Skills represent the expertise you’ve developed outside of your combat prowess. They give more depth to your character and allow you to interact with the world and other characters in ways other than simply punching them.
Skill Attributes. Each Skill has an Attribute assigned to it, from which you gain a bonus. This represents your natural talents, regardless of your proficiency in that particular Skill.
Skill Ranks. To show your level of prowess in a particular Skill, you gain Skill Ranks. You gain a number of Skill Ranks at Character Creation (see — Character Creation) based on your Race (see – Racial Rules), each time you gain a Skill Improvement and occasionally you may gain Skill Ranks through Traits.
The amount of Skill Ranks you can have for each Skill is based on your base Tier of Power:
- ToP1: Up to 2 Skill Ranks
- ToP2: Up to 3 Skill Ranks
- ToP3: Up to 4 Skill Ranks
- ToP4+: Up to 5 Skill Ranks
Skill Bonuses. Each Skill has a Skill Bonus, which is calculated by adding together the Attribute Bonus (equal to 1/2 of the Skill’s assigned Attribute Score) and the Rank Bonus (a bonus of +2 for each Skill Rank in that Skill). For instance, if your Agility Score was 6 and you had 1 Skill Rank in Acrobatics, your overall Skill Bonus would be +5, adding together the Attribute Bonus of 3 and the Rank Bonus of 2.
Skill Checks. A Skill Check is how you use your Skills, both in combat and out. You may be required to make a Skill Check against an Opponent in the form of a Clash (see – Clashes) or against a set Difficulty Category, based on how difficult to achieve your goal would be on an overarching scale.
To make a Skill Check, roll your Base Die and increase the Dice Score by your Skill Bonus. Due to being used against static numbers, Skill Checks apply Botch Results and Critical Results differently:
- Botch Result. A Botch on a Skill Check is always a penalty of 2, regardless of your Tier of Power.
- Critical Result. A Critical on a Skill Check is a bonus Extra Dice of 1d4, regardless of your Tier of Power.
Each Difficulty Category has a numerical Target Number (TN), you must match or exceed the listed value of the TN. The names of the various Difficulty Categories represent a general idea of the skill level that should be required to beat them, for the sake of ARCs who introduce Skill Checks when engaging in more narrative storytelling. The Difficulty Categories are shown below:
| Difficulty Category | Target Number |
|---|---|
| Novice | 6 |
| Apprentice | 10 |
| Qualified | 14 |
| Expert | 18 |
| Master | 22 |
| Grandmaster | 26 |
Variant Skills. There are some situations where one skill that applies only to a specific Attribute might be used for another. For example, if you are attempting to intimidate someone through a sheer show of strength, an ARC may allow you to use your Force Score instead of your Personality Score for the Intimidation Skill. It is up to the ARC to bring up these suggestions and encourage players to think in more exciting and creative ways.
Cooperation. Under some circumstances, you might team up with an Ally and work together to use a Skill with ARC permission. The player with the highest Skill Bonus for that Skill will roll as usual, with an additional Skill Bonus equal to 1/2 the Rank Bonus (the bonus from Skill Ranks) of the assisting Character. If multiple Characters assist, only take the Rank Bonus from the highest among them but increase the Natural Result of the Skill Check by 1 for every additional assisting Ally.
Encompassing Skills. Some Skills are Encompassing Skills, which are represented on the Skill List below by (E) being included in their name. Encompassing Skills have varying Specialties, which serve as independent Skills. Whenever you would gain a Skill Rank in an Encompassing Skill, you must choose which Specialty it is placed into. Each Specialty has their Skill Ranks calculated separately, meaning they each have a maximum number of Skill Ranks decided by your Tier of Power (see — Skill Ranks). Each Encompassing Skill will have a list of Specialties. Additionally, you can make a Dynamic Option that allows you and your ARC to create your own Specialties for that Skill.
An example of an Encompassing Skill is the Craft Skill. The Craft Skill has several Specialties, such as Apparel and Weapons. If you had 3 Skill Ranks, you could place 2 in Apparel and 1 in Weapons. This means if you would make a Skill Check with Craft: Apparel, the Rank Bonus would be +4, while if you would make a Skill Check with Craft: Weapons, the Rank Bonus would be +2.
