Ancient Skills (TEC 1)
All General skills are available at this level.
Acting
Skill in dramatic performance of alternate personalities, emotions, or motivations, and the ability to be convincing in such settings. Skill points can be added to attempts to Influence/Charm an actor.
Animal Training »
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 time required to train a specific animal skill varies by the skill's level of difficulty. In game terms, 1 full week (spending several hours each day of the week) must be spent per level of difficulty. At the end of each such week of training, the trainer must succeed in the following test or begin that week's training again:
Skill + #AD → (8 - [Animal's SMR + SOC])S
This skill 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
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 an actor.
Armor » Heavy
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
Training in movement and fighting in light armor. Skill points may be added to Dodge actions while wearing light armor.
Armor » Medium
Training in movement and fighting in medium armor. Skill points may be added to Dodge actions while wearing medium armor.
Armor » Shields
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.
Athletics
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.
Bluffing & Tells
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/Charm or Influence/Intimidate an actor or to contest attempts from others, and when taking the Watch action to detect deception.
Charm & Persuasion
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/Charm or persuade an actor, or to contest attempts from others.
Drawing
Driving »
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.
Grappling
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.
PRW + Skill → PRW [+ Skill]
Grappling moves are Chainable and are all treated as the same action type for the purposes of Action Chaining, so an actor may chain together a Clinch, Takedown, and Submission. 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.
Grappling Attacks (Humanoid)
Move | Test | Hands | Features* | On Success |
---|---|---|---|---|
Clinch | 2S C | 2 | Unhanded(-2) | Target has 1 of the following (attacker’s choice):
|
Takedown† | 2S | 1 | Unhanded(-2) | Target has the Prone condition |
Throw† | 2S | 2 | Unhanded(-1) | Target is (all of the following):
|
Submission‡ | 2S C | 1 | Unhanded(-1) | Target has the Prone & Immobilized condition |
Choke‡ | 2S C | 1 | Target has the Immobilized condition If continued for:
|
Herbalism
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 Stabilization or Healing tests.
Intimidation
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/Intimidate or persuade an actor, or to contest attempts from others.
Language » Common
The ability to speak, understand, read, and write the lingua franca that is spoken in the character’s society.
Language » Sign Language
The ability to sign and understand the most common system of sign language that is used in the character’s society.
Language »
The ability to speak, understand, read, and write the language of the skill's specialization.
Marksmanship
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
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.
Music
Knowledge and theory of music and musical performance. Includes culturally appropriate knowledge of reading musical notation.
Musical Instrument »
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.
Oration
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 one or more actors that can hear the speaker’s voice.
Painting
Pick-Pocketing
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.
Riding »
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
Singing
Techniques of vocal musical performance. The skill may be used directly to test the actor’s ability to sing in a professional manner.
Allocated dice may also be added to tests of Oration.
Sleight of Hand
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
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.
Two Weapon Fighting
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 Fast 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
Training in combat using punches, kicks, and other parts of the body. Unarmed attacks are treated as weapons as described in the following table. 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.
Unarmed Combat Attacks (Humanoid)
Attack | Test | HP/SM | Hands | Features* |
---|---|---|---|---|
Punch | 1S | 1(c) | 1 | Fast Parry(1) |
Kick† | 2S | 2(c) | 0 | |
Headbutt‡ | 2S | 1(c) | 0 | |
Body Check§ | 1S | 1(c) | 0 |
Weapons » Axes
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
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
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
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 » Hand Grenades
Knowledge of the functioning of thrown incendiary and explosive devices, and the skill of accurate throwing.
Weapons » Polearms
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
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
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 weapon.
Weapons » Swords
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 sword.