in movement, fighting, and defensive techniques while using a shield. Skill points may be added to Parry actions for shields with the Parry feature.

Assassination

3 Attribute Prowess F & L

Knowledge and understanding of the subtle application of lethal attacks against biological actors appropriate to the current era.

The actor must have a basic understanding of the target's anatomy & biology if the target is of a different species. This may be determined by the GM based on the prevalence of knowledge of that species and the nature of the attack, or if the actor has other related skills applicable to that species such as First Aid or Biology.

If the actor has spent all available AD on the Watch action or at least 1 hour on the Observe & Plan action directed at a particular biological actor, and within 1 minute then spends all AD on an attack against that actor, any allocated dice may be added to the attack action, and for that attack all successes bypass any armor as if they were sixes.

Athletics

2 Attribute Prowess Fast

Training in a variety of gross-motor skills. Skill may be used directly to resolve tests of general athletics, and skill dice may be added to Dodge actions.

Biology

3 Attribute Smarts F & L

Knowledge and understanding of biological sciences appropriate to the current era.

Bluffing & Tells

2 Attribute Sociability F & L

Spotting “tells” of others attempting to lie or bluff, and convincingly lying or bluffing others. Skill may be used on its own to resolve contests to trick, bluff, or persuade, and skill dice may be added to any attempts to Influence an actor or to contest attempts from others, and when taking the Watch action to detect deception.

Charm & Persuasion

2 Attribute Sociability F & L

Knowledge of psychological and motivational frameworks involved in decision-making and how they can be manipulated to sway others to taking a particular point of view.

Skill dice may be added to any attempts to Influence or persuade an actor, or to contest attempts from others.

Chemistry

3 Attribute Smarts F & L

Knowledge and understanding of chemical sciences appropriate to the current era.

Dance

3 Attribute Prowess F & L

Training in a variety of culturally-relevant dance styles. Skill may be used directly to resolve tests of dance performance, and skill dice may be added to Dodge actions.

Drawing

2 Attribute Prowess Long

Artistic or realistic depiction of figures, scenes, or ideas in a two-dimentional format with pencil, ink, charcoal, or similar media.

Skill dice may be applied to any tests to create a drawing of artistic merit or a convincing depiction of a subject, or to estimating the historical significance, artistic merit, or monetary value of a given drawing.

Skill dice may also be added to attempts at artistic forgery of drawings or documents.

Driving »

1 type of animal-drawn vehicle
2 Attribute Prowess F & L

Controlling and basic end-user maintenance of an animal-drawn vehicle.

Skill may be applied to tests for attempts to command the animals involved in maneuvering the vehicle in normal circumstances or in combat as long as the animals are trained for such conditions.

Engineering

3 Attribute Smarts F & L

Knowledge and understanding appropriate to the current era of engineering, for Stabilizing and Healing a damaged machine or construct actor, and designing and constructing devices and constructs to achieve specific ends. The tools and consumable supplies used for constructs, which vary by the type of construct are described below.

Stabilize

The actor uses their skill to stablize a device or construct according to the rules of Stabilizing

Repair

The actor uses their skill to repair a device or construct according to the rules of Healing

Make

The actor uses their skill to design and build a device or construct. The player must describe in detail the desired functioning of the device. The difficulty, materials needed, and resulting quality or capabilities per Success Margin are determined by the GM.

Engineering Tools & Supplies

Object TypeTECExampleToolsSupplies
Wooden1Wagon, CatapultWheelwright’s ToolsWoodworking
Forged1Wood stove, Siege towerSmith’s ToolsBlacksmithing
Fabricated3Bicycle, Steam engineMachinist’s ToolsSteelworking
Electronic4Electric car, ComputerElectrician’s ToolsElectrical

Espionage

2 Attribute Smarts F & L

Knowledge and techniques related to spycraft appropriate to the current era.

This skill applies to any tests to evaluate the security of organizations and systems and how to breach them, methods and practices for covert operation “in plain sight,” and establishing and “running” operative networks.

