Using Skills

For situations that fall under the ordinary duties of a regular practitioner, no roll is required.
Additionally, should players come up with a suitable elegant and insightful plan, then it is not the role of the GM to enforce a skill check to sabotage this. However, many moments of tension include the possibility of failure, in this case a skill check is made.

2d6 + Skill Rank + Characteristic Modifier

If the result is greater than or equal to the difficulty then the check is a success. Most times the difficulty is known ahead of time unless there are particularly inclement or mysterious circumstances. In some situations success or failure by 2 can have moderating results.

If you roll doubles then there are additional effects. Odd numbers usually result in a complication, while even numbers offer an opportunity. Double 1’s results in a disaster. On Double 6’s is an intervention, your effort is aided by some supernatural power. This power will expect to be thanked, consult the Oracle to determine who this is.

DifficultyGuideline
-Trivial tasks, usually do not require a roll
8Simple
11Challenging
14Master
17+Legendary
ModifierSituation
+/- 1Usefully favorable or unfavorable circumstances
+/- 2Highly inclement or fortuitous conditions
+1Having an associated skill of at least Expert (3) rank

Sometimes a skill roll may be made with either a boon or a bane. These are usually the result of spells, active aid, or supernatural hinderance. When rolling with a boon roll an additional d6 and keep the two highest dice; a bane also rolls an additional die but instead the lower dice are kept. Boons and banes cancel each other out, possibly resulting in a roll with no additional dice. Multiple such effects stack however; so a skill check benefitting from two boons would roll a total of four dice - keeping the two highest.

Skill Rank

Track the total number of training points in each skill, these determine a character’s total skill rank. When rolling a skill check the rank is added to the result.

Skill RankTraining PointsTitle
12Tyro
26
312Expert
420
530Master
642Grandmaster

Colloquially the skill ranks have names. Characters of at least rank 3, experts, may provide aid in the form of a boon in relevant situations. Additionally for skill checks which could reasonably be covered by multiple skills, such as tracking (with bushcraft) a creature you are familiar with (via lore), you gain a +1 bonus to the roll if at least both skills are expert (3) rank.

Specializations are a focused subdomain of a particular skill. Your character is assumed to have basic competence in this area, and when applicable, your rank is considered one higher. Rogues automatically gain one specialization in each of their general and martial skills, otherwise they may be earned from certain traits or particularly insightful books. Under each skill are a list of example specializations, however these are by no means restrictive.

Artisanry, Language, Lore, and Exotic Arms are “specialized skills” and operate slightly differently. For each rank a character has in these skills they automatically gain a new specialization, however when operating outside of these areas it is often the case that they are no better off than someone without any ranks in that skill. In essence they are groups of distinct skills united under a single banner.

General SkillsMartial SkillsMystical Skills
AlchemyArcheryAdjuration
AthleticsBrawlAlteration
Artisanry*Exotic Arms*Conjuration
BeastmasteryHand WeaponEnchantment
BushcraftGreat WeaponThaumaturgy
ConcentrationPolearm
DevicecraftThrown
Diplomacy
Divination
Heal
Investigation
Language*
Lead
Lore*
Mathematics
Mining
Navigation
Perform
Ritual
Sail
Seneschal
Stealth
Trade

General and Special Skills

Alchemy

An alchemist may extract useful materials form slain monsters, rare plants, or potent mineral substances. Each creature has a unique usage - which is not initially known to all alchemists - but the process is otherwise a simple one requiring only basic training, tools, and a few minutes of work. At the most basic this can create vials of venom from serpents, but also could include distilling its counterfactor from the blood of a mongoose. Unless you choose to use a live snake or engage in other such unwise practices there is usually no chance of failure for this process.

Alchemical goods will become spoiled, inert, hazardous, or otherwise unusable unless a skilled alchemist keeps them properly. A character with alchemist’s tools may maintain a number of such items equal to twice their ranks in Alchemy plus their Intelligence modifier.

