Skills
Roll the Dice
Base rule for a skill check :
- Roll a number of attribute dice (d6) equal to the relevant Attribute score.
- Roll a number of skill dice (d6 or d8) equal to the Skill rank (d8 if Expert)
- Roll a number of gear dice (d6 or special) equal to the bonus of the equipment if any.
For any d6 a 6 is a success. For any d8 a 7 or 8 is a success.
Pushing the Roll
During highly stressing or dangerous situations (eg Combat), the player can decide to
push the roll. The character gains 1 point of Stress, then the player may reroll any dice that is not a 1 or a 6 (7/8 for a d8).
Any 1s (*banes) on the new roll for attribute dice or gear dice are critical failures
A critical failure on attribute causes a Condition, any critical failure on gear dice causes the equipment to be damaged, and lose one bonus dice. If an equipment reaches 0 bonus dice, its is broken and cannot be repaired.
Modifications
If any rule, talent or feature gives a positive modifier to a roll, this means extra dice to be rolled, this extra dice counts as skill dice.
If any rule, talent or feature gives a negative modifier to a roll, this means you roll
less dice to be rolled, dice are removed first from skill, then from attribute. Gear dice cannot be removed.
Difficulty
In general one success is enough to pass a check. Some cases may require more than one success
(eg magic). Any extra success beyond what you need generates extra benefits. Examples:
- Extra Damage (in combat)
- With Haste (reduce time by half)
- With Stealth (quieter)
- Wider effect (affects more NPCs)
- Bonus to defense
- Bonus dice (extra d6 to next related action)
Roll variations
Split dice
Characters are restrict to don’t use the same skill roll on the same kind of action on the same round. But some skills allow this, for example when the character attempt to attack twice in the
same round. In this cases, it costs two actions, but the player must split the dice pool for the action. The player decides how many dice he will use on the first action and how many to use
on the second action. But each roll should be made with at least one attribute die and one
skill die. If the character don’t have enough attribute or skill dice to split, then
the player cannot take the same action twice.
Ex: Anghor has BODY 4, and Melee 3, on the same round he decides to make two attacks,
on the first roll he can roll 4 dice (3 BODY, and 1 Melee), and on the second action
he will have the 3 remaining dice (1 BODY and 2 Melee). Weapon bonus damage is added
individually for each roll he he achieve success.
Opposed Rolls
Most of the enemies and monsters have pre-defined values for rolls. The player has to
match the number of successes or above to succeed. Some exceptional cases, like boss
monsters or PvP, the roll is made as opposed. In this case, the side with more success wins.
Ties always goes to the side that initiates the roll.
Group Rolls
Depending on the situation, when every character in a group has to do the same action
together. This is a group roll. A group roll can be decided by the DM with different solutions :
- Weak Link - Only the weakest for the skill needs to roll, and the result for the group is equal to his result. (eg Stealth).
- No Help - When each character has to deal with the roll by itself, with no help from his friends. (eg Poison gas)
- Helping hand - The check can only be attempted once, up to 2 characters can try to help the main roll. Each helper success adds 1 dice to the main roll. (eg Diplomacy)
- Support - Each character rolls by themselves, but extra successes can be passed to other characters to help them succeed. (eg Climbing a monutain)
Initial Skills
The maximum ranks a skill can have is 5.
Initial : You can only assign up to 3 points to a skill listed on your archetype, and up to 1 on a skill not listed there. Initial skill points depends on your age (8/10/12)
Non-skilled : You can try to use any skill without training using only your attribute score, however this tests are always made at -1 dice. (-2 if the skill have specializations)
Specialization
Some skills have specialization, when you first assign a point to this skill, you get one free specialization. You may add extra specializations for each rank you got in the skill. You may try to use a specialization you don’t have, but that is made at -1 dice.
Expertise
Some features gave you Expertise on some skills. When you have expertise you roll d8s instead of d6s on the skill dice for this skill. A d8 succeeds on a 7 or 8 result.
List of Skills
BODY
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Melee: The skill used for all physical combat, from unarmed strikes to attacks with any melee weapon. Specializations :
- Unarmed Combat: Your expertise in fighting with fists, feet, elbows, and knees. This specialization also includes grappling, wrestling, and other forms of close-quarters brawling.
- Light Weapons: Covers your proficiency with small, fast, and precise weapons such as daggers, shortswords, and rapiers.
- Blades: Proficiency with one-handed cutting and slashing weapons like longswords, scimitars, and cutlasses. This style is about finding openings to deliver precise strikes.
- Blunt & Hacking: Mastery of heavy, one-handed crushing and hacking weapons like axes, maces, and clubs. This style is about delivering powerful blows that can crush armor and break bones.
- Heavy Weapons: Your skill with large, heavy weapons that require two hands, including greatswords, greataxes, and warhammers.
- Polearms: Expertise with long-reaching weapons like spears, halberds, and glaives, focusing on keeping opponents at a distance.
- Flails & Whips: Proficiency with weapons that have a unique, flexible striking style, such as flails, whips, and morning stars.
