Proficiencies
Proficiencies
Starting Proficiencies
A new character starts with 10 Proficiency Points to distribute (after you’ve noted your free point given by your race). You can set a maximum of one Proficiency to level 3 and two to level 2. You are allowed to do less as well, you do not necessarily need to set any Proficiency at levels 3 or 2 if you do not want to. If you choose not to start any Proficiency at level 3, you may choose up to three Proficiencies to start at level 2, instead of only two. You can set as many Proficiencies as you want to level 1. You gain points as you gain levels, which you can assign to any Proficiency you like until it reaches level 6.
Using Proficiencies
When a Proficiency refers to “Making a Check”, this means that you roll a number of d6 equal to the level of that Proficiency.
Sometimes a Check is made to counter the Proficiency of another person. In this case, you often use the Proficiency Difficulty, which is equal to half the Proficiency level rounded up.
Tool and Equipment Bonuses
Some tools or equipment may give you bonuses of +1 or +2. You roll a Check as normal, then add that bonus to your rolled Hits. The total bonus you can receive from tools or equipment may be no higher than your related Proficiency Difficulty.
Certain skills under a proficiency can only be acquired after reaching a higher level with the corresponding proficiency.
Intensive Proficiencies
Intensive Proficiencies give you a level of Fatigue each time you practice them for a consecutive number of hours equal to your Proficiency Level, or half an hour if unskilled in the Proficiency. For example, performing an Intensive Proficiency of level 3 for 9 hours will result in 3 points of Fatigue.
The proficiencies you can gain are detailed here.
Agility
Intensive: YesMoves
Dodge
Prerequisites: None
For incoming attacks, the Proficiency Difficulty of the attacker in the skill used to attack is used as the Difficulty for the dodge.
Leather armour gives you a +1 Advantage on this Check.
Balance
Prerequisites: None
Catch
Prerequisites: None
Rescue
Prerequisites: None
Break Fall
Prerequisites: Proficiency Level 3
Alertness
Intensive: NoMoves
Investigate Person
Prerequisites: None
Discern Traps
Prerequisites: Proficiency Level 1
Detect Stealth
Prerequisites: Proficiency Level 2
Investigate
Prerequisites: None
Search Area
Prerequisites: None
Animal Handling
Intensive: NoMoves
Calm Creature
Prerequisites: None
Tame Creature
Prerequisites: Proficiency Level 3
Athletics
Intensive: YesYou gain a level of Fatigue every time you travel a consecutive number of hours equal to your Athletics Proficiency Level without rest. (With Level 3, travelling for 9 hours means 3 levels of Fatigue.)
Moves
Lift
Prerequisites: None
Climb
Prerequisites: None
Leap
Prerequisites: None
Brace
Prerequisites: None
Blacksmithing
Intensive: YesMoves
Refine Ore
Prerequisites: Proficiency Level 1
You can refine 100g of material each time.
Produce Weapon
Prerequisites: Proficiency Level 1
Note that some weapons require additional components, like wooden handles or leather straps. These must then be combined using the Crafting Proficiency.
Produce Armour
Prerequisites: Proficiency Level 2
Sharpen Weapon
Prerequisites: None
Improve Weapon
Prerequisites: Proficiency Level 3
Botany
Intensive: YesMoves
Sow
Prerequisites: None
0 Hits: No plants grow successfully
1 Hit: A few of your plants grow successfully
2 Hits: A moderate amount of plants grow successfully
3 Hits: Most of your plants grow successfully
4 Hits: Most of your plants grow successfully, some of them of exquisite quality
5 Hits: All your plants grow successfully, most of them of exquisite quality
6+ Hits: All your plants grow successfully and are of exquisite quality
Harvest
Prerequisites: None
Identify Plantlife
Prerequisites: Proficiency Level 1
Charisma
Intensive: NoMoves
Persuade
Prerequisites: None
Deceive
Prerequisites: None
Intimidate
Prerequisites: None
Inspire
Prerequisites: None
Assert Authority
Prerequisites: None
Ciphering
Intensive: YesMoves
Create Cipher
Prerequisites: Proficiency Level 1
Decipher
Prerequisites: Proficiency Level 2
Cooking
Intensive: YesMoves
Cook Warm Meal
Prerequisites: Proficiency Level 1
Preserve Food
Prerequisites: Proficiency Level 1
Create Rations
Prerequisites: Proficiency Level 2
Butcher Carcass
Prerequisites: Proficiency Level 2
Prepare Refreshing Meal
Prerequisites: None
Prepare Luxury Meal
Prerequisites: Proficiency Level 3
Prepare Breakfast
Prerequisites: None
CQC
Intensive: YesUsing this skill, you can trip opponents, disarm them, etc.
