
Skills
“People pretend not to like grapes when the vines are too high for them to reach.” — Marguerite de Navarre
Skills are organised under six Archetypes. Archetypes are not classes. Each is a named group of related Skills; a character may take Skills from any of them.
Skills are rated between 0 and 3.
| Rating | Meaning |
|---|---|
| 0 | No meaningful practice in that specific Skill |
| 3 | Extremely practiced in that domain |
Each Skill has a single ruling Foundation that governs its Practice thresholds.
Specific techniques, regional styles, named tools, or binary capabilities remain Traits — not Skills. You either have the technique, the tool-aptitude, or the condition, or you do not.
At the table, the Storyteller selects the Skill that best matches the player’s described intent when building a dice pool.
Improvement
Section titled “Improvement”Every time a Skill is used in a roll it may generate Practice (tracked by automation). Primitive actions grant no Practice — no Skill is involved.
Practice is deeply tied to Exertion. Marks convert to Practice only when Exertion was spent — on a win and on a loss. A loss also adds +2. The two awards stack. Struggle and effort teach; grinding without risk does not.
Opposed — Practice uses the Marks difference (your Marks minus theirs). A 0 margin is a tie: not a loss, and no automatic award.
| Result | No Exertion | Exertion spent |
|---|---|---|
| Won | — | + Marks difference |
| Lost | +2 | + Marks difference and +2 |
| Tied | — | — |
Unopposed
| Result | No Exertion | Exertion spent |
|---|---|---|
| More failures than Marks | +2 | +2 and +1 per two Marks (floor) |
| Marks ≥ failures | — | +1 per two Marks (floor) |
Practice accumulates against thresholds:
| Current Skill | Base Threshold |
|---|---|
| 0 → 1 | 24 |
| 1 → 2 | 48 |
| 2 → 3 | 72 |
These thresholds are modified by the Skill’s ruling Foundation:
| Foundation | Threshold modifier |
|---|---|
| 3 (above average) | Halved |
| 2 (average) | Base values |
| 1 (below average) | Doubled |
High inborn potential accelerates learning. Low potential slows it. Automation handles accumulation and level-ups. Exact Practice progress is visible on the live character sheet. Chat adapters do not print Practice amounts — look at the sheet.
Degradation (prompted only)
Section titled “Degradation (prompted only)”Skills can lose progress when the Storyteller asks automation to evaluate a time leap or similar narrative stretch — not continuously in the background.
Standard time leap
- Take the five Skills with the lowest Practice progress toward the next rank.
- Roll the Omen die.
- From those five, randomly select how many Skills to downgrade:
| Omen | Skills degraded (from the five) |
|---|---|
| 1–5 | 0 |
| 6–10 | 1 |
| 11–15 | 2 |
| 16–20 | 3 |
Short time leap (alternate)
Same five-skill pool, but only:
| Omen | Skills degraded |
|---|---|
| 1–10 | 0 |
| 11–20 | 1 |
Fiction still decides why rust set in; automation only applies the prompted procedure.
The six Archetypes
Section titled “The six Archetypes”Each Archetype names a role and lists the Skills that belong to it. Characters are not limited to one Archetype. Each Skill shows its ruling Foundation and a short definition.
Warrior
Combat and armed threat
The Warrior covers fighting and the control of violence: weapons, defence, intimidation, battlefield command, and reading a fight. These are the Skills of combat and of ordering people under immediate physical threat.
- Slash (Strength) — cutting edges used in chopping or sweeping cuts
- Pierce (Dexterity) — point work and thrusts
- Bash (Strength) — blunt impact weapons and strikes
- Unarmed (Strength) — striking and grappling without weapons
- Intimidate (Authority) — projecting threat through demonstrated or implied capacity for violence
- Deflection (Resolve) — active redirection with weapon or shield
- Counter (Resolve) — the practiced immediate reply after a successful Deflection or Dodge
- Command (Authority) — issuing orders that are obeyed in the heat of combat or under immediate physical threat
- Tactics (Intellect) — reading the shape of a fight, positioning, and exploiting terrain and numbers
- Footwork (Dexterity) — mobility, balance, and positioning in combat
- Combat Awareness (Perception) — noticing openings, threats, and shifts in the immediate fight
- Thrown (Constitution) — any thrown weapon or object used to strike or disable
Wayfarer
Travel and the outdoors
The Wayfarer covers travel and living off the land: scouting, hunting, mounts, small craft, wilderness knowledge, and trade on the road. These are the Skills of path, camp, and field — not the household and not formal study.
- Scouting (Perception) — pathfinding, navigation by stars, landmarks and trails, reading terrain for travel
- Trapping & Tracking (Perception) — locating, following, and the design and use of traps
- Foraging & Fishing (Constitution) — edible plants, fungi, water sources, and fishing
- Archery (Perception) — all bows
- Sailing & Navigation (Perception) — small craft, rivers, lakes, and basic seamanship
- Animal Handling (Resolve) — wild animals and the training or handling of companions
- Dodge (Dexterity) — pure evasion and body movement out of the line of attack
- Riding (Authority) — control of a mount under combat and travel stress
- Ambush & Camouflage (Guile) — choosing ground and using natural cover for surprise or concealment
- Swimming (Constitution) — movement and survival in water
- Wilderness (Constitution) — knowledge of nature, terrain, and the living world
- Tradecraft (Charisma) — exchange, value negotiation, and market dealings on the road
Artisan
Craft and construction
The Artisan covers making and repairing physical work: metal, timber, cloth, ships, tools, fine craft, and directing labour. These are the Skills of the workshop, yard, and forge.
