Skills

The Skills are structured categorically, both by the type of skill and by which Attribute they fall under.

Type of Skill Attributes
Spirit Guts Wits
Offense DestructionCounter: Any Defensive Heavy WeaponsCounter: Any Defensive Light WeaponsCounter: Any Defensive
Crowd Control IllusionCounter: Any Defensive TauntCounter: Any Defensive SubterfugeCounter: Any Defensive
Defense ResistanceCounter: Any Defensive BlockCounter: Any Defensive DodgeCounter: Any Defensive
Combat Healing Restoration First-Aid AlchemyCounter: Survival
Movement AlterationCountering Escape: Any Movement AthleticsCountering Escape: Any Movement SneakCountering Stealth: Sense. Countering Escape: Any Movement
Awareness Sense Survival FinesseCounter: Sense
Crafts Enchanting Workshop InfluenceCounter: Sense

There are four types of skill points players will earn while leveling up: Attributes, Combat, Advanced Combat, and Social. Each of these point pools apply only to the skills that fall under that category, so players do not have to worry about spending all of their points on Combat skills and having none for Social, and so on.

Attributes

Each character has three attributes their player can choose to put points into when leveling: Spirit, Guts, Wits. These attributes are the base modifiers of their characters' dice pools, thus they should choose the attributes that affect most of the skills they plan on using.

Spirit refers to a character's affinity for Magic, no matter the type.
Guts refers to a character's constitution and strength.
Wits refers to a character's ability to think, speak, and scheme.

The maximum amount of ranks of an Attribute any character can earn by leveling up is 10.

Combat Skills

Each character is given points specifically to use for combat-related skills. To use any of these skills, please refer to the HUD guide.

Attribute Combat Skill Description Skill Roll Counter
Spirit Destruction Arcane, Divine, and Primal offensive magic. This includes Evocation, Smiting, Necromancy, etc. Spirit + Destruction Any Attribute + Matching Defensive
Spirit Illusion Charms, Fear, and Confusion-related magic. A successful hit staggers an opponent for two rounds. Spirit + Illusion Any Attribute + Matching Defensive
Spirit Resistance Resist the effects of offensive or crowd-control skills. Defensive skill only.
Guts Heavy Weapons Two-handed swords, hammers, axes, staves, bows, and grapple an opponent. Guts + Heavy Weapons Any Attribute + Matching Defensive
Guts Taunt Rile up an opponent and force them to fight only the Taunting character. This lasts for two rounds. Guts + Taunt Any Attribute + Matching Defensive
Guts Block Block an offensive or crowd-control skill from another character. Defensive skill only.
Wits Light Weapons One-handed swords, hammers, axes, daggers, all crossbows, flintlocks, alchemical flasks, and hand-to-hand combat. Wits + Light Weapons Any Attribute + Matching Defensive
Wits Subterfuge Pocket sand, smokescreen, slip away. If successful, the character cannot be the target of any offensive or crowd control skill for two rounds. Wits + Subterfuge Any Attribute + Matching Defensive
Wits Dodge Dodge an offensive or crowd-control skill from another character. Defensive skill only.

Advanced Combat Skills

Starting at Level 25, characters who have spent at least 8 points in a single combat skill will have access to the Advanced Combat Skills for that category. These skills are essentially specializations, with the goal to add a few more dice to the pool when rolling against other characters. A character may roll an advanced combat skill against another character even if that other character does not have the counter advanced combat skill.