Additionally the alchemist may labor over the course of a season on more complex formulae. Doing so requires a recipe and the appropriate ingredients. For more details see Alchemy

DifficultyExample
-Create extracts from a fresh source
7Assay the purity of gold, silver, or other known materials
10Create an extract from a poor or incomplete source
13Concoct a rare formulae from a formulae book

Specializations: bombs, oils, elixirs, poisons

Artisanry

Aptitude with craftsmanship, including the fabrication and appraisal of such goods. As a specialized skill a character automatically gains a specialization for each rank. However, the skill itself is not as broadly applicable - an artisan working outside their area of expertise will not be able to apply their skill rank to such efforts.

Used for crafting.

DifficultyExample
7Simple repairs in the field
13Repair an exceedingly delicate object while travelling

Specializations: clockwork, jewelry, masonry, weaponsmith, armorsmith, woodwork, glasswork, weaver

Athletics

Bend bars, lift gates, and other feats of bodily prowess and Strength. When used with Dexterity one can leap between rooftops or balance on a wave-tossed ship. Used also when fleeing from battle, without a cohesive strategy to retreat it becomes a contest of either Constitution or Dexterity for direct pursuit.

DifficultyExample
7Break down a wooden door
10Walk a tightrope
13Swim across a perilous river
- DRTake a penalty equal to armor’s damage reduction for tests of balance or flexibility

In the context of tactical combat a character may freely ignore such obstacles as chasms or difficult terrain for a number of paces equal to their ranks in Athletics, minus any damage reduction from armor.

Specializations: balance, climb, jump, marathon, swim

Bushcraft

The ability to survive in the wilderness. Includes creating basic shelters, setting snares, rigging a travois, and following tracks.

DifficultyExample
6Follow fresh tracks
7Find supplies in typical terrain
10Follow tracks after some weathering
11Identify rare herb
15Make camp during a monsoon

Specializations: herblore, tracking, survival, one particular type of terrain

Concentration

The ability to focus on a task at hand despite trials and tribulations. A Wisdom and concentration roll may be required for tasks that take attentiveness or focus - such as remaining alert through a long watch or keeping steadfast under pressure.

Characters with at least 3 ranks in Concentration may use it as an associated skill in order to cancel out one bane imposed due to distractions. Additionally Concentration increases a character’s Spiritual AC - better preparing them for mental combat or supernatural attack.

Specializations: memorizing spells, a particular type of distraction

Devicecraft

Aptitude at finding traps, bypassing locks, setting pitfalls, and minor acts of legerdemain and dexterity. Much of the modern use of devicecraft revolves around clockwork from New Lankh. Advanced devices may also require the use of an Artisanry specialization.

Specializations: trapfinding, pickpocketing, lockpicking

Diplomacy

War may be diplomacy by other means, but the diplomat concerns themselves with victory instead of battle. This skill covers understanding the motives of others, and persuading them of your notion of truth. Either through honest or dishonest means. Consider the progression of ethos, pathos, and logos when applying Diplomacy

  • Ethos: initial attitudes are set by reaction roll
  • Pathos: appeal to emotions often relies on Charisma, such as applying direct force of personality
  • Logos: applications of logic or reason involve Wisdom, such as when providing wise counsel
DifficultyCrowd
-1Poor social status
*Apply modifiers from Reaction rolls, up to +/- 2

While most interactions can be resolved with the natural flow of conversation, or perhaps a single skill roll, more momentous occasions may be abstracted as a negotiation. To do so the GM generally decides what amount of patience each side has, from 1 (on the edge) to 4 (very willing to hear other opinions).

At each stage of negotiation that side’s patience decreases. Upon reaching 0 violence erupts, a final offer is made, or otherwise the negotiation is at an end. A character who has already spoken once and insists yet again causes the loss of an additional patience, meaning it may benefit a group to have multiple speakers providing a unique perspective. Flagrant violations of etiquette can cause further loss of patience, and a bane on future interaction rolls.

Within stages when a point of contention is raised consider each side’s core values, desires, and the reputation of the speaker. For cases of obvious agreement or disagreement no roll is required, otherwise a difficulty is set by the GM and a roll is made. Typically this is Diplomacy, however Lead, Trade, or even Lore may be appropriate at times.

Success on this roll indicates the other side is willing to make an important concession, while failure gains no such benefit. Complications may require acquiescing to a difficult counter-offer, while an Opportunity might reveal interesting information to leverage for further negotiation, or immediately grant a point towards increased Reputation.