First Aid

2 Attribute Smarts F & L

Knowledge and techniques appropriate to the current era for Stabilizing an injured biological actor.

Forgery

4 Attribute Prowess Long

Knowledge and techniques appropriate to the current era for forging documents, currency, or works of art, and for identifying forgeries.

Grappling

2 Skill Unarmed Combat Fast

A specialized form of Unarmed Combat focused on grappling, throwing, and immobilization. Actors with this skill can make use of various moves designed to immobilize and control another actor. The following table lists the success targets and resulting outcomes for each move.

The actor being targeted may contest the move with PRW and their own Grappling skill if allocated.

Skill → PRW [+ Skill]

Grappling moves are Chainable and are all treated as the same action type as Unarmed Combat for the purposes of Action Chaining, so an actor may chain together a Clinch, Takedown, and Submission along with Unarmed Combat moves. All dice allocated to this skill are counted as the Chain Limit when chaining grappling moves.

Some grappling moves are continuable. Continuations are contested in the same way as the original move.

For the Submission and Choke moves, the actor must have a basic understanding of the target’s anatomy if the target is of a different species. This may be determined by the GM based on the prevalence of knowledge of that species and the nature of the Grappling training, or if the actor has other related skills applicable to that species such as First Aid or Biology.

In some cases, a species’ biology and morphology may increase or decrease the success targets of various grappling moves. Such changes will be discussed in the species details.

The following attacks are available to humanoid actors:

Clinch: 1S C

The actor closes on an opponent and attempts to gain physical control of their body and/or one or more limbs. The attack requires 2 free hands and is Chainable and Unhanded(-2).

On success, the opponent has 1 of the following conditions (attacker's choice):

Takedown: 2S

The actor uses their grip on an opponent and leverage to attempt to force them to the ground. The attack requires 1 free hand and is Chainable and Unhanded(-2). The opponent must not have the Prone condition prior to the attack.

On success, the opponent has the Prone condition.

Throw: 2S
The attack requires 2 free hands and is Chainable and Unhanded(-1). The opponent must not have the Prone condition prior to the attack.

On success, the opponent is (all of the following):

  • Thrown `1m/SM` in a direction chosen by the attacker
  • Receives `1(c)HP/SM` damage
  • Has the Prone condition
Submission: 2S 1C

The actor applies pressure and leverage to specific parts of the opponent to control their movement. The attack requires 1 free hand and is Chainable and Unhanded(-1). The actor must have a basic understanding of the target species' anatomy.

On success, the opponent has the Prone and Immobilized conditions.

Choke: 2S 1C

The actor uses their limbs to compress vulnerable parts of the opponent's body to cause unconsciousness or death. The attack requires 1 free hand and is Chainable. The actor must have a basic understanding of the target species' anatomy.

On success, the opponent has the Immobilized condition. If continued for:

  • 2 rounds, opponent has the Unconscious condition
  • 3 rounds, opponent has the Moribund condition
  • 4 rounds, opponent dies

Herbalism

3 Attribute Smarts F & L

Knowledge required for identification and collection of natural herbs (and occasionally minerals and animal derivatives) and their preparation and application in healing. The skill may be used directly to test the actor’s ability to forage and prepare natural ingredients.

Allocated dice may be added to any test of First Aid or Medicine.

Historical Skill »

1 General Skill
3 Attribute Smarts F & L

A historical lens into knowledge and understanding of the specified General Skill as understood in previous eras.

When operating in a Technology Level context less than the actor’s native level, tests involving the General skill are not subject to the skill difficulty penalty, and any allocated dice may be added to the test pool.

For scientific and medical skills, this includes an understanding of the evolution of domain knowledge as well as any limitations or misunderstandings in that knowledge from previous eras, as understood from the frame of reference of the actor’s native era.

For engineering and repair skills, this includes understanding of the workings of era-appropriate machinery, available tooling, and its use in repair, even if such machinery is no longer available or in use in the actor’s native era.