Spirit

Attribute Combat Skill Advanced Combat Skill Description Skill Roll Counter
Spirit Destruction Bolt Damage one target. Spirit + Destruction + Bolt Spirit + Resistance + Counterspell
Spirit Destruction Cone Damage two targets within 5 meters of each other. Spirit + Destruction + Cone Spirit + Resistance + Barrier
Spirit Destruction Area Damage to all targets within 5 meters of each other. Spirit + Destruction + Area Spirit + Resistance + Absorb
Spirit Illusion Charm Force target to attack their ally for one round. Spirit + Illusion + Charm Spirit + Resistance + Counterspell
Spirit Illusion Entangle Entangle two targets within 10 meters of each other. Targets must spend one round breaking free (no roll needed) before they can move or attack. Free escape from combat for the caster. Spirit + Illusion + Entangle Spirit + Resistance + Barrier
Spirit Illusion Mass Fear Stagger all targets within 10 meters of the character for one round. Spirit + Illusion + Mass Fear Spirit + Resistance + Absorb
Spirit Resistance Counterspell Counter an offensive or crowd-controlling spell aimed at the player's character. Defensive skill only.
Spirit Resistance Barrier Create a barrier to block offensive or crowd-controlling spells. Defensive skill only.
Spirit Resistance Absorb Absorb the offensive or crowd-controlling spell and render it innate. Defensive skill only.

Guts

Attribute Combat Skill Advanced Combat Skill Description Skill Roll Counter
Guts Heavy Weapons Strike Damage one target. Guts + Heavy Weapons + Strike Guts + Block + Gauntlet
Guts Heavy Weapons Cleave Damage two targets within 5 meters of each other. Guts + Heavy Weapons + Cleave Guts + Block + Shield Wall
Guts Heavy Weapons Whirlwind Damage all targets within 10 meters of player character. Guts + Heavy Weapons + Whirlwind Guts + Block + Fortress
Guts Taunt War Cry Target is forced to attack player character for two rounds. Guts + Taunt + War Cry Guts + Block + Gauntlet
Guts Taunt Earthshatter Stagger all targets within 5 meters of player character for one round Guts + Taunt + Earthshatter Guts + Block + Shield Wall
Guts Taunt Bodyguard Player character takes all damage meant for target for two rounds. Guts + Taunt + Bodyguard Guts + Block + Fortress
Guts Block Gauntlet Counter an offensive or crowd-controlling Guts-based skill with shield and/or armor. Defensive skill only.
Guts Block Shield Wall Using a shield or cover of some kind, block incoming damage from an offensive or crowd-controlling Guts-based skill. Defensive skill only.
Guts Block Fortress Player character hunkers down in their armor or behind a shield, shaking off an offensive or crowd-controlling Guts-based skill. Defensive skill only.

Wits

Attribute Combat Skill Advanced Combat Skill Description Skill Roll Counter
Wits Light Weapons Pierce Damage one target. Wits + Light Weapons + Pierce Wits + Dodge + Parry
Wits Light Weapons Slash Damage two targets within 5 meters of each other. Wits + Light Weapons + Slash Wits + Dodge + Evade
Wits Light Weapons Flurry Damage all targets within 5 meters of player character. Wits + Light Weapons + Flurry Wits + Dodge + Opportunity
Wits Subterfuge Cheap Shot Stagger one target for two rounds. Wits + Subterfuge + Cheap Shot Wits + Dodge + Parry
Wits Subterfuge Pocket Sand Stagger all targets within 5 meters of player character for one round. Wits + Subterfuge + Pocket Sand Wits + Dodge + Evade
Wits Subterfuge Smokescreen Free escape from combat, no Movement skill roll required. Wits + Subterfuge + Smokescreen Wits + Dodge + Opportunity
Wits Dodge Parry Deflect an offensive or crowd-controlling Wits-based skill. Defensive skill only.
Wits Dodge Evade Leap and/or roll out of the way of an offensive or crowd-controlling Wits-based skill. Defensive skill only.
Wits Dodge Opportunity Spot a flaw in an enemy's offensive or crowd-controlling Wits-based skill and exploit it. Defensive skill only.

Social Skills

Each character is given points specifically to use for non-combat-related skills. These skills are used primarily in day-to-day roleplay, and largely without a target character. However, there are some exceptions, and anything with a counter skill will be noted.

