Player characters use skills to
describe the areas in which they have formal training, the languages
they can speak and read, and the environments in which they are accustomed.
Skills add to characters’ description, offering details about
identity, occupation, and nature. In this way, a skill is more like a
descriptor or a tag. It is something that a character has or doesn’t have. A skill has a negligible mechanical weight and usually functions as a story-telling
tool.
Generally, only player characters have
skills. NPCs and creatures can have any skills the GM wants as appropriate to
their role in the story and their description.
Language Skills
The most basic skills in the game are the
language skills. All starting characters know how to speak in the Common
Tongue. The game includes a list of typical languages and more languages are
mentioned in the Bestiary. Having a language skill means your character can
speak in that language and be understood. You either have the ability or you
don’t. Note that the ability to speak in a given language does not automatically
mean your character can read it. You can trade out one of your skills to become
literate in all the languages you know or you might choose a professional skill
that grants literacy in a language.
Professional Skills
Most skills are professional skills. A
professional skill describes the area in which a character is trained and how
that character might normally make ends meet. Examples include Arcanist,
Armorer, Locksmith, or Theologian.
Having the Arcanist skill means your
character knows stuff about magic. When your character sees an unfamiliar
magical effect, you might automatically know the spell’s name or what the
effect does. Or, you might have to make an Intellect action roll to gain this
information as the GM decides. If you don’t have the Arcanist skill and you
encounter an unfamiliar magic effect, the effect is unfamiliar to you.
Some professional skills let you manufacture
finished items from raw materials. The Armorer skill, for example, lets you
turn raw materials into armor provided you have a space to work, tools, and raw
materials equal to 1/4 the armor’s price.
Professional skills also enable certain
activities. Having the Locksmith skill means your character knows how to use
lock picks to unlock locks. Without the skill, your character must resort to
other methods to unlock locked doors, containers, windows, and so on—using a
key (obviously), brute force, or magic.
Many professional skills grant literacy in a
language the character knows how to speak.
Status Skills
Finally, some skills indicate a special
status such as Aristocrat, Criminal, or Drunk. Of all the skills, these are the
“softest.” A character with the skill knows how to conduct himself or herself around
other characters that fit into the described status. Aristocrats know proper
etiquette, can probably recognize heraldry, and know the people of wealth and
status in their homeland. A criminal has connections to the black market and
criminal underworld, knows the major organizations, and likely has a contact or
two. A Drunk knows his or her way around taverns, can consume vast quantities
of booze without becoming too impaired, and can probably gather a few rumors
from the regular haunts.
Gaining Skills
All characters begin with two skills (chosen
or determined randomly) plus any skills gained from their ancestry. Characters
gain another skill when they choose a novice path, an expert path, and a master
path. Some paths grant additional skills.
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