Skills

SKILLS

Skills are additional dice added to your attribute for a given task. Distribute 7 dice in any skills you wish. You may not have more than 3 dice in any one skill at character creation.

ALCHEMY

Recognizing and gathering ingredients, and mixing potions, salves and reagents to make useful concoctions. Without learning magical abilities (found in the Talents section), only minor effects can be achieved. Even without the necessary talents, alchemy can be used to ascertain how an alchemical effect was achieved.

ARCHERY

Ranged combat with bows and crossbows.

ARTISTRY

Aptitude in creation of decorative, but valuable, items, such as jewelry, sculpture, tapestry, etc.

ATHLETICS

Athletics is the skill of lifting, climbing, leaping, and throwing. Swimming, running, feats of strength, as well as thrown attacks with spears, knives, and axes are all covered by athletics.

BRAWL

Unarmed combat, whether punching, kicking, or wrestling. May block unarmed attacks using the Brawl skill. If armored, a character may block melee attacks with the Brawl skill. Brawl attacks do not inflict wounds, unless the target is unconscious or otherwise completely helpless.

DIPLOMACY

The ability to manipulate someone, verbally or non-verbally. This skill is used to get what you want and convince others through sincerity, lies, seduction, intimidation, or leading by example.

ENCHANTMENT

The knowledge of infusing magical energy into an existing object, making it a reservoir of Fate energies, and with enough skill even magical spells.

ENTERTAINING

Singing, storytelling, dancing, poetry, etc. for the purposes of crowd-pleasing and enthralling on-lookers.

FIRST AID

Medical help administered immediately. Non-professional medical care. Heals damage only, not wounds.

INVESTIGATION

Fact-finding, discerning facts from clues at hand, research, and noticing discrepancies are all covered under investigation.

KNOWLEDGE [specific]

General knowledge of a specific topic. Trivia, history, literature, etc. Must choose a specific topic when the skill is taken.

LAW

Knowledge of and proper application of law.

LINGUISTICS

Knowledge of languages and how they develop, syntax, vocabulary, accents, etc. For every die of Linguistics, you are able to read and speak a foreign language.

MEDICINE

Professional medical knowledge and skill. Able to heal both damage and wounds, and provide expert medical care.

MELEE

Armed combat, whether with knives, swords, axes, or clubs. Attacks, blocks, and parries are covered by melee.

MUSKETRY

Ranged combat with gunpowder weapons, such as pistols, muskets, and blunderbusses. Gunpowder weapons do an extra die of damage, but take a move action to reload.

REPAIR

Mechanical aptitude in both building and repairing items, whether smithing, carpentry, or stone-masonry.

RIDE

Handling of riding animals and pack animals, as well as driving animal-powered carts and wagons.

SAILING

Operation of watercraft, whether speedboats, yachts, or square-riggers.

SIEGECRAFT

Building and using engines of war, including trebuchets, mangonels, mantlets, and rams.

SPELLCRAFT

Professional knowledge and application of the magic spells and incantations. Without learning spells and innate magical abilities (found in the Magic section), use of spellcraft is only in knowledge and minor tricks. Even without the necessary talents, spellcraft can be used to ascertain what spells have been cast, etc.To perform minor spells, the proper incantation must be made according to arcane formulae, and an appropriate sacrifice made or a Fate point expended. If a point of Fate is expended in this manner, none of the usual benefits of Fate expenditure is gained.

STEALTH

Sneaking, hiding, remaining silent, or hiding small items on your person.

STEWARDSHIP

Stewardship is the skill of managing, whether it is a household, a guard squad, an infantry company, or a ship. Filing paperwork and requests through proper channels, getting the most efficient use of supplies and assets are covered by administration. Dealing with bureaucracy and red tape. Bending coin, supplies, and assets to your bidding.

SURVIVAL

Hunting, trapping, fishing, birdwatching, tracking, camping, foraging, and wilderness lore.

THIEVERY

Lock-picking, code-breaking, and pickpocketing, as well as setting and disabling traps and snares.

A value of one in a skill is a minimum of training and ability.

A value of two in a skill is considered a professional level of training and ability, able to make a living at that skill.

A value of three is a recognized authority in that skill, and a valuable asset in and of themselves.

A value of four is likely considered the local expert in their region.

A value of five is considered to be the best in their kingdom, renowned as a master at that skill.

A value of six is a world class talent at that skill, a rare and valuable—or feared—master.No skill may exceed six through advancement (excluding any bonus dice from Traits, etc.).