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.