History »

1 Society or 1 TEC
2 Attribute Smarts F & L

Knowledge of history and historical contexts relating to the society or historical era of the skill's specialization.

Information Security

5 Skill Programming F & L

Knowledge and understanding of computer security models and methods, and how they can be defeated. Skill dice are applied to any test to defeat a computational security system of known type, or to gain remote access to a computer system that is otherwise inaccessible.

The difficulty of the test is based on a subjective scale of the complexity of the security system:

Computer Security Complexity

DifficultyDescription
1Security-through-obscurity pattern
2Basic or rudimentary security systems
3Off-the-shelf commercial security systems
4Nation-state or Advanced Corporate security systems
5Nation-state or Advanced Corporate high-security mission-critical systems

In addition to skill dice, if available to the actor, the following tools add their Operational Level (OL) to the dice pool of any of the test.

Hacking Tools
ToolTool OL
Intrusion malware2
Detailed knowledge of 1 or more system users1
Hardware intrusion systems3

A given computer system may have several layers of security requiring penetration in order to access it, and a seperate test should be made against each layer.

Intimidation

2 Attribute Sociability F & L

Knowledge of psychological frameworks related to power dynamics and fear, and how they can be manipulated to induce compliance.

Skill dice may be added to any attempts to Influence or persuade an actor, or to contest attempts from others.

Jury-Rigging

2 Attribute Smarts F & L

Knowledge and understanding appropriate to the current era for Stabilizing a damaged machine or construct actor.

Stabilize

The actor uses their skill to stablize a device or construct according to the rules of Stabilizing

Rig

The actor uses their skill to jury-rig an ad-hoc device or construct. The player must describe in detail the desired functioning of the device. The difficulty, materials needed, and resulting quality or capabilities per Success Margin are determined by the GM.

Language » Common

3 Attribute Smarts F & L

The ability to speak, understand, read, and write the lingua franca that is spoken in the character’s society.

Skill dice may be added to any Influence actions using verbal or linguistic components if the target understands this language.

Language » Sign Language

3 Attribute Smarts F & L

The ability to sign and understand the most common system of sign language that is used in the character’s society.

Skill dice may be added to any Influence actions using non-verbal linguistic components.

Language »

1 language
3 Attribute Smarts F & L

The ability to speak, understand, read, and write the language of the skill's specialization.

Skill dice may be added to any Influence actions using verbal or linguistic components using the language.

Linguistics

3 Skill Language » * Long

Knowledge and understanding appropriate to the current era of the evolution and interrelation of languages. Skill dice are applied to any test to determine the identity and history of an unknown language.

Skill dice may also be added to rolls to offset difficulty penalties involved in use or understanding unallocated language skills.

Lock Picking

2 Attribute Prowess Long (1min)

Knowledge and understanding appropriate to lock designs of the current era, and how they can be defeated. Skill dice are applied to any test to defeat a lock of known type, given appropriate or improvised tools.

When using improvised tools, subtract 1 die from attempts to defeat locks. On a failure with no successes, the improvised tool breaks.

Marksmanship

3 Attribute Prowess Fast
Weapons » any ranged weapon type

If spending 4 or more AD on an attack using a ranged weapon with an allocated skill, add all allocated dice to the attack’s dice pool.

Mathematics

3 Attribute Smarts F & L

Knowledge and understanding of theory and application of mathematics. The skill may be used directly to test the actor’s ability to understand and solve math problems.

Any allocated dice may also be added to the dice pool for any test of Engineering or Physics.

Medicine

5 Skill Biology Long
Chemistry

Knowledge and understanding appropriate to the current era for both Stabilizing and Healing an injured biological actor

Skill dice may be added to any use of First Aid.

Method of Loci

4 Attribute Smarts F & L

Using spatial memory techniques (aka: "the Mind Palace") to store and recall memories with a high degree of accuracy and fidelity. The difficuly of a given test of memory is determined by the GM based on such factors as the obscurity of the memory, the conditions in which it was experienced, the time since the memory was stored, and whether or not the experience was deliberately and intentionally "stored" using this skill.

