Skills rank from levels 0 through 3 and demonstrate a character’s trained and accumulated experience in different fields of general knowledge. Skills often overlap, but although player may choose one over another, the effect and position may also vary with a slight difference in approach. Most action checks utilize a skill alongside 1 or more other features, such as merits or scene aspects.
- Overlapping and “Debatable” Skills
Skills should be broadly applicable, and many times a player may have several that could apply for a situation, or some that only kind of apply. If players agree that a character’s suggested skill only partially of applies for a situation, or otherwise are not able to agree and no judicator is available, they should apply half the skill’s level rounded up. - Areas of Focus
The craft and research skills, require the player to select an Area of Focus when investing points in them. These areas of focus narrow down a character’s knowledge within the skills. When a player attempts an action with the skill, either the action must fall within the broader knowledge that any person with that skill should have, or they must have an appropriate focus listed which applies to the action. For example, with a focus of “history” a character may have solid general research skills, able to find sources and scour the internet for information, and they might be able to recognize more places and factions, but they are less likely to know much about chemistry or how to run data analysis programs. - Specialty Skills
Players can also create their own skills unique to their character based on that character’s knowledge and experiences. As hinted by their names, specialties should be less generic than other skills. However, a character has more control when using a specialty. When spending a miss-fortune on an action check that is using a specialty, that character can reduce any cut by 2, or automatically succeed on the check if there was no cut against it.
Brute Force
When a player wants to force something with physical might. Brute force is representative of a character’s raw strength and ability to push, pull, break and carry things.
Examples: Breaking down a door, lifting heavy objects, tackling, leaping far distances, intimidation
Craft
When a player wants to tinker, assemble or dissemble something, or otherwise create something from assorted resources. Craft knowledge should come with a specific area of focus.
Examples: Architecture, art, alchemy, engines, tinkering
Connect
When a player wants to find a resource, gather people, organize an event, or otherwise manage people.
Examples: Carousing, elections, interactions with like-minded groups of people (police, politicians, IT folk), corporate speak
Finesse
When a player wants to carefully, dexterously, and sometimes subtlety manipulate something.
Examples: lock picking, pick pocketing, tinkering, disarming traps,
Investigate
When a player wants to make logical leaps, determine if someone is lying, notice obscure clues, and uncover the hidden truth of things. The skill can help deduce where items might be, what left the wound in a corpse, or what areas of a room are most important for a building’s structural integrity.
Examples: Body language, lie detection, crime scenes, detecting traps, etc
Maneuver
When a player wants to move with speed and agility, climb walls, and dodge away from harm.
Examples: Dodging, parkour, swimming, acrobatics, balance
Negotiate
When a player wants to persuade others, with tact and manners or through means of intimidation.
Examples: Treaties, speeches, intimidation, seduction, bartering, etc
Perform
When a player wants to entrance or fool others. Performance can cover a character’s musical and theatrical skill sets, but also represents their skill at bluffing and acting as though they belong where they do not.
Examples: Lying, acting, playing music, creating art, dancing, disguises, hiding emotion, etc
Research
When a player wants to recall or uncover knowledge. Research knowledge should come with a specific area of focus.
Examples: Chemistry, medicine, history, law, ghosts, programing, cultural knowledge
Sneak
When a player wants to move stealthily and remain hidden.
Examples: shadows, crowds, silence, camouflage, wilderness,
Survival
When a player wants to track something, forage for food, make shelter, persevere through extreme weather conditions, or analyze and influence an animal’s behaviors.
Examples: Animal behavior, tracking, foraging, navigation, etc