Required Skills. Some Skills are Required Skills, which mean you automatically fail any Skill Check for them if you do not have at least 1 Skill Rank in that Skill. They are represented on the Skill List below by an (R) being included in their name.
Skills
Below is the list of Skills, sorted by their Attribute. Each Skill either provides an Adventuring Maneuver and/or a Special Maneuver for gaining 2+ Skill Ranks in that Skill, representing your mastery of other talents playing back into supporting your ability as a warrior.
Below explaining what they mean:
- Adventuring Maneuver: You gain access to an Adventuring Maneuver that allows you to gain certain benefits while Adventuring.
- Special Maneuver: You gain access to a Special Maneuver that helps in Combat Encounters through applying your Skill.
Agility-based Skills
Acrobatics: Balance, grace and the ability to move skillfully through the air.
–Attribute: Agility
–Adventuring Maneuver: You gain access to the Stretch Maneuver (see — Adventuring Maneuvers).
–Special Maneuver: You gain access to the Flip Maneuver (see — Special Maneuvers).
–ARC Tips: You can ask for an Acrobatics Skill Check when a Character is attempting to balance, avoiding harm/traps, or even just trying to impress others with their acrobatic prowess.
Flight (R): The ability to suspend yourself in the air completely by your Ki.
–Attribute: Agility
–Adventuring Maneuver: N/A
–Special Maneuver: You gain access to the Soar Maneuver (see — Special Maneuvers).
–ARC Tips: You can ask for a Flight Skill Check when a Character is trying to fly through a difficult area, under fire, or potentially for flying for extremely prolonged periods through an area not perfectly suited for it. Ranks in the Flight Skill are also used for Travel.
Pilot (R): The ability to control a vehicle of any type, including Battle Jackets.
–Attribute: Agility
–Adventuring Maneuver: N/A
–Special Maneuver: You gain access to the Eject Maneuver (see — Special Maneuvers).
–ARC Tips: You can ask for a Pilot Skill Check when a Character is trying to fly an unknown vehicle, attempt a daring stunt when driving, or otherwise interact with any vehicle. Ranks in the Pilot Skill are also used for Travel.
Thievery: What’s yours is mine. This skill represents your sleight of hand and ability to steal from others.
–Attribute: Agility
–Adventuring Maneuver: You gain access to the Pickpocket and Heist Maneuvers (see — Adventuring Maneuvers).
–Special Maneuver: You gain access to the Snatch and Hijack Maneuvers (see — Special Maneuvers).
–ARC Tips: Anytime a Character attempts to take something from another or make a show of sleight-of-hand, Thievery is the go-to skill. While a knowing Character (or another player) might be a Clash, it’s fine to let this Skill Check be against a Difficulty Category when stealing from unaware NPCs.
Stealth: Sometimes it’s important to slip away unnoticed. This skill covers the act of hiding and going unnoticed.
–Attribute: Agility
–Adventuring Maneuver: You gain access to the Obscure Maneuver (see — Adventuring Maneuvers).
–Special Maneuver: You gain access to the Hide Maneuver (see — Special Maneuvers).
–ARC Tips: Anytime a Character attempts to physically hide themselves from another, act discreetly, or otherwise attempt to hide something, this is the go-to Skill. While a knowing Character (or another player) might be a Clash, it’s fine to let this Skill Check be against a Difficulty Category when hiding from unaware NPCs. Ranks in the Stealth Skill are also used for Hide and Seek.
Scholarship-based Skills
Craft (R) (E): The ability to create items. Used primarily by the Crafting System (see — Gear & Crafting).
–Attribute: Scholarship
–Adventuring Maneuver: You gain access to the Create, Tune Up, and Full Repair Maneuvers (see — Adventuring Maneuvers).
–Special Maneuver: You gain access to the Repair Maneuver (see — Special Maneuvers).
–ARC Tips: Outside of its primary use, you can use Crafting when a Character attempts to fix or even come to understand an item of that relevant Specialty.
–Specialties: Below is a list of the various Specialties for the Craft Skill:
- Basic Item. A general understanding of the mechanics of most things.
- Apparel. A fashion designer at heart, able to create incredible outfits.
- Weapons. A smith who hones weapons to the finest degree.
