top of page

Skills

A skill represents your training and experience in a certain field. Each character starts the game with 1 skill at level 3, 2 skills at level 2, and 3 skills at level 1. You may spend experience later to buy new skills or additional levels of skills you already have. 

 

Each skill level costs the following amount of experience to buy.

1 - 100 exp

2 - 150 exp

3 - 250 exp

4 - 400 exp

5 - 600 exp

​

*Skills are currently undergoing a revamp, so if things don't line up with other parts of the website, those should be fixed in the near future.

Athletics (1-5)

Athletics represents your ability with physical activity, like running, jumping, or climbing.

Chase

Focused Action

Roll: Agility + Athletics vs Reactions

Complexity: Varies

Success: You come within arm's reach of the subject.

Failure: You may spend 1 Stamina to make a second roll and continue the chase. Otherwise, the subject gets away.

 

Climb

Focused Action

Roll: Fitness + Athletics vs Varies

Complexity: 1 per 5 feet you try to climb

Success: You make it up to the desired height without incident.

Failure: You take 5 damage per failed task.

Crit Fail: You fall to the ground and suffer an injury.

Conjuring (1-5)

Conjuring determines your ability to bind crytures, control them, and know their technical aspects, such as typing and classes. It also governs your ability to manipulate the Astral Plane.

Convert Cryture

By intensively meditating on an occupied binding crystal, you can sever the cryture's bond with its previous conjurer and bind it yourself.​

Labor Action

Roll: Intellect + Conjuring vs 5 + Danger 

Complexity: 1- per Danger of the cryture 

Success: You spend 1 hour meditating to impose your own bond on a cryture in a binding crystal. This overrides any bond it had with a previous conjurer.

Failure: You suffer an Intellect injury.

 

Discern Typing

Your study of crytures allows you to tell what a given cryture's types are.

No Action

Roll: Intellect + Conjuring vs 6

Complexity: 1+

Success: You discern at least 1 type of the subject, plus an additional type or class for each extra success.

Failure: Any further attempts to study the same cryture fail automatically.

​

Force Obedience

When a cryture refuses to obey your commands, you may have to force them to comply by enforcing the conjurer’s bond.

No Action

Roll: Sense + Conjuring vs 10 - Affinity

Complexity: 1

Success: You force one of your crytures to obey a command it is refusing.

 

Reduce Enmity

With treats and favors, you coax a cryture into forgiving a perceived slight against them.

Idle Action

Roll: Sense + Conjuring vs 10 - Affinity

Complexity: 1 per Enmity

Success: You treat your cryture well enough today that it becomes less aggravated with you, reducing its Enmity by 1.​

​

Discipline (1-5)

Discipline measures your ability to stay calm under pressure and resist attempts to influence your behavior, both mundane and magical.

Focus

You set your mind to the task at hand.

Passive Action

Roll: Intellect + Discipline vs 6

Complexity: 1+

Success: You get a +1 Die Modifier per success to your next Focused Action.

​

Healing (1-5)

The Healing skill measures a character's general knowledge of health, as well as removing harmful effects and treating injuries.

Treat Injury

You patch up a wound, or treat an illness that is afflicting someone.

Focused Action

Roll: Intellect + Healing vs 10 - injured Talent

Complexity: 1 per injury the subject has

Success: One injury is treated, and will be removed when the subject gets sufficient rest.

 

Foraging

You look for sources of food, water, and medicine, gathering them as you travel.

Labor Action

Roll: Intellect + Healing vs Density

Complexity: 1+

Success: You find one water source or rare subcryture per success. Additional successes provide your choice of either 1 lb of food or 1 unit of medical supplies.

​

Lore (1-5)

Lore measures your knowledge about historical events and human cultures, both modern and ancient.

​

Inquiry (1-5)

Inquiry is your skill at coaxing information from people, either by force, subterfuge, or just knowing the right questions to ask.

Interrogate

With careful questioning, you can get to the truth by illuminating contradictory statements from an uncooperative subject.

