The following entries describe the Skills in the game. The heading for each entry provides the skill’s name, with that skill’s key ability in parentheses. A brief description of the skill is followed by a list of Actions you can use if you’re untrained in that skill, and then the Actions you can perform if you are trained in that skill. Some Actions list sample tasks for each rank to give you a better sense of what you can accomplish as your Proficiency increases. As the Actions of a skill aren’t comprehensive, there may be times when the GM asks you to attempt a skill check without using any of the listed Actions, or times when the GM asks you to roll using a different key ability modifier.
Most Skills include entries for success and failure, as well as descriptions of what occurs on a critical success or a critical failure. If either of the critical entries is absent, treat those results as a success or failure, as normal.
Acrobatics measures your ability to perform tasks requiring coordination and grace. When you use the Escape basic action, you can use your Acrobatics modifier instead of your Unarmed Attack modifier.
Arcana measures how much you know about
Arcane magic and creatures. Even if you’re untrained, you can Recall
Knowledge.
Athletics allows you to perform deeds of physical prowess. When you use the Escape basic action, you can use your Athletics modifier instead of your
Unarmed Attack modifier.
You can use this skill to create, understand, and
Repair items. Even if you’re untrained, you can Recall
Knowledge.
You influence others through negotiation and flattery.
You bend others to your will using threats.
You have specialized information on a narrow topic. Lore features many subcategories. You might have Military Lore, Sailing Lore,
Vampire Lore, or any similar subcategory of the skill. Each subcategory counts as its own skill, so applying a skill increase to Planar Lore wouldn’t increase your
Proficiency with Sailing Lore, for example.
You can patch up wounds and help people recover from diseases and poisons. Even if you’re untrained in Medicine, you can use it to Recall
Knowledge.
You know a great deal about the natural world, and you
Command and train
Animals and
Magical beasts. Even if you’re untrained in
Nature, you can use it to Recall
Knowledge.
You know a great deal about ancient philosophies, esoteric lore, obscure mysticism, and supernatural creatures. Even if you’re untrained in Occultism, you can use it to Recall
Knowledge.
You are skilled at a form of performance, using your talents to impress a crowd or make a living.
The secrets of
Deities, dogma, faith, and the realms of
Divine creatures both sublime and sinister are open to you. You also understand how magic works, though your
Training imparts a religious slant to that
Knowledge. Even if you’re untrained in
Religion, you can use it to Recall
Knowledge.
You understand the people and systems that make civilization run, and you know the historical events that make societies what they are today. Further, you can use that
Knowledge to navigate the
Complex physical, societal, and economic workings of settlements. Even if you’re untrained in Society, you can use it for the following
General skill
Actions.
You are skilled at avoiding
Detection, allowing you to slip past foes, hide, or conceal an item.
You are adept at living in the wilderness, foraging for food and
Building shelter, and with
Training you discover the secrets of tracking and hiding your trail. Even if you’re untrained, you can still use Survival to
Subsist.
You are trained in a particular set of
Skills favored by thieves and miscreants.