- Vehicles. A gearhead who crafts both cars and mechs.
Knowledge (E): This represents understanding and the collection of information.
–Attribute: Scholarship
–Adventuring Maneuver: You gain access to the Research Maneuver (see — Adventuring Maneuvers).
–Special Maneuver: N/A
–ARC Tips: When a Character has the Knowledge Skill, create relevant information that only they may know and have them use their Skill Checks to gain access to it. A Character with Knowledge is a great way for you to expand your world-building and draw Characters into more intense situations.
–Specialties: Below is a list of the various Specialties for the Knowledge Skill:
- Science. The knowledge of science, the process of exploring the unknown.
- Profession. The knowledge of a specific job or trade, usually learned with the purpose of gaining income.
- History. The knowledge of the past, pertaining to events that have been recorded over time.
Investigation: While knowing things is an impressive skill, gaining information is highly useful when engaged in situations against more sneaky and underhanded foes.
–Attribute: Scholarship
–Adventuring Maneuver: N/A
–Special Maneuver: You gain access to the Analysis Maneuver (see — Special Maneuvers).
–ARC Tips: Beyond the obvious use of looking for clues and figuring out situations, Investigation can also be used to help when Characters are stuck on what to do by introducing plot threads, and to bring up subjects that may require the skills of other Characters to create a full picture.
Medicine (R): You know how to patch up both yourself and others.
–Attribute: Scholarship
–Adventuring Maneuver: You gain access to the Care Maneuver (see — Adventuring Maneuvers).
–Special Maneuver: You gain access to the Treatment Maneuver (see — Special Maneuvers).
–ARC Tips: Other than helping people, curing diseases, and all that good doctor stuff, skill in Medicine can also be used to understand how someone might have died, or to have some understanding of more unique anatomies.
Insight-based Skills
Clairvoyance (R): You can sense Ki, allowing you to feel the strength of others.
–Attribute: Insight
–Adenturing Maneuver: You gain access to the Gauge Maneuver (see — Adventuring Maneuvers).
–Special Maneuver: You gain access to the Sense Maneuver (see — Special Maneuvers).
–ARC Tips: Clairvoyance can be used to find people, gauge the strength of opponents, and even to understand the Z-Soul of another being if they obviously stand on the far ends of the spectrum. While a knowing Character (or another player) might be a Clash, it’s fine to let this Skill Check be against a Difficulty Category when sensing some NPCs. Ranks in the Clairvoyance Skill are also used for Hide and Seek.
Concealment (R): You can suppress your Ki, hiding it from others.
–Attribute: Insight
–Adventuring Maneuver: N/A
–Special Maneuver: You gain access to the Holding Back Maneuver (see — Special Maneuvers).
–ARC Tips: Concealment is often used in conjunction with Stealth to hide from both Skills that may function to try and find Characters, but you can let people use Concealment to appear more skilled by appearing weaker and having opponents underestimate them. While a knowing Character (or another player) might be a Clash, it’s fine to let this Skill Check be against a Difficulty Category when hiding your power from NPCs. Ranks in the Concealment Skill are also used for Hide and Seek.
Creature Handling: You can interact with animals and urge them to act in certain ways.
–Attribute: Insight
–Adventuring Maneuver: You gain access to the Tame Maneuver (see — Adventuring Maneuver).
–Special Maneuver: N/A
–ARC Tips: Creature Handling can be used beyond just taming animals, acting as a way to understand certain behaviors of even sentient creatures, as a lot of instincts can be traced back to more bestial ancestries. Keen understanding of animals definitely helps in a world where Beastmen may be walking around!
Perception: The ability to spot various things. It measures your general mindfulness of your surroundings and the keenness of your senses.
–Attribute: Insight
–Adventuring Maneuver: N/A
–Special Maneuver: You gain access to the Search Maneuver (see — Special Maneuvers).
–ARC Tips: Typically used to compete against Stealth and Thievery, Perception also functions as a general tool for you to hide things in your setting and allow players to come across them. You can even use it to hide potential enemies or hints towards greater story beats. While a knowing Character (or another player) might be a Clash, it’s fine to let this Skill Check be against a Difficulty Category when trying to spot NPCs. Ranks in the Perception Skill are also used for Hide and Seek.