NPCs need not always roll in turn, but a particularly powerful or influential interlocutor may do so. In either event successful rolls are not mystic compulsions - all parties are free to refuse at any time. However, blanketly ignoring a reasonable offer often results in the loss of face - with points being subtracted from any relevant Reputation.

Specializations: suing for peace, deception, a particular type of person such as: nobility, Alcherans, or priests

Divination

Divination is the art of interpreting dreams, signs, and omens from the gods. Alongside passive observation of the world an expert in divination is capable of using cartomancy and haruspexy to pry more intrusively into the plans of She-Who-Lurks.

As the art of divination is highly subject to the unknown, both player and GM roll 2d6 when making a divination check. The GM then chooses one of these rolls to be the result for what determines the divination. Although initially mysterious there are patterns to which is chosen.

A notable use for divination is predicting how often the unexpected will interrupt a trip, with a success allowing a number of encounter rolls to be made in advance - one for each rank of Divination.

Specializations: predicting weather, haruspex, averting disaster, omens of doom

Heal

Application of the medical arts of both the mind and body. Including diagnostic practices, treatment of diseases, expurgation of poisons, and general palliation.

Once each battle, or shortly after, a character may benefit from first aid. This can only heal damage suffered during the battle - additional hit points cannot be regained. On an 8 a single hit point is regained, on an 11 roll the target’s hit die + medic’s ranks in Heal. On a 14 or higher no die is rolled, it is automatically considered its maximum value.

Heal may also be used to alleviate the symptoms of poisons and diseases. Usually this allows the subject to ignore the penalties for a time and is permitted an additional saving throw.

Specializations: autopsy, treating wounds, diseases

Investigation

Investigation can be used to quickly toss a room for valuables, seek hidden doors, and piece together events which occurred in the past. In general those with at least an Expert understanding of investigation can be confident of finding all relevant clues in a scene given a few hours of work, with a roll being used to test proposed theories.

Specializations: hidden passages, a certain environment

Language

Skill at speaking the many tongues of the land, as well as reading ancient secrets. Also includes the use of codes and ciphers. All characters learn one additional language per skill rank, written down as a specialization; in addition to automatically starting with their native language.

In addition to gaining training points when studying for a season characters may also attempt to learn a language by being taught by an existing speaker. For each point of Intelligence bonus this can be done quite easily - only requiring a single season, but future languages require more intensive study.

Language may need to be rolled when breaking a code, understanding an incomplete text, or piecing together a particularly difficult or archaic dialect.

A character with at least one rank in both Language and Lore is literate, outside of this the ability to read is not common.

Specializations: forgery, ciphers, learning an additional language

Lead

Ability to inspire loyalty in followers, and motivate them to direct action. If the efficacy of an ambush, coherence of a plan, or loyalty of underlings would be in question a Lead check. Can also be used with Strength in situations where intimidation is required.

Increases your Command Capacity used for Leading Forces.

Specializations: a particular type of follower, browbeating

Lore

DifficultyExample lore
6Basic familiarity with a phenomena, a good plan to learn more or find a more detailed source later
8Recall an overview of a complex history
10Identify a rare monster, recognize a strange essence seep
14+Descent initial theory when encountering a unique and unprecedented subject

Knowledge of beasts, phenomenon, and the world at large. All sages have some knowledge of numerous fields, however as a specialized skill characters are entitled to choose one specialization per rank of Lore they have. Within a loremaster’s specialization they always know something, and if a roll is even required, are rolling to see just how deep their knowledge is. If in doubt provide a useful overview then reduce the difficulty by 2. Particularly when monster are involved, hand over a copy of their monster entry. Local variants, strange enchantments, or other complications may still be kept secret - but there is no need to be coy with a character who has specialized lore.

Suggestions for such specializations are:

  • Realmlore: study of the effects of dominions, auras, and beings from beyond
  • History: heraldry, politics, family lineages, and the origin and purpose of social structures
  • Death: undead, funerary rites, autopsies
  • Architecture
  • Beasts
  • Creatures of Chaos
  • Lords of Law

Others may be created as needed, however keep in mind that the specific practice and mysteries of other skills are already covered by those. Alchemy already regards substances and their uses, and each magical technique covers the knowledge of spellcraft of that type.

Mathematics

Specializations: personalizing spells, siege craft, astronomy, ceremonial magic, architecture

Avoiding getting lost, finding way overland.

