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Skills

Overview-All skills are representative of a group of similar talents and abilities. For simplicities
sake, varying similar abilities, while dissimilar at the core, have been grouped into the same skill in
order to make gameplay smooth. All skills have an affecting stat. When using the skill, you add the
stat to the total roll. Skills however can not be raised higher than their associated stat.

Dodge (Dex): The ability to avoid various potential dangers, ranging from swords, to cars, to
explosions. The skill is rolled opposite of the opponents own skill with their attack.

Melee (Str): The ability to use various melee oriented weapons. This can range from swords, to
polearms, to whips. The skill is rolled opposite of the opponents Dodge skill.

Ranged (Dex): The ability to use various ranged weapons. This ranges from bows, to guns, to
throwing daggers. The skill is rolled opposite of the opponents Dodge skill.

Awareness (Per): The ability to notice things out of the ordinary, hidden foes, or look for hidden
objects. If finding an opponent, it is rolled opposite of their stealth. If searching, it is rolled versus a
target number.

Medicine (Int): The ability to apply healing arts to a person. This can range from magical, to the
mundane. When using Medicine, the skill is rolled against a target number of how many wounds the
target has divided by 2 (rounded up). If the roll is successfull, the target recovers one box instantly,
and any additional hits heal a box per 2. This skill cannot be used more than once for any set of
injuries.

Stealth (Dex): The ability to remain hidden from sight, or to hide objects and others for sight or
notice. Rolled opposite of an opponents Perception roll.

Survival (End): The ability to remain alive in the harshest situations. This can include foraging for
food while in nature, to remaining conscious after receiving severe injuries. For any wound rank
above wounded, a survival roll must be made to avoid falling unconscious from the pain, with the
target being how many wound boxes the character has currently.

Riding (Dex): The ability to control animals and machines that convey the user. Used to perform
stunts with the mount, but also is used as an attack roll versus the targets Dodge when using a
vehicle or animal to attack a person.

Diplomacy (Cha): The ability to persuade others to your own point of view. Any time you are
trying to convince someone with words and nonviolent means uses diplomacy. Rolled against an
opponents own Diplomacy skill.

Intimidation (Str): The ability to threaten and coerce others into doing what you want. Can be a
combination of physical threats, threats against others, or sheer deadly intent. Rolled against an
opponents own Intimidation skill.

Local (Int): Knowledge of local customs, laws, and the area. Can be either reasoned as research
done or innate knowledge of a particular location. Can be used to find a location, navigate local
laws, or get information about a local event.

Knowledge (Int): How much the character knows about ‘standard’ educational topics, such as
physics, science, math, history, and the like.
Lore (Int): Knowledge of mystical lore and general occult. This can include information on mystic
beasts, other Servants, and various holy relics and spiritual locations.

Craft (Int): The ability to create, modify, or repair objects. This can include mundane things like
windows, up to more complex technology such as a TV.

Farsensing (Per): (Servant Only): The ability to detect magical anomalies, mystic creatures,
Servants, or Ley lines. Either rolled against the opponents Stealth skill, or against a target number.

Crime (Dex): The general skill used to perform acts that are not normally allowable. This includes
picking locks, hotwiring a car, and the like.

Technology (Int): The ability to use modern technology successfully, and a measure of the
character’s skill above that of a common layperson. Things such as hacking a keypad, using
surveillance cameras and the like fall under this.

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