- Tailoring & Armory (Constitution) — cloth, leather, soft materials, and the construction or repair of protective gear
- Smithing & Forging (Strength) — working metal at the forge
- Carpentry & Masonry (Strength) — timber and stone construction and shaping
- Brewing (Constitution) — fermentation and liquid preservation
- Fine Crafts (Dexterity) — jewellery, glass, and equivalent high-precision work
- Shipwright (Strength) — building and repairing boats and ships
- Engineering & Design (Intellect) — simple machines, structural planning, and mechanisms
- Bowyer & Fletcher (Constitution) — bows, arrows, and related equipment
- Appraisal (Perception) — judging value, authenticity, and quality of objects and materials
- Handcrafting (Dexterity) — improvised tools and objects from bone, wood, sinew, stone, and available materials
- Oversight (Authority) — directing and coordinating groups of workers
- Tinkering & Repair (Constitution) — diagnosing, adjusting, and restoring existing tools, mechanisms, and objects
Mother
Household and care
The Mother covers household life and the care of people: food, healing, children, farming, domestic animals, and personal influence within kin and home. It is not a gender and not limited to parents — it is the Skills of keeping a household and its people alive and bound together.
- Cooking & Preserving (Resolve) — preparation and preservation of food
- Herbalism (Intellect) — medicinal plants and poisons
- Childcare (Resolve) — raising children and midwifery
- Animal Husbandry (Resolve) — breeding, care, and management of domestic animals
- Farming (Strength) — soil, crops, and field management
- Empathy (Charisma) — reading emotional states and offering personal support
- Performance (Charisma) — expression through voice (singing), body (dancing), and presence (acting)
- Healing (Resolve) — physical treatment of the body, wounds, and injury (critical for Dying stabilisation)
- Etiquette (Resolve) — proper forms, manners, and social conduct in domestic and relational settings
- Seduction (Charisma) — intimate influence, charm, and emotional leverage in personal relationships
- Influence (Authority) — using relational position, obligations, and family hooks
- Muse (Authority) — inspiring others to action, feeling, or creation
Sage
Learning and counsel
The Sage covers knowledge, record, and formal counsel: calculation, lore, maps, teaching, investigation, negotiation, rites, and long-term planning. These are the Skills of study, speech, and memory. Strategy here is long-horizon planning; Warrior Tactics covers the immediate fight.
- Debate & Rhetoric (Charisma) — structured argument and persuasive speech
- Arithmetic & Accounting (Intellect) — numbers, ledgers, shares, and practical calculation
- Investigation (Perception) — systematic inquiry into events, places, and evidence
- Folklore & Heraldry (Intellect) — local lore, lineages, signs, and remembered custom
- Cartography (Intellect) — maps, distances, and recorded geography
- Mentoring (Charisma) — teaching others so that skill and judgment take root
- Illustration (Intellect) — technical drawing, diagrams, schematics, and visual recording of knowledge
- Negotiation (Authority) — formal bargaining toward agreement between parties
- Insight (Perception) — reading motives, emotional state, and unspoken position
- Strategy (Intellect) — long-horizon planning beyond the immediate fight
- Ritual (Authority) — conducting communal rites, funerals, oaths, and formal observance
- Preaching (Charisma) — public moral or spiritual address that moves a crowd
Trickster
Secrecy and deceit
The Trickster covers stealth, theft, forgery, smuggling, deception, and related underhand work. A character need not be a professional thief to hold these Skills — they are the Skills of secrecy, misdirection, and moving past watchers.
- Lockpicking (Guile) — defeating locks, catches, and simple mechanical seals
- Pickpocket (Guile) — removing objects from a person without their notice
- Sneak (Dexterity) — quiet movement and remaining unseen while moving
- Forgery (Guile) — false documents, seals, marks, and convincing imitations of writing or craft signs
- Slander & Ridicule (Charisma) — public or whispered attack on reputation through words
- Smuggling (Guile) — moving goods or people past watchers, tolls, and searchers
- Deception (Guile) — lies, false personas, and deliberate misdirection
- Streetwise (Guile) — reading towns, underworld channels, and informal urban power
- Acrobatics (Dexterity) — leaps, balance, contortion, and athletic movement under stress
- Sleight of Hand (Guile) — palm, switch, conceal, and stage small manipulations
- Off-hand & Improvised Combat (Dexterity) — secondary weapons and objects not meant as arms
- Climbing (Strength) — vertical movement on rock, timber, rope, and walls
Related: Human Potential, Character Creation skill budgets, Automation Practice tracking.