The difficuly of storing a given memory is typically considered trivial and a test is unneccessary, although the GM may determine that circumstances demand a test to store a memory under extreme conditions, especially when attempting to use this skill unallocated. In these cases, the GM will determine the test difficulty.

Method of Loci techniques are not capable of retrieving memories of events prior to when the skill was allocated or first attempted.

Music

3 Attribute Prowess F & L

Knowledge and theory of music and musical performance. Includes culturally appropriate knowledge of reading musical notation.

Musical Instrument »

1 type of musical instrument
5 Skill Music F & L

Techniques of musical performance using the specified instrument type. The skill may be used directly to test the actor’s ability to play the instrument type in a professional manner.

Instrument type declarations may be inclusive of related families of instruments. For example, the skill Musical Instrument » Saxophone applies equally to alto, tenor, soprano, and baritone saxophones.

Nautical Navigation

3 Skill Navigation F & L

Way-finding on open water using charts, compass, and known celestial markers. As with Navigation, skill dice are used directly in attempts to establish current position and to navigate open water without visible landmarks.

In addition to skill dice, if available to the actor, the following tools add their Operational Level (OL) to the dice pool of any of the described tests.

Nautical Navigation Tools

ToolTool OL
Charts (typical or good quality)2
Charts (rudimentary or poor quality)1
Magnetic Compass1
Nautical Sextant2
2 Attribute Smarts F & L

Way-finding on or over land using a map and compass (orienteering), by known celestial markers (celestial position-fixing), or by best guess (dead reckoning).

Skill dice are used directly in attempts to establish the actor's current position relative to known landmarks, to navigate successfully to a known goal location or waypoint, or to estimate a current position based on a known position and direction, speed, and time of travel.

In addition to skill dice, if available to the actor, the following tools add their Operational Level (OL) to the dice pool of any of the described tests.

Land Navigation Tools

ToolTool OL
Magnetic Compass2
Map (typical or good quality)2
Map (rudimentary or poor quality)1

Oration

2 Attribute Sociability F & L

Public speaking and the ability to project one’s voice with clarity and diction to an audience.

Skill may be used on its own to resolve tests of public speaking, and skill dice may be added to any attempts to Influence:Charm or Influence:Provoke one or more actors that can hear the speaker’s voice.

Painting

3 Attribute Prowess Long

Artistic or realistic depiction of figures, scenes, or ideas in a two-dimentional format with paint or similar media.

Skill dice may be applied to any tests to create a painting of artistic merit or a convincing depiction of a subject, or to estimating the historical significance, artistic merit, or monetary value of a given painting.

Skill dice may also be added to attempts at artistic forgery of paintings.

Pharmacology

3 Skill Biology F & L
Chemistry

Knowledge of drugs and medications, their interactions and toxicology, and uses in medicine.

Skill dice may be added to any tests of First Aid or Medicine, and to any tests utilizing the Poisons skill.

Physics

3 Attribute Smarts F & L

Knowledge and understanding of physics appropriate to the current era.

Pick-Pocketing

4 Skill Sleight of Hand Fast

Skill dice are applied to any tests involving surreptitiously removing or placing objects in another actor’s pockets, pouches, or other location considered to be within the actor’s “personal space” without that actor being aware of the action.

Tests of this skill may be contested with the Watch action.

Piloting »

1 type of mechanical vehicel
3 Attribute Prowess F & L

Controlling and basic end-user maintenance of a mechanical vehicle.

Skill may be applied to tests for attempts to maneuver the vehicle in normal circumstances or in combat as long as the vehicle is fit for such conditions.

Poisons

2 Skill Biology Long
Chemistry

This skill covers the identification, preparation, and application of poisons appropriate to the current era.

The actor must have a basic understanding of the target’s anatomy & biology if the target is of a different species. This may be determined by the GM based on the prevalence of knowledge of that species and the nature of the attack, or if the actor has other related skills applicable to that species such as First Aid.