-
Athletics: A skill covering all physical feats like running, jumping, climbing, and lifting.
-
Endurance: The skill for physical resilience, used to resist poison, disease, and the long-term effects of exhaustion or hunger.
AGILITY
-
Marksmanship: The skill used for all ranged combat, including bows, crossbows, and firearms. Specializations :
- Bows: Your proficiency with all types of bows, from shortbows to powerful longbows. This specialization is about drawing the bowstring with a smooth, steady motion to deliver precise and powerful shots.
- Crossbows: Mastery of mechanical ranged weapons, including light and heavy crossbows. This specialization focuses on aiming with a high degree of accuracy and making each shot count, as the reload is often slower than a bow.
- Thrown Weapons: Your skill at throwing objects with accuracy and force. This covers everything from knives and darts to javelins and shurikens.
- Firearms: Expertise with gunpowder weapons, including pistols, muskets, and rifles. This specialization focuses on handling recoil, taking careful aim, and understanding the mechanics of your weapon.
- Slings: Proficiency with slings and sling bullets. This specialization is about the specific technique of building momentum to launch a projectile with surprising force.
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Mobility: A defensive skill used for actively dodging and evading incoming attacks. It is the primary agility-based defense.
-
Subterfuge: A broad skill for a character’s “tricky” abilities. You must choose a specialization when you take this skill. Specializations:
- Stealth: This is the skill of moving unseen and unheard. You use it to sneak past enemies, hide from sight, or get the drop on an unsuspecting target.
- Sleight of Hand: This skill covers your ability to perform complex tasks with your hands. You use it for things like palming an object, picking a pocket, or performing close-up tricks and illusions.
- Burglary: This is the skill of bypassing security measures. You use it to pick locks, disable traps, and disarm alarms.
- Forgery: The ability to create convincing fake signatures, seals, letters, coins or any other official document.
- Disguise: The art of altering your appearance to impersonate someone else or become unrecognizable. This includes knowledge of makeup, costuming, and acting.
MIND
-
Lore: This broad skill represents a character’s academic knowledge. Specializations :
- Lore (History): Your knowledge of past events, cultures, ancient civilizations, and historical figures.
- Lore (Arcana): The study of magical theory, magical creatures, and the laws of magic. This is the academic side of magic, distinct from casting spells.
- Lore (Religion): Your understanding of deities, religious traditions, holy sites, and mythology.
- Lore (Nature): The knowledge of plants, animals, natural phenomena, and the wilderness.
- Lore (Geography): Your expertise in the world’s physical features, including landforms, climate, and cartography.
- Lore (Politics & Law): Your knowledge of government, noble houses, social structures, and legal systems.
-
Craft: The skill for creating or repairing items, from forging a new sword to crafting a potion. This also requires a specialization :
- Alchemy: The art of creating potions, poisons, and other concoctions through a mixture of natural and magical ingredients.
- Blacksmithing: Your expertise in working with metal to create weapons, armor, and tools. You need this specialization to repair most weapons and armor, but you also need tools to use it.
- Carpentry: The skill of working with wood to build structures, furniture, bows, and other wooden items.
- Jewelry: The skill of working with precious metals and gemstones to create beautiful and intricate items, often with magical properties.
- Leatherworking: The craft of treating leather to create armor, bags, cloaks, and other useful goods. You mat repair some types of armor with this specialization, but you also need tools to do it.
- Stone Masonry: The skill of working with stone to build walls, structures, and monuments.
- Rituals: The craft of creating the components and places for powerful ceremonies and rituals. To create magical items, bless a location, or perform divinations.
- Weaving & Tailoring: The art of creating and repairing clothing, enchanted robes, and other items from cloth.
-
Resolve: This is the skill of building mental fortitude and resilience. It is a passive defense against things that would test your spirit or break your will. You make a Resolve roll as a saving throw when a threat attempts to affect you, such as resisting a fear effect, withstanding mental torture, or enduring a magical compulsion.
AWARENESS
-
Perception: The skill for noticing details, spotting ambushes, and remaining vigilant against threats.
-
Survival: The skill for navigating the wilderness, finding food and water, building shelter, and taming animals. Specializations :
- Foraging: This specialization covers your knowledge of finding food, water, and other resources in the wild. You can identify edible plants, purify water, and find natural ingredients for medicines.
- Tracking: The art of following trails left by creatures and people. This specialization is for reading subtle signs in the environment to find a target.
- Navigation: Your expertise in finding your way through unfamiliar territory. You can use landmarks, star patterns, and the sun to chart a course and avoid getting lost.
- Taming: This specialization focuses on handling and taming animals. It covers a character’s ability to calm wild beasts, train mounts, and understand animal behavior.
-
Insight This skill represents your ability to read people and situations, seeing beyond the
surface to understand true intentions. Use it to see through a lie, to understand what an NPC
wants, or as a defense against social skills.
SOUL
-
Healing: A skill that represents the ability to mend wounds and cure diseases through spiritual or mental power. Limited: you can only use this skill once on each person you are trying to heal per shift (5-10 hours).
