Table of Contents

Common Skill Uses

Crafting a Scroll

You can imbue a spell into a piece of talisman paper (which costs 100 GP). Doing so requires someone to cast the spell onto the talisman paper. You must then make a crafting check using the correct kind of skill check for your type of casting. The DC is Dire (25).

Earning a Living

You can earn money with certain skills. To do this you simply make a skill check with a relevant skill and earn the result in GP per week. To make such a check you must have appropriate supplies/resources at your disposal and be in a location where people can easily patronize you. There must also be some need for your skill. The following modifiers apply:

Modifier Description Result
In Need The skill or craft is in dire need or the settlement x5 the normal GP.
Saturated Market The skill or craft is not in demand due to too many people practicing it. 25% of the normal GP.
Facility Use If you’re using the facilities or supplies of someone else. 1/2 the normal GP.
Rich/Large Area You are performing your craft in a metropolis, rich area, or other areas where there are a lot of people with money to spend. x3 the normal GP.
Poor/Small Area You are in a destitute area where people don’t have much to pay. 10% of the normal GP.

Identification

Identifying a creature or item gives the player insight into the creature or item. The GM should reveal basic information to them, including methods of activation for items and weaknesses for creatures. A GM should provide a basic statistical overview of a creature, though perhaps not in mechanical terms. A GM might say, “This foe is strong enough to fling a horse as though it were a small stone” rather than saying, “It has a +10 Strength modifier”.

If you identify a creature, you learn its level comparative to your own (“This troll is 2 levels higher than you.”). If it is more than 3 levels higher than you it is simply reported as “significantly higher level than you”.

It takes 1 action to attempt a skill check to identify a creature or item.

Type of Identification DC
Creature 10 + the creature’s level
Mundane Item Easy (10)
Technological Item Challenging (20)
Magical Item* Challenging (20)
Scroll Challenging (20)

*You must have some means of detecting magic.

Identification Quick References (Not All Inclusive)

Type of Creature Skills
Undead Religion
Humanoids Military Lore
Soldiers Military Lore
Nobles Politique
Animal Animal Husbandry, Fieldcraft
Plants Fieldcraft
Aquatic Creatures Aquatic
Magical Creatures (Slimes, Fey, Dragons, etc) Arcane Lore
Outsiders/Divine Creatures Religion
Machines & Constructs Technological Lore

Influence a Creature’s Attitude

You can influence a creature’s attitude with several skills.

The attitudes used are:

You can adjust a creature’s attitude by 1 step with a skill check opposed by 10 + the target’s Will save. If for whatever reason a Will save is not possible/relevant this is a Challenging DC (20).

Influencing a creature’s attitude is not mind control, nor is it supernatural. Only reasonable shifts in one's attitude are possible. You cannot, for example, befriend someone you are actively harming. It may be appropriate to grant you a Free Hero Dice based on your relationship and interactions with your target (if such a check is possible at all).

If a skill improves the attitude of the creature it moves towards being helpful. If a skill worsens the attitude of a creature it moves towards hostile.

Typically you cannot influence a creature’s attitude with a skill check while in combat (Intimidate being the exception), though in certain circumstances (such as trying to convince a neutral mercenary to join a battle for pay) it takes 2 actions.

You can use certain skills to navigate using tools like a map, compass, sextant, telescope, etc. By making use of these tools you can place yourself on a map. After taking readings, an act that takes 5-30 minutes (depending on conditions), roll a navigation check. Your result determines how exact you are. A result of 10 will place you within 100 miles of your exact location (within a region), a result of 20 will place you within about 30-50 miles, a result of 30 will pin-point you within 10 miles, and a result of 40+ will give you your exact location (more or less). Fieldcraft is generally used for overland travel and the Aquatic skill is used when at sea. You must have the appropriate tools to make a check (otherwise you lack the capacity to make navigation checks).

Recall Information

Multiple skills give insight into particular subjects, from Fieldcraft imparting the lay of the land to Merchant Lore grantings information of trade deals. Recalling information gives the player that information.

Once you attempt a Recall Information check, you generally can’t attempt the check again (you know what you know, nothing more). However, a GM may allow you to make a check again once time has passed or more relevant information has been found/revealed.

A character can attempt to recall information using a skill check with 1 action, though if something requires more in-depth research or access to certain books it may take many hours or days.

Track

You can use skills to track or follow creatures. This skill can be hampered by your target’s Stealth or Fieldcraft skill.

It is an Easy DC (10) to track a creature under ideal circumstances: you know what your target looks like, you know the direction they went, you know the means of travel, and they don’t have much of a head start (within an hour). You need to make a check to track every 24 hours.

Description DC Notes
Duration (~1 day) +2 If it’s been more than an hour or so and no less than a day.
Duration (+1 Day) +2 per day For each day after the 1st, add 2 to the DC.
Poor Information +5 If you are missing any of the following information, add 5 to the DC: what they look like, the direction of their travel, and how they are traveling.
Obscured Trail +10 If a creature successfully makes a check to obscure their passage the DC increases by 10.

Note: These increases to an DC stack with each other.