Surveying to find information.

Specializations: a particular type of terrain, surveying

Perform

Entertainment and attention-grabbing.

Specializations: music, dance, poetry, particular type of performance

Ritual

Understanding what the gods want and being able to conduct the appropriate rituals. On the other hand, knowing what the gods are saying is covered by Divination. Ritual is used to earn a living as a priest, including consecrating temples, treating with the divine, or possibly in place of Lore when ascertaining the nature of ritual practice. Notable for adventurers is skill at swearing oaths, asking for supernatural aid, and appropriately conducting a festival.

In order to swear an oath a character must name a specific divinity to enforce the oath, spell out in detail the expectations, and the punishment for failure. Usually the divine punishment is left unsaid in its particulars, instead being assumed to be an appropriate curse from the wronged power. Wording is often important, for while not every god is literal or legalistic, almost all of them appreciate the judicious use of irony when dealing with overly ambitious mortals.

A low roll indicates an oath that, no matter how sincerely meant, is improperly formed, is rejected by some omen, or otherwise fails to impress onlookers and the gods. Such a failed oath would fail to convince others of sincerity, and an office which requires an oath cannot be assumed after such a failure. A marriage would be annulled. Complications on this may even indicate the gods expect the one swearing to carry out the obligations of the oath, yet without any benefit. Success indicates the oath has been sworn and heard, and generates a debt to the god in question which must be paid for permitting the swearer to use their legitimacy. The wise suggest not to swear frivolous oaths or call upon unfavorable gods.

Asking for a blessing also falls under the purview of Ritual. A sacrifice is required, or an oath sworn to provide appropriate sacrifice at the next opportunity. The petitioner is permitted to ask for specific aid, although it is always up to the gods what aid is actually provided. Commonly this can be done just before a battle, with the typical outcome being empowered with the particular blessing of that god.

Known to nearly all peoples of the Shrinelands is to call out to the spirits of the Red Moon before a battle - gaining temporary Hit Points and applying a penalty to morale checks made by foes.

To host a festival usually requires a difficulty 10 Ritual roll, with more details under Festivals. These include gaining bonus experience points from the Triumph of Eurus, or deep insights during the festivals of Heron.

Specializations: a particular god, one festival season, swearing oaths

Sail

Operating watercraft of all kinds, including basic repairs.

Specializations: large ships, ropework, small ships

Seneschal

Skill required to run operate an organization, understand contracts, or operate within a bureaucracy.

Specializations: legal codes, organization

Stealth

Moving undetected, setting ambushes, and remaining unseen. In general this is based on the Wisdom of the target being stalked.

Specializations: ambush, a particular environment (urban, wilderness, desert)

Trade

The ability to make money via mercantile means. Includes appraising goods, haggling, finding valuable goods and deals. If searching a market for something uncommon a Trade roll is required.

Otherwise, due to savvy dealmaking and good connections, a character’s upkeep costs are reduced by 10% for every rank they have in Trade.

Specializations: a particular type of good, a specific market (such as Labyrinth)

Martial Skills

Martial skills represent training with different types of weapons. Most importantly these are added to attack rolls with related weapons. Specializations for martial skills are always a particular weapon within that school. Such masters of the art of combat are able to make use of the mastery properties of that weapon.

  • In addition to grappling, Brawl is the fundamental footwork of combat - and adds to Armor Class as a result
  • Attacking with a weapon you have no skill ranks with results in a -1 to the hit roll and damage roll

Magical Techniques

Magical techniques are covered in more detail as their pertain to performing Sorcery. The techniques known to this age are: Adjuration, Alteration, Conjuration, Enchantment, and Thaumaturgy.

  • A character’s technique must be equal to or higher than a spell’s occlusion in order to master it
  • Characters are generally familiar with the nature of most spells which have occlusion less than or equal to their rank, including those of elements they lack Attunement in

Minor Skills

Some professions are unlikely to be relevant for most adventurers, but are still important for the day-to-day lives of many people in the Shrinelands. In general, adventurers can probably use relevant general skills for most tasks. Skills are meant to be rather broad and powerful. However, in the event more granularity is needed you are free to invent more skills, so long as you carefully consider the negative space you are carving out of the default skill list.