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
Athletics (1-5)
Athletics represents your ability with physical activity, like running, jumping, or climbing.
Chase
Roll: Agility + Athletics
Difficulty: 3, plus the subject's Speed
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
Roll: Fitness + Athletics
Difficulty: Varies
Complexity: 1 per 5 feet you try to climb
Success: You make it up to the desired height without incident.
Failure: You fall to the ground and suffer an injury.
Binding (1-5)
Binding determines your ability to capture crytures with binding crystals and how strong your control over them is.
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.​
Roll: Intellect + Binding
Difficulty: 5, plus the cryture's 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 and can’t try again for 24 hours.
Force Obedience
When a cryture refuses to obey your commands, you may have to force them to comply by enforcing the conjurer’s bond.
Roll: Sense + Binding
Difficulty: 10, minus the cryture's 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.
Roll: Sense + Binding
Difficulty: 10, minus the cryture's Affinity
Complexity: 1 per the cryture’s Enmity
Success: You treat your cryture well enough today that it becomes less aggravated with you, reducing its Enmity by 1.
Failure: You can't try again for 24 hours.
Improve Affinity
When your actions align with a cryture’s nature, you can take the opportunity to strengthen your bond with them.
Roll: Sense + Binding
Difficulty: 5, plus the cryture's Enmity
Complexity: 1, plus the cryture's Affinity
Success: You've done something to win respect from your cryture, by appealing to its Nature. It gains 1 Affinity.
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.
Roll: Intellect + Healing
Difficulty: 10, minus the subject's talent being treated
Complexity: 1 per injury the subject has
Success: The 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.
Roll: Intellect + Healing
Difficulty: 10 - 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.
History (1-5)
History measures your knowledge about historical events or ancient cultures.
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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.
Roll: Intellect + Inquiry
Difficulty: 5, plus the subject's Intellect
Complexity: The subject'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.
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Mingle
By chatting up random strangers, you can learn rumors and gossip that may be helpful.
Roll: Sense + Inquiry
Difficulty: 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.
Roll: Agility + Legerdemain
Difficulty: 4, plus 1 for each .5 lb of the object
Complexity: The subject'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.
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Distract
You divert someone’s attention away from something you, or someone else, is doing discreetly.
Roll: Sense + Legerdemain
Difficulty: 5, plus the subject's Sense
Complexity: 1+
Success: You distract the subject from an action. More successes let you hold their attention for longer.
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Conceal Object
You try to pocket, draw, or use an item without drawing attention to it.
Roll: Agility + Legerdemain
Difficulty: 4, plus 1 for each .5 lb of the object
Complexity: The subject'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
A skilled mage can block a magic effect by applying their own willful force against it.
Roll: Intellect + Magic
Difficulty: 5, plus the level of the effect
Complexity: 1
Success: You hack the magic properties of an item or effect, disabling it for as long as you Concentrate.
Failure: if you score no successes, you suffer an Intellect injury.
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Identify Item
You can study a magic item during a short rest to learn its properties.
Roll: Intellect + Magic
Difficulty: 6
Complexity: 1- per level of the item
Success: You successfully figured out the properties of the item.
Failure: You must study the item for at least 1 additional hour before trying again.
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Sense Magic
By focusing on an object or area, you can try to sense any ambient magic emanating from it.
Roll: Sense + Magic
Difficulty: 10, minus the 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..
Roll: Agility + Mechanics
Difficulty: 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, your tools break inside the lock.
Jury Rig
With whatever scraps you have on hand, you restore a broken machine to some semblance of working order.
Roll: Intellect + Mechanics
Difficulty: 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.
Roll: Agility + Mechanics
Difficulty: Varies
Complexity: Varies
Success: You work the mechanism into opening the lock.
Failure: If you scored no successes, 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.
Roll: Agility + Melee
Difficulty: 4, plus the subject's Agility
Complexity: 1
Success: As long as you Concentrate, the subject can’t take actions.
Failure: You suffer a random injury.
Break Object
With brute force, you smash, break down, or break into an inanimate object.
Roll: Fitness + Melee
Difficulty: Varies
Complexity: Varies-
Success: You strike hard enough to break through the object.
Failure: If you score no successes, you suffer a random injury.
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.
Roll: Sense + Observation
Difficulty: 5, plus the subject's Persuasion
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.
Roll: Intellect + Observation
Difficulty: Varies
Complexity: 1+
Success: For each success, you find a useful piece of information about a recent occurrence in the area.
Failure: You fail any further attempts until you rest for 8 hours.
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.
Roll: Intellect + Persuasion
Difficulty: 5, plus the target's Sense
Complexity: 1+
Success: Each success buys you extra time 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.
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Reflexes (1-5)
This skill determines your ability to react to surprises. It’s also added to your initiative rolls for combat.
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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.
Roll: Agility + Stealth
Difficulty: 4, plus each observer's Sense
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
Difficulty: 4, plus each observer's Sense
Complexity: 1 for each 10 feet (2 spaces) you move
Success: You go unnoticed during the move.
Survival (1-5)
Survival helps you find basic necessities in the wild, such as food, water, shelter and firewood, as well as your ability to navigate wilderness.
Build Campfire
An open fire can be used for warmth, cooking, and keeping wild crytures at bay
Cost: 2 Hours
Roll: Intellect + Survival or Mechanics
Difficulty: 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 the rest.
Camp
You set up a defensible and comfortable place to rest
Cost: 3 Hours
Roll: Fitness + Survival or Mechanics
Difficulty: 10 - Density
Complexity: 1+
Success: Choose one of the following benefits per success.
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The party recovers the full amount of Mana during the rest.
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The party gets a +2 Roll Modifier for cryture encounters during the rest.
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Guide
Your knowledge of the wilderness helps to identify dangerous hazards before they surprise you.
Roll: Intellect + Survival
Difficulty: Density + 5
Complexity: 1+
Success: You reveal 1 hazard feature in this space per success.
Zoology (1-5)
Zoology allows you to recall and discern knowledge about the behavior and qualities of crytures.
Discern Typing
Your study of crytures allows you to tell what a given cryture's types are.
Roll: Intellect + Zoology
Difficulty: 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.
Pacify Cryture
With your knowledge of cryture behavior, you can try to appear non-threatening to a small group of crytures.
Roll: Sense + Zoology
Difficulty: 5, plus the cryture's Danger
Complexity: 1 per wild cryture present
Success: Wild crytures won't become hostile toward you, unless you take some aggressive action.