Focused Action

Roll: Intellect + Inquiry vs 5 + the target's Intellect

Complexity: The target's Sense

Success: You ask questions in such a way as to catch someone in a lie or contradiction and are able to glean the truth from their answers.

Failure: If you score fewer successes than the complexity, the subject leads you to a false conclusion. If you score no successes, you gain no useful information.

​

Mingle

By chatting up random strangers, you can learn rumors and gossip that may be helpful.

Focused Action

Roll: Sense + Inquiry vs Varies

Complexity: 1+

Success: You chat up strangers in a location to get tips on a certain topic. Each success gives additional information on that topic.

Legerdemain (1-5)

Legerdemain is the art of distraction, concealment, and sleight-of-hand.

Pick Pocket

With diversion and sleight-of-hand, you lift an object from someone's person without notice.

Concentrated Action

Roll: Agility + Legerdemain vs 4 + 1 for each .5 lb of the object

Complexity: The target's Sense

Success: You nab a small object or a small amount of cash from a person without them noticing. If you don't meet the complexity, you can abandon the action without being caught.

Failure: if you score no successes, the subject catches you in the act, with no chance to abandon the action.

​

Distract

You divert someone’s attention away from something you, or someone else, is doing discreetly. 

Concentrated Action

Roll: Sense + Legerdemain vs 5 + the target's Sense

Complexity: 1+

Success: You distract the target from an action. More successes let you hold their attention for longer.

​

Conceal Object

You try to pocket, draw, or use an item without drawing attention to it.

Minor Action

Roll: Agility + Legerdemain vs 4 + 1 for each .5 lb of the object

Complexity: The target's Sense

Success: You succeed at concealing your action. If you don't meet the complexity, you can abandon the action without being caught.

Failure: If you score no successes, the subject catches you in the act, with no chance to abandon the action.

​

Magic (1-5)

Magic represents your skill with using weapons like wands, staves, and orbs, as well as your general knowledge of magical effects and how to manipulate them.

Counterspell

Focused Action

A skilled mage can block a magic effect by applying their own willful force against it.

Roll: Intellect + Magic vs 5 + level of the effect

Complexity: 1

Success: You hack the magic properties of an item or effect, disabling it for 1 Strategic Turn

Crit Fail: You suffer an Intellect injury.

​

Identify Item

You can study a magic item during a short rest to learn its properties.

Focused Action

Roll: Intellect + Magic vs 6

Complexity: 1- per level of the item

Success: You successfully figured out the properties of the item.

Failure: You must do further research before trying again.

​

Sense Magic

By focusing on an object or area, you can try to sense any ambient magic emanating from it.

Passive Action

Roll: Sense + Magic vs 10 - level of the effect

Complexity: 1

Success: You can tell that the object or area contains a magic effect, and what level the effect is.

Failure: Any further attempts to sense the same effect fail automatically.

​

Mechanics (1-5)

Mechanics gives you the ability to operate, repair, or disable devices and artifacts that operate on the normal laws of physics.

Disable Trap

You meticulously study the mechanism of a trap and attempt to dismantle it with great care..

Focused Action

Roll: Agility + Mechanics vs Varies

Complexity: Varies

Success: You work the mechanism into opening the lock.

Failure: You will need to spend more time to try again. If you scored no successes, you trigger the trap instead.

 

Jury Rig

With whatever scraps you have on hand, you restore a broken machine to some semblance of working order.

Focused Action

Roll: Intellect + Mechanics vs 8

Complexity: 1+

Success: The machine can function again, but breaks down again after 1 use per success.

Failure: If you score no successes, the machine breaks down completely. 

 

Pick Lock

With fine tools, you can poke and prod around the inside of a lock, attempting to open the mechanism.

Focused Action

Roll: Agility + Mechanics

Difficulty: Varies

Complexity: Varies

Success: You work the mechanism into opening the lock.

Crit Fail: Your tools break inside the lock.

