
Skills & Perks
The twenty skills and their governing stats, the perks earned at even levels, and the toolsets used for trade, production, and social utility.
20 SkillsPerks · Even LevelsToolsets
01
Skills
There are twenty skills, each with a governing stat. A skill check rolls a d20 and adds the stat modifier, plus proficiency if trained.
| Stat | Skill | Covers |
|---|---|---|
| Agility | Acrobatics | Balance, tumbling, jumping, tightrope, etc. |
| Agility | Stealth | Hiding, moving silently, tailing and stalking targets, ambushing, etc. |
| Agility | Thievery | Legerdemain, pickpocket, bypass mundane traps, etc. |
| Charisma | Diplomacy | Debate, persuasion, negotiation, bribery, haggling, building morale, etc. |
| Charisma | Perform | Entertainment, storytelling, singing, comedy, speeches, etc. (Not instruments). |
| Charisma | Subterfuge | Disguise, misdirection, distraction, lies, hustling, planting ideas, etc. |
| Intellect | Arcana | Spells, curses, magic items, disarming magical traps, technical details of magic. |
| Intellect | History | Politics, legends, treaties, laws, migrations, battles, etc. |
| Intellect | Investigate | Searching for things, gathering information, analyzing facts, etc. |
| Intellect | Medicine | Surgery, triage, diagnosis, wound treatment, setting bones, autopsies, etc. |
| Intellect | Nature | Geography, maps, animals, plants, weather, herbs, plant creatures, the fey, etc. |
| Intellect | Occult | Cosmology, planes, astrology, prophesy, mystic cults, the undead, etc. |
| Intellect | Tactics | Strategy, planning, training, recruitment, supply, logistics, organization, etc. |
| Intellect | Theology | Religious, holidays, dogma, divine covenants, celestials, fiends, deities, etc. |
| Might | Athletics | Riding, climbing, swimming, jumping, sports, obstacle courses, bend bars, etc. |
| Might | Intimidate | Coercion, threats, bullying, interrogation, staredowns, etc. |
| Might | Wrangling | Riding, managing, herding, training, coercing, gaining compliance from animals. |
| Spirit | Empathy | Sensing emotions, hostility, fear, deception, guessing motives, etc. |
| Spirit | Perception | Noticing details, traps, hidden trails, ambushes, buried bodies, secret doors, etc. |
| Spirit | Survival | Tracking, hunting, foraging, camping, shelters, rigging simple mantraps, etc. |
02
Special Notes
Additional rulings, restrictions, and combat or downtime uses for each skill.
- Acrobatics
- Allows using Agility instead of Might for jump distance and includes the "kipup" combat maneuver.
- Stealth
- Used to evade, follow, or sneak up on targets; requires light, cover, or ambient noise.
- Thievery
- Used for traps, locks, pickpocketing, and stage magic.
- Diplomacy
- Used for persuasion, bribery, and social influence; requires time.
- Perform
- Covers singing, storytelling, comedy, dance, and writing.
- Subterfuge
- Used for lying, impersonation, and planting ideas; opposed by Empathy.
- Arcana
- Covers magical theory and mechanics; allows identification of spells without a roll.
- History
- Covers broad knowledge of world events, politics, and legends.
- Investigate
- Intellectual deduction and finding evidence.
- Medicine
- Restores health passively; characters can treat a number of patients equal to their PROF.
- Nature
- Covers geography, plant/animal lore, weather, and resource harvesting.
- Occult
- Supernatural lore related to mystic organizations, curses, and cosmology.
- Tactics
- Military knowledge for mass battles, terrain analysis, and logistics.
- Theology
- Knowledge of religions, pantheons, and divine/planar entities.
- Athletics
- Used for physical activities like climbing, swimming, and wrestling.
- Intimidate
- Causing fear through threats or coercion.
- Wrangling
- Controlling, training, or domesticating animals and low-intelligence creatures.
- Empathy
- Reading others' intentions and emotional states; opposed by Subterfuge.
- Perception
- Used to notice hidden details, traps, and secret doors; determines Alertness.
- Survival
- Outdoorsman skills including camping, foraging, and tracking.
03
Perks
Perks are small improvements or talents gained at 1st level and every even level thereafter. Perks marked with an asterisk (*) may be taken multiple times.
| Perk | Effect |
|---|---|
| Energy* | +6 maximum mana |
| Fast* | +1 initiative |
| Polyglot* | Proficiency in 1 language |
| Resistant* | +1 to one save |
| Skilled* | Proficiency in 1 skill or toolset |
| Talented* | +1 to two skills |
| Tough* | +6 maximum health |
| Zanshen* | +2 alertness |
| Advisor | Support action range is 20 feet. |
| Armored | Proficiency in medium armor. |
| Aquanaut | Swimming speed equals land speed; hold breath 2x as long. |
| Attractive | +1 on charisma checks to influence romantically compatible creatures. |
| Bomber | Add PROF to damage with alchemical items. |
| Charger | Charging speed increases by +10. |
| Diesel | Require half as much food and water. |
| Greenblood | Poison resistance and immunity to addiction. |
| Grounded | Recover sanity at 2x rate. |
| Bushwhack | Gain 1 backstab die. |
| Hipshot | Shoot into melee without disadvantage. |
| Insomniac | Require half as much sleep. |
| Leadership | Attract followers at 10th level. |
| Militancy | Proficiency with martial weapons and shields. |
| Packmule | 10 points of load do not count toward encumbrance. |
| Packrat | Retroactively declare you packed one non-magical item (<10 silver, <5 lbs). |
| Prepared | Retroactively declare you took one downtime action (<1 hour, <10 days). |
| Quickdraw | Draw/stow weapons or tools as a reaction. |
| Recuperative | Heal naturally at 2x speed. |
| Reparable | Healing received restores extra health equal to Endurance modifier. |
| Safedive | Move 10 feet as a reaction when targeted by a missile attack or reflex save. |
| Scheduling | Prolonged activities take 30% less time. |
| Teamwork | Support action grants +3 bonus. |
04
Toolsets
Toolsets are used for trade, production, and social utility. Checks use a d20 roll plus PROF and a relevant stat modifier.
- Alchemist
- Apothecary
- Armorer
- Barber
- Blacksmith
- Carpenter
- Cartography
- Carving
- Cooking
- Cooper
- Disguise
- Drawing
- Engineer
- Farming
- Fletching
- Gaming
- Instrument
- Jeweler
- Leatherwork
- Locksmith
- Miner
- Pottery
- Publisher
- Tailor
- Vehicles
- Weaving