Combat Healing

Despite the title, this allows a character to heal other characters in and out of combat through the means listed below.

For a breakdown of how skill ranks would affect combat healing, please refer to this page.

Attribute Social Skill Description Skill Roll Counter
Spirit Restoration Use restorative magic to heal one target for one health point. Spirit + Restoration
Guts First-Aid Quickly bandage, cauterize, or otherwise patch up one target to heal one health point. Guts + First-Aid
Wits Alchemy Using potions/salves, heal one target for one health point or attempt to poison target. Wits + Alchemy (For poison) Guts + Survival

Movement

Getting around by just using legs can be kind of boring. These skills spice it up a bit. They also allow characters to flee combat.

To flee combat, the fleeing character must roll whichever Movement skill they wish, and describe in their post about how exactly they are using that method to escape. Their opponent(s) must roll against that Movement skill with any of their own Movement skills (If they intend to prevent that escape) and describe how they are attempting to catch or detain the fleeing character. The highest roll wins.

Attribute Social Skill Description Skill Roll Counter
Spirit Alteration Polymorphing or transfiguration. Spirit + Alteration (If target is unwilling to be Altered or Polymorphed, limits withstanding) Spirit + Resistance.
Guts Athletics Jumping, climbing, swimming. Guts + Athletics
Wits Sneak Stealth movement and slipping into the crowd. Wits + Sneak

Awareness

Being aware of surroundings and using certain environmental objects to the player character's advantage.

Attribute Social Skill Description Skill Roll Counter
Spirit Sense Perception, sensing motives, investigating, detecting magic. Spirit + Sense
Guts Survival Toxin resistance, handling animals, riding mounts. Guts + Survival
Wits Finesse Sleight of hand, lockpicking, disabling traps and other devices. Wits + Finesse Spirit + Sense

Crafts

Have a profession? Here are the skills a character might need.

Attribute Social Skill Description Skill Roll Counter
Spirit Enchanting Enchanting items, using magic devices, spellcraft. Spirit + Enchanting
Guts Workshop Smithing, carpentry, tanning, etc. Physical professions. Guts + Workshop
Wits Influence Speechcraft. Bluffing, diplomacy, intimidating. Wits + Influence (To detect lying or motives) Spirit + Sense

Skill Checks

When a character uses a non-combative skill in roleplay, that character's player makes a skill check to see how well they did. A skill check takes into account a character's training (skill rank) and luck (the die roll). The higher the result, the better. Based on the circumstances, your result must match or beat the Difficulty Class (DC, the number rating of how difficult a particular action would be) for the check to be successful.

Difficulty Class Examples

Difficulty (DC) Example
Very easy (0) Notice something large in plain sight (Spirit + Sense)
Easy (2) Climb a knotted rope (Guts + Athletics)
Average (5) Hear an approaching guard (Spirit + Sense)
Tough (7) Rig a wagon wheel to fall off (Wits + Finesse)
Challenging (10) Swim in stormy water (Guts + Athletics)
Formidable (13) Open an intricate lock (Wits + Finesse)
Heroic (15) Leap across a 30-foot chasm with a running start (Guts + Athletics)
Nearly Impossible (20) Track a squad of orcs across hard ground after 24 hours of rainfall (Guts + Survival)

Difficulty classes are set by Storytellers, mainly, when a character wishes to perform an unopposed action. In general, players can try a skill check again if they fail, and can keep trying indefinitely. Some skills, however, have consequences of failure that must be taken into account, such as using up materials/ingredients with the Workshop/Alchemy skills. A few skills are virtually useless once a check has failed on an attempt to accomplish a particular task. For most skills, when a character has succeeded once at a given task, additional successes are meaningless.

Aid Another

When more than one character tries the same skill at the same time and for the same purpose, their efforts may overlap. This is limited to skill checks that make sense when done by more than one character. For example, two characters cannot combine their effort to leap across a 30-foot chasm. However, together they may find a different way of getting over it.