Intuition: Intuition is a social skill used to see through deceptions (Bluff), undermine proposals (Persuasion), or understand the reality behind aggression (Intimidation) and altogether understand another character, spotting small tells about their behavior.
–Attribute: Insight
–Adventuring Maneuver: You gain access to the Profiling Maneuver (see — Adventuring Maneuvers).
–Special Maneuver: You gain access to the Intuit Maneuver (see — Special Maneuvers).
–ARC Tips: Intuition is a very general skill that’s useful for any form of social interaction. While a knowing Character (or another player) might be a Clash, it’s fine to let this Skill Check be against a Difficulty Category when trying to understand NPCs.
Survival: Survival represents your character’s experience or training in “living off the land.” You know where to find food and shelter, and how to endure harsh environmental conditions.
–Attribute: Insight
–Adventuring Maneuver: You gain access to the Scavenge Maneuver (see — Adventuring Maneuver).
–Special Maneuver: You gain access to the Brace Maneuver (see — Special Maneuvers).
–ARC Tips: You can put severe penalties and lingering Combat Conditions behind Survival Skill Checks, if Characters have to spend a significant amount of time outdoors. If Characters can’t find food or proper shelter, they might be exhausted and suffer from the Impediment or Fatigued Combat Conditions in their next Combat Encounter. As such, it’s a great Skill to look to for keeping your players engrossed in the setting outside of combat.
Magic-based Skills
Use Magic (R): While the Magic Attribute typically represents the depth of your magical power, this skill represents your fine-tuned control. It lacks a Combat Maneuver due to the skill being used for a large amount of effects.
–Attribute: Magic
–Adventuring Maneuver: N/A
–Special Maneuver: You gain access to the Magic Trick Maneuver (see – Special Maneuvers).
–ARC Tips: You could ask for a Use Magic check when your players attempt to identify a strange magical item, try to shape magical energy to interact with a magical device (such as a puzzle or a lock), or even to detect magical energy in the vicinity.
Personality-based Skills
Bluff: You can make what’s false appear to be true, what’s outrageous seem plausible, and what’s suspicious seem ordinary.
–Attribute: Personality
–Adventuring Maneuver: You gain access to the Scam and Fraud Maneuvers (see — Adventuring Maneuvers).
–Special Maneuver: You gain access to the Feint Maneuver (see — Special Maneuvers).
–ARC Tips: Bluff checks can be used to lie to someone, keep a target distracted, impersonate someone, or to maintain a poker face.
Cooking: You can make various meals, helping the party fend off hunger and lift their spirits.
–Attribute: Personality
–Adventuring Maneuver: You gain access to the Cook Maneuver (see – Cooking).
–Special Maneuver: N/A
–ARC Tips: You could ask for a Cooking Check when your players attempt to identify what is inside of a meal (such as checking for poisons), or as a way to impress someone outside of the party.
Intimidation: Scaring the enemy into submission, sending foes fleeing in terror, or bending a character’s fears to your will to manipulate them, Intimidation is useful for many things.
–Attribute: Personality
–Adventuring Maneuver: You gain access to the Frighten Maneuver (see — Adventuring Maneuvers).
–Special Maneuver: You gain access to the Terrify Maneuver (see — Special Maneuvers).
–ARC Tips: You can ask for an Intimidation Check when your players attempt to scare the guards into letting them pass, send the street thief running for his life, or try to show off their great might to weaker NPCs.
Persuasion: The ability to talk someone into changing their views, prove something is true, or speak diplomatically to avoid interpersonal issues.
–Attribute: Personality
–Adventuring Maneuver: You gain access to the Befriend and Talk Maneuvers (see – Adventuring Maneuvers).
–Special Maneuver: N/A
–ARC Tips: You can ask for Persuasion Checks when your players try to convince someone to join their side, assure someone they’re speaking the truth, or engage in conversation with the social elite.
Performance: The ability to sing, dance, or put on a show, performances come in all types.
–Attribute: Personality
–Adventuring Maneuver: N/A
–Special Maneuver: You gain access to the Hype Maneuver (see — Special Maneuvers).
–ARC Tips: You might ask for a Performance Check when the Character is attempting to perform music or dance, or when a player tries to show off their skills.
