Core
These are general skills and customisations that any character might want to consider and could have picked up anywhere or just have a natural aptitude for without needing formal training.
Skills
Skill | Description |
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Agility | Agility lets you move quickly and accurately. You can use Agility as part of a move action to let you bypass an obstacle or move to higher ground, or as an action to climb a significant distance up a surface. You can also use agility to avoid incoming attacks. |
Awareness | This skill lets you notice things. It doesn't let you avoid them. |
Concealment | Concealment is the art of going unnoticed. In the wilderness it's about making good use of cover, wearing the right clothes and moving carefully and quietly. If the city it's about looking like you belong and knowing where the deepest shadows are. Concealment can also be used to hide things that aren't you from tucking a small weapon away from casual notice to hiding a box of goodies away in a house somewhere no one will think to look for it. You can also hide other people like this if they're willing but you can't make them move quietly. Concealment is an opposed check when you're trying to remain unnoticed by someone who's actively watching or looking like a guard or a sentry. |
Housebreaking | Housebreaking is the art of getting into, or out of, secured areas and items ranging from outhouses to prisons and from locked diaries to vaults. Breaking into isn't the same as remaining undetected, so if there are potential witnesses then a concealment check might also be necessary. |
Imitation | Imitation is the art of copying someone or something. Imitation can be used to create forged documents or copy signatures or to look, sound or act like a specific person or type of person. In addition to the obvious criminal uses, imitation can be used to entertain or mock. As with concealment, imitation is opposed by awareness when used against naturally suspicious individuals or those who are very familiar with who- or whatever you're imitating and vs normal target scores otherwise. |
Performance | Performance covers a whole range of activities that can be used to provide entertainment to others. Skilled performers can distract, enthrall or rouse individuals or whole audiences. |
Persuasion | Persuasion can take many forms, ranging from asking nicely to intimidation to bribery to telling outright lies. A character skilled in persuasion knows what buttons to press and how hard to press them to get what they want. Players should expect to give at least some basic information about how they intend to coerce a target, especially for important tasks. This skill is not for use on other players, or their characters. This skill can also be used to gather general information about a particular topic over a longer period of time (usually a day or an evening) by visiting taverns or the local equivalent and making friends with the locals. |
Petty Theft | This skill can be used for picking pockets, cutting purses, stealing small items, sleight of hand, giving things to people without them noticing, concealing small items and knowing what things are worth. Petty Theft is the age old art of picking up small items from a wide variety of locations without anyone noticing. It can also be used to place small items about another person's person without them noticing. In combat it can be used to give or take small items not currently being held by your opponent, counting as an attack that can't directly cause a wound or serious wound. Possible uses of this are to get a dagger or other weapon from your opponent's belt to arm yourself, to take their belt to disadvantage them or to "give" them an activated device. |
Toughness | This skill lets you shrug off incoming damage, crash through doors and, if you have the Brawler customisation, beat people up. This skill represents a character being not only physically strong and tough, but understanding how to apply that effectively. |
Customisations
Customisation | Requirements | Description |
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Archetype: Agile | Agility Skill | A character with this edge may set their minimum defence to 11 (as if lightly armoured) while unarmoured. This increases to 13 (as if heavily armoured) at level 4. |
Archetype: Strong | Must be taken at character generation | You are stronger than the average person. You can lift and carry more, and get a bonus on checks for activities such as breaking down doors or escaping bonds through brute force. |
Archtype: Tough | Toughness Skill | A character with this edge may set their minimum defence to 11 (as if lightly armoured) while unarmoured. This increases to 13 (as if heavily armoured) at level 4. |
Craftsman | None | Pick a craft such as (but not limited to) smithing, carpentry or masonry. You can perform a range of basic tasks associated with that profession automatically. For example as a smith a character could shoe horses, make nails, repair ironwork and forge simple weapons or armour pieces. You can also create any basic item for that craft for 75% of it's cost, assuming you have access to a suitable working environment. You may also be able to trade your services for food and lodgings while travelling. |
Darkness Incarnate | Concealment Skill, Nocturnal Customisation | You can attempt to hide yourself in any shadow big enough to cover you during the day or in lit areas. At night or in poorly lit areas you can vanish into deeper shadows that are big enough to cover you, automatically succeeding at concealment checks while you remain still. |
Heroic Reputation | Must have done something suitably heroic at some point | A character with this customisation will be known and recognised by at least some people for a past heroic deed. In addition to the social benefits of being effectively a minor celebrity, a character with this edge can gain change a critical failure to a critical success once per day. |
Inspirational | Persuasion Skill | If you would get advantage from having an unspent reaction you can instead grant an ally advantage on all checks until the end of your next turn. |
Likable | Persuasion Skill | You make friends easily and can often get information out of people that they wouldn't normally tell a stranger. It's also less likely that people will start a fight with you. |
Medic | None | You make checks to treat wounds as if you're fully trained and may re-roll any check made to stabilise or heal a wounded character, but you must keep the second result even if it's worse. |
Nocturnal | Concealment and Awareness Skills | You get a +1 bonus to awareness and concealment checks in darkened areas. |
Reckless Descent | None | You can fall almost any distance without taking damage if you make a successful check (TS 12) with an appropriate skill to land safely. |
Survivalist | Woodsman Customisation | You know how to find food and water in the most inhospitable environments such as deserts, Arctic areas and the void outside the world that mages use to travel vast distances quickly. You can track men and beasts without a second thought, getting a further +1 bonus on any such checks. You can also identify twist points, areas scattered across the world where it's possible to step into the void outside the world, or back out from the void into the world. |
Takedown | None | If you are able to strike an unaware opponent from concealment with a blunt attack you will usually be able to knock them out. |
Underworld Contacts | None | You have criminal contacts and can use them to buy information or fence stolen items. |
Unremarkable | None | You are fairly average in most ways, making you hard to describe, remember or even notice. You get a +2 bonus to concealment checks when hiding in populated areas. |
Woodsman | None | You have basic survival skills and can find food and shelter and make fire in the wilderness as long as you have at least basic tools available. You can also use an appropriate skill to track people and animals across terrain with an +1 bonus. |
Items
Item | Cost) | Description |
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Backpack | 5 | A simple but sturdy backpack with several pockets and compartments and adjustable straps. It has been alchemically treated to be water resistant but water will still get in if it's completely submerged. |
Blanket | 1 | A simple warm blanket. |
Horse | 75 | A horse, suitable for riding places, but not trained for combat. |
Rope | 2 | 10m of rope |