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List of Skills

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.

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Acting

2 Skill Oration

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 an actor.

Animal Training »

1 type of animal
3 Attribute SMR

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

2 Attribute SOC

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 PRW

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

1 Attribute PRW

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

Armor » Medium

2 Attribute PRW

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

Armor » Shields

2 Attribute PRW

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 PRW

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 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 PRW

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 SMR

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

Bluffing & Tells

2 Attribute SOC

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 SOC

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 SMR

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

Dance

3 Attribute PRW

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 PRW

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 PRW

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 SMR

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

Engineering Tools & Supplies

Object Type TEC Example Tools Supplies
Wooden 1 Wagon, Catapult Wheelwright’s Tools Woodworking
Forged 1 Wood stove, Siege tower Smith’s Tools Blacksmithing
Fabricated 3 Bicycle, Steam engine Machinist’s Tools Steelworking
Electronic 4 Electric car, Computer Electrician’s Tools Electrical

Espionage

2 Skill Strategy & Tactics

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 SMR

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

Grappling

2 Skill Unarmed Combat

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 Notes
Clinch 2S C 2 Attack features: Chainable Unhanded(-2)
On success, target has 1 of the following (attacker’s choice):
Takedown 2S 1 Attack features: Chainable Unhanded(-2)
Target must not have the Prone condition prior to attack
On success, target has the Prone condition
Throw 2S 2 Attack features: Chainable Unhanded(-1)
Target must not have the Prone condition prior to attack
On success, target 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 C 1 Attack features: Chainable Unhanded(-1)
The actor must have a basic understanding of the target species’ anatomy
On success, target has the Prone & Immobilized condition
Choke 2S C 1 Attack features: Chainable
The actor must have a basic understanding of the target species’ anatomy
On success, target has the Immobilized condition
If continued for:
  • 2 rounds, target has the Unconscious condition
  • 3 rounds, target has the Moribund condition
  • 4 rounds, target dies

Herbalism

3 Attribute SMR

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.

Historical Skill »

1 General Skill
3 Attribute SMR

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

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.

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

History »

1 Society or 1 TEC
2 Attribute SMR

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

Information Security

4 Skill Programming

Intimidation

2 Attribute SOC

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 SMR

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

Language » Common

3 Attribute SMR

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

Language » Sign Language

3 Attribute SMR

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

Language »

1 language
3 Attribute SMR

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

Linguistics

3 Skill Language » *

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 PRW

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 Skill 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 SMR

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
Chemistry

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

Method of Loci

4 Attribute SMR

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 PRW

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

Musical Instrument »

1 type of musical instrument
3 Skill Music

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 Attribute Navigation

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

Tool Tool OL
Charts (typical or good quality) 2
Charts (rudimentary or poor quality) 1
Magnetic Compass 1
Nautical Sextant 2
2 Attribute SMR

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

Tool Tool OL
Magnetic Compass 2
Map (typical or good quality) 2
Map (rudimentary or poor quality) 1

Oration

2 Attribute SOC

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 PRW

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
Chemistry

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

Allocated dice may be added to any Healing tests, and to any tests utilizing the Poisons skill.

Physics

3 Attribute SMR

Knowledge and understanding of physics appropriate to the current era.

Pick-Pocketing

4 Skill Sleight of Hand

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 vehicle
3 Attribute PRW

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
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

4 Attribute SMR

Research Methods

2 Attribute SMR

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

Riding »

1 type of animal mount
2 Attribute PRW

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 PRW

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

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

3 Attribute PRW

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 PRW

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 SMR

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.

Two Weapon Fighting

3 Attribute PRW
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 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

1 Attribute PRW

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 Notes
Punch 1S 1(c) 1 Attack features: Chainable Fast Parry(1)
Kick 2S 2(c) 0 Attack features: Chainable
Actor must have 2 legs free of Immobilized condition
Headbutt 2S 1(c) 0 Attack features: Chainable
Actor must have head free of Immobilized condition
Body Check 1S 1(c) 0 Attack features: Chainable
Actor must be free of Immobilized condition

Weapons » Axes

3 Attribute PRW

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 PRW

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 PRW

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 PRW

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 PRW

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 PRW

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

Weapons » Modern Small Arms

2 Attribute PRW

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

2 Attribute PRW

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 Staves

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 PRW

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 PRW

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

3 Attribute PRW

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.