Specializations :
- Restoration: This specialization is for healing physical injuries. With a successful roll, you can restore a character’s Stamina, helping them recover from a fight. Each success heals 3 Stamina.
- Purification: This is the skill of spiritual and physical cleansing. You can use it to cure a character of a disease, cleanse their body of poison, or even remove a magical curse.
- Repose: This specialization focuses on restoring a character’s physical and mental energy. It is used to cure the Exhaustion condition, helping a character recover from fatigue and push through their limits. You need at least 3 successes to remove one condition level.
- Courage: This specialization is for calming the mind and spirit. You can use it to cure the Fear condition, helping a character overcome terror and regain their courage. You need at least 3 successes to remove one condition level.
- Clarity: This specialization is used to clear mental confusion and restore focus. You can use it to cure the Dazed condition, helping a character regain their senses and clarity of thought. You need at least 3 successes to remove one condition level.
- Catharsis: a spiritual specialization that allows a character to confront and release the crushing burdens that weigh on the soul. You can help a character release their demons, reducing their Stress level. Each success reduce 1 Stress.
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Influence: A skill that determines a character’s social impact, used to persuade and lead others, or to intimidate foes with a single word.
-
Performance: The skill for enchanting and moving an audience through song, art, or storytelling, often with a spiritual or emotional component. Specializations:
- Oratory: This is the art of the spoken word. It covers powerful speeches, inspiring rhetoric, and epic storytelling, as well as acting and impersonation.
- Music: Your proficiency with instruments and song. This can be used to inspire allies, soothe a hostile crowd, or create magical effects.
- Dance: A physical form of performance that uses movement and grace. This can be used to entrance a crowd, perform a ritual, or even dazzle an opponent.
- Artistry: Your skill at creating permanent works of art. This covers painting, sculpting, and writing, and your ability to imbue these creations with a spiritual or emotional charge.
Magical Skills
Specific talents are required to acquire and improve magical skills
MIND
- Arcane: The skill for casting arcane spells and manipulating magical energies through study and intellect. You may specialize in one the tides of magic. Specializations :
- The Sanguine Tide (Red): The magic of raw, destructive power. This specialization focuses on spells of evocation, fire, and pure energy to cause maximum damage.
- The Azure Tide (Blue): The magic of intellect and defense. This specialization focuses on creating barriers, shields, and counter-spells to protect and control the battlefield.
- The Verdant Tide (Green): The magic of life and nature. This specialization is for spells that summon creatures, manipulate plants, and change the shape of living things.
- The Ivory Tide (White): The magic of light and truth. This specialization is for spells of divination, healing, and revealing hidden things.
- The Umbral Tide (Purple): The magic of shadows and illusions. This specialization focuses on subtle and deceptive magic used to beguile, confuse, and influence the minds of others.
- The Obsidian Tide (Black): The magic of death and decay. This specialization is for spells that manipulate souls, drain life force, and communicate with the deceased.
SOUL
- Summoning: The skill for calling upon wild, supernatural forces and communing with nature spirits. You may specialize in one of the branches of this kind of magic. Specializations :
- Plants - This tree is focused on the life and resilience of the natural world, using flora to heal, defend, and entangle foes.
- Animals - This tree is about channeling the raw, untamed fury and instinct of the animal kingdom to empower yourself or summon beasts to fight alongside you.
- Glamour - This tree focuses on illusions, charm, and trickery, using a touch of otherworldly magic to deceive and control.
- Blood - This tree uses the darker side of primal magic, focusing on curses, manipulation, and grotesque transformations.
- Spiritual - This tree is about the unseen world, ghosts, and the ethereal plane. Spells here are about incorporeal damage, contacting spirits, and being able to see what lies beyond the veil.
- Elemental - This tree commands the raw forces of fire, water, earth, and air to damage and control your foes.
Craft
Poisons
Lethal Poison - Roll the poison potency against the victims Endurance, if poison wins causes 1 damage per round until the victim drinks an antidote or is dead, else causes a single point of damage.
Paralyzing Poison - potency x endurance, if poison wins it causes one level of the Exhaustion condition each round until the victim drinks an antidote or is paralyzed (no actions). Failure causes one level of Exhaustion only.
Sleeping Poison - potency x endurance, if poison wins it causes one level of the Dazed condition every 2 rounds until the victim drinks an antidote or its unconscious. Failure causes one level of Dazed only.
Hallucinogenic Poison - potency x endurance, if poison wins it causes one level of the Fear condition each round until the victim drinks an antidote or the victim panics. Failure causes one level of Fear only.
Poisons applied to weapons are active for a stretch (5-10 minutes) or until you cause damage to a victim.
Subterfuge
Disguise
- 1 Success, same kin and gender, no specific person
- 2 Success, other gender
- 3 Success, specific person, other kin
Any one who knows the person and see you on the same zone can roll a Perception opposed check. If you succeed, your disguise is so perfect that no one will question your identity, even under close scrutiny.