Programming

3 Attribute Smarts Long

Knowledge and understanding of models and methods for creating, maintaining, and modifying instructions for computerized systems.

An actor with direct or remote access to a computer system may attempt to direct the system to perform specified tasks or alter instructions for existing tasks. The tasks must be possible and within the capability of the system. The player describes the desired task to the GM in 25 words or fewer. The GM will determine the test difficulty based on the desired task and context including the nature of the actor's interface (Standard or improvised?), the capabilities of the computer (Is it a general-purpose computer, or a specializedName embedded system?), and the current conditions surrounding the actor (Is the action happening at a desk in a quiet room, or in the middle of a firefight?).

Skill + [# hours] → [Difficulty]S [Difficulty*]C

The test is continuable and for each continuation, the actor may specify an additional 25 words to refine or expand the scope of the test, though the GM should re-evaluate the difficulty for the continuation if they do so.

Research Methods

2 Attribute Smarts Long

Knowledge and understanding of research methods used in the current era.

Skill dice may be applied to tests for attempting to research a particular topic provided that the actor has access to a repository of relevant information, such as a library or the internet.

Riding »

1 type of animal mount
2 Attribute Prowess F & L

Riding of a trained animal mount.

Skill may be applied to tests for attempts to maneuver the mount while basic riding or in combat as long as the animal is trained to such conditions.

Sculpture

3 Attribute Prowess Long

Artistic or realistic depiction of figures, subjects, or abstract ideas in a three-dimentional format with clay, found objects, or similar media.

Skill dice may be applied to any tests to create a sculpture of artistic merit or a convincing depiction of a subject, or to estimating the historical significance, artistic merit, or monetary value of a given sculpture.

Skill dice may also be added to attempts at sculptural forgery.

Singing

2 Skill Music F & L

Techniques of vocal musical performance. The skill may be used directly to test the actor’s ability to sing in a professional manner.

Skill dice may also be added to tests of Music.

Sleight of Hand

3 Attribute Prowess Fast

Techniques and skills to covertly manipulate objects. Skill dice are applied to any tests involving palming or concealing objects that can be held in the hand, utilizing or manipulating larger objects without being observed, and misdirecting observers to prevent them from noticing one’s actions.

Tests of this skill may be contested with the Watch action.

Stealth & Skulking

2 Attribute Prowess F & L

Skill dice are added to any attempts to move silently or avoid being observed. Tests of this skill may be contested with the Watch action.

Skill dice may also be added to any Watch action to detect covert movement.

Strategy & Tactics

2 Attribute Smarts F & L

Knowledge of decision-making in warfare appropriate to the current era.

This skill applies to any tests to evaluate terrain and identify points of strategic and tactical significance, identify moments of tactical opportunity and how to exploit them, and to weigh comparative strengths and weaknesses between opposing forces.

Tracking

4 Attribute Smarts Long (10min)

Combining knowledge of environment and animal behavior with observation of trace and evidence to identify paths of travel, track individual subjects, and decipher and predict specific movement and behavior across various environments.

Skill dice are used to attempt to track and follow a specific individual or to identify the movements of individuals.

Two Weapon Fighting

3 Attribute Prowess Fast
Weapons » *

Fighting with two weapons simultaneously. The actor must have allocated at least one die to the skill for each weapon and must have free hands to wield both weapons.

Any allocated dice may be added to any attacks or parries with either weapon.

If either weapon has the Unhanded feature, the indicated penalty is reduced by the number of allocated dice to a minimum of 0.

If both weapons have the Quick feature, the actor may choose either weapon to use for a riposte when a successful parry enables a riposte, regardless of which weapon was used to parry.

If at least one of the weapons has the Chainable feature, both weapons count as Chainable with the same action type, and can participate in an action chain as long as their use is alternated. All dice allocated to this skill are added to the Chain Limit when chaining attacks with either weapon.