​

Melee (1-5)

Melee determines your ability to fight with weapons like swords, maces, and spears. It’s also used when trying to apply brute force.

Grapple

You overpower someone with holds and joint locks to subdue them without harm.

Concentrated Action

Melee 1

Roll: Fitness + Melee vs Vigor

Complexity: 1

Success: As long as you Concentrate, the target can’t take actions.

Crit Fail: You suffer a random injury.

 

Break Object

With brute force, you smash, break down, or break into an inanimate object.

Focused Action

Roll: Fitness + Melee vs Varies

Complexity: Varies-

Success: You strike hard enough to break through the object.

Failure: If you score no successes, you suffer a random injury.

Crit Fail: If you're using a tool or weapon, it breaks.

​

Nature (1-5)

Nature helps you find basic necessities in the wild, navigate wilderness, and discern knowledge about the behavior of crytures.

Build Campfire

An open fire can be used for warmth, cooking, and keeping wild crytures at bay

Idle Action

Roll: Intellect + Nature or Mechanics vs 10 - Density

Complexity: 3-

Success: The party can use the fire for Cooking and Preserving. They also get a +2 Roll Modifier on all checks made during a Rest Action.

​

Guide

Your knowledge of the wilderness helps to identify dangerous hazards before they surprise you.

Labor Action

Roll: Intellect + Nature vs Density + 5

Complexity: 1+

Success: You reveal 1 hazard feature in this space per success.

​

Make Camp

You set up a defensible and comfortable place to rest

Idle Action

Roll: Fitness + Nature or Mechanics

Difficulty: 10 - Density

Complexity: 1+

Success: Choose one of the following benefits per success.

  • The party recovers the full amount of Mana during the rest.

  • The party gets a +2 Roll Modifier for cryture encounters during the rest.

​

Pacify Cryture

With your knowledge of cryture behavior, you can try to appear non-threatening to a small group of crytures.

Roll: Sense + Zoology vs 5 + Danger

Complexity: 1 per wild cryture present

Success: Reduce the Hostility of wild crytures by 1.

​

Observation (1-5)

Observation allows you to uncover hidden details and notice people who don’t want to be seen.

Read Person

With a keen eye, you can size up a person and get a sense for their skills and talents.

Passive Action

Roll: Sense + Observation vs Insight

Complexity: 1+

Success: You know the level of one of the subject's Talents or Skills per success.

 

Investigate Scene

You comb over an area to search for evidence and piece together recent events.

Focused Action

Roll: Intellect + Observation vs Varies

Complexity: 1+

Success: For each success, you find a useful piece of information about a recent occurrence in the area.

​

Persuasion (1-5)

Persuasion is the skill used when trying to convince a person to agree with you or believe something, true or otherwise.

Fast Talk

You overwhelm someone with a flurry of intelligent-sounding assertions to distract them from a subversive action you're taking.

Concentrated Action

Roll: Intellect + Persuasion vs Insight

Complexity: 1+

Success: Each success buys you an extra turn before the subject realizes they've been lied to.

​

Ranged (1-5)

Ranged represents your skill with using weapons such as bows, javelins, and crossbows, as well as throwing objects.

​

Reflexes (1-5)

This skill determines your ability to react to surprises. It’s also added to your initiative rolls for combat.

​

Stealth (1-5)

Stealth is your ability to avoid being noticed and conceal your presence.

Hide

You quickly duck behind something to avoid being seen.

Minor Action

Roll: Agility + Stealth vs Awareness

Complexity: 1+

Success: You go unnoticed, as long as you have cover and stay still.

 

Move Between Cover

While nobody is looking, you swiftly and silently move from one hiding spot to another.

Roll: Agility + Stealth vs Awareness

Complexity: 1 for each 10 feet (2 spaces) you move

Success: You go unnoticed during the move.

Telepath Illustration.png
Terror Illustration.png
Frostbrand Illustration.png
Rockslide Illustration.png
  • Youtube
  • Twitter

©2024 by Crytures

bottom of page