Unarmed Combat

1 Attribute Prowess Fast
Weapons » *

Training in combat using punches, kicks, and other parts of the body. Unarmed attacks are treated as weapons as described below. Unarmed attacks are Chainable, and are all treated as the same action type for the purposes of Action Chaining, so an actor may chain together multiple Punches, Kicks, and Headbutts, etc. All dice allocated to this skill are counted as the Chain Limit when chaining unarmed attacks.

Punch: 1S 1(c)/SM

The actor strikes an opponent with a fist. The attack requires 1 free hand and is Chainable and Quick, and has the Parry(1) feature.

Kick: 2S 2(c)/SM

The actor strikes an opponent with a kick. The attack requires 0 free hands, but the actor must have 2 legs free of the Immobilized condition. The attack is Chainable.

Headbutt: 2S 1(c)/SM

The actor uses their head to strike an opponent in the head. The attack requires 0 free hands, but the actor must have their head free of the Immobilized condition.

On success, the opponent has the Stunned condition for 1 Round for each point of HP damage received over their Toughness.

Body Check: 1S 2(c)/SM

The actor uses the weight of their whole body to strike an opponent. The attack requires 0 free hands, but the actor must not be Prone and be free of the Immobilized condition.

Weapons » Axes

3 Attribute Prowess Fast

Use of an axe or similar tool as a weapon of fighting and warfare.

If the axe has the Chainable feature, all dice allocated to this skill are counted as the Chain Limit when chaining attacks with the axe.

Weapons » Bludgeons

1 Attribute Prowess Fast

Use of any blunt striking tool as a weapon of fighting and warfare.

If the weapon has the Chainable feature, all dice allocated to this skill are counted as the Chain Limit when chaining attacks with the weapon.

Weapons » Bows

3 Attribute Prowess Fast

Use of bows as weapons of war or hunting.

The number of AD required to reload between shots is reduced by the number of allocated dice, to a minimum of 1AD.

Weapons » Crossbows

2 Attribute Prowess Fast

Use of crossbows as weapons of war or hunting.

The number of AD required to reload between shots is reduced by the number of allocated dice, to a minimum of 1AD.

Weapons » Firearms

2 Attribute Prowess Fast

The use and maintenance of breech-loading or tubular-magazine firearms.

The number of AD required to reload between shots is reduced by the number of allocated dice, to a minimum of 1AD.

Weapons » Hand Grenades

1 Attribute Prowess Fast

Knowledge of the functioning of thrown incendiary and explosive devices, and the skill of accurate throwing.

Weapons » Modern Small Arms

2 Attribute Prowess Fast

The use and maintenance of modern small arms.

The number of AD required to reload is reduced by the number of allocated dice, to a minimum of 1AD.

If the weapon has the Chainable feature, all dice allocated to this skill are counted as the Chain Limit when chaining attacks with the weapon.

Weapons » Muzzle-Loading Firearms

3 Attribute Prowess Fast

The use and maintenance of muzzle-loading firearms.

The number of AD required to reload between shots is reduced by the number of allocated dice, to a minimum of 1AD.

Weapons » Polearms

3 Skill Weapons » Staves Fast

Use of polearms (typically 3–4 meters in length) in fighting and warfare, including formation maneuvers.

If the polearm has the Chainable feature, all dice allocated to this skill are counted as the Chain Limit when chaining attacks with the weapon.

Weapons » Short Blades

2 Attribute Prowess Fast

Use of short blades and swords (typically less than 1 meter in length) in fighting and warfare.

If the blade has the Chainable feature, all dice allocated to this skill are counted as the Chain Limit when chaining attacks with the blade.

Weapons » Staves

1 Attribute Prowess Fast

Use of short polearms and staves (typically 2 meters or less in length) in fighting and warfare.

If the weapon has the Chainable feature, all dice allocated to this skill are counted as the Chain Limit when chaining attacks with the blade.

Weapons » Swords

3 Attribute Prowess Fast

Use of swords approximately 1–2 meters in length for fighting and warfare.

If the sword has the Chainable feature, all dice allocated to this skill are counted as the Chain Limit when chaining attacks with the blade.