Moves
Unarmed Attack
Prerequisites: None
Swift Strike
Prerequisites: Proficiency Level 1
Grapple
Prerequisites: None
Hip Toss
Break Free
Prerequisites: None
Trip
Prerequisites: None
Disarm
Prerequisites: Proficiency Level 2
Pin Down
Prerequisites: Proficiency Level 2; Have a creature Grappled
Suplex
Prerequisites: Proficiency Level 3; Have a creature Grappled
Coup de grâce
Prerequisites: Proficiency Level 3; Have a creature Pinned
Crafting
Intensive: YesMoves
Simple Craft
Prerequisites: None
Craft
Prerequisites: Proficiency Level 1
Repair
Prerequisites: Proficiency Level 1
Invent
Prerequisites: Proficiency Level 2
Reverse-Engineer
Prerequisites: Proficiency Level 3
On zero Hits, you fail to even put the original back together.
First Aid
Intensive: YesMoves
Mend Wounds
Prerequisites: None
Diagnose
Prerequisites: Proficiency Level 2
On a failure, you may find out enough to know someone that could help you diagnose this infliction, or written information that could help you, to the GM’s discretion.
Restore Bodypart
Prerequisites: Proficiency Level 3
Brew Healing Potion
Prerequisites: Proficiency Level 4
Fishing
Intensive: NoMoves
Fish
Prerequisites: None
Identify Fishlife
Prerequisites: Proficiency Level 1
Spearfishing
Prerequisites: Proficiency Level 2
Forgery
Intensive: YesMoves
Forge Document
Prerequisites: Proficiency Level 2
Forge Signature
Prerequisites: Proficiency Level 1
Forge Seal
Prerequisites: Proficiency Level 1
Forge Key
Prerequisites: Proficiency Level 3
Forge Money
Prerequisites: Proficiency Level 4
Detect Forgery
Prerequisites: Proficiency Level 1
Goldsmithing
Intensive: YesMoves
Produce Fine Metalwork
Prerequisites: Proficiency Level 1
Note that some items require additional components, like wooden handles or leather straps. These must then be combined using the Crafting Proficiency.
Produce Accessories
Prerequisites: Proficiency Level 3
A poor item will sell for half the normal value, while an exquisite item may sell for double its value. A masterwork item will easily fetch ten times the normal price.
Health
Intensive: NoThe maximum HP of each of your bodyparts is equal to your Health Proficiency Level (with a minimum of 1).
Moves
Natural Healing
Prerequisites: None
Protect Limb
Prerequisites: None
0HP: 0 Disadvantage. -1HP: 0 Disadvantage. -2HP: 1 Disadvantage. -3HP: 1 Disadvantage. -4HP: 2 Disadvantage. Etc.
Insight
Intensive: NoMoves
Estimate Social Status
Prerequisites: None
Estimate Disposition
Prerequisites: None
Estimate Trustworthiness
Prerequisites: None
Estimate Emotion
Prerequisites: None
Estimate Sanity
Prerequisites: None
Estimate Confidence
Prerequisites: None
Jewelering
Intensive: YesMoves
Create Jewelry
Prerequisites: Proficiency Level 2
Cut Gem
Prerequisites: Proficiency Level 1
Leatherworking
Intensive: YesMoves
Produce Armour
Prerequisites: Proficiency Level 1
A poor item will sell for half the normal value, while an exquisite item may sell for double its value. A masterwork item will easily fetch ten times the normal price.
Lumbering
Intensive: YesMoves
Fell Tree
Prerequisites: None
The Difficulty is determined by taking the width of the tree in centimetres and dividing it by 20.
Debranch Tree
Prerequisites: None
Identify Tree
Prerequisites: Proficiency Level 1
Melee Fighting
Intensive: YesUsing this skill you can wield weapons. Some weapons are more powerful than others, giving you an advantage as you attack with them (such as range and damage type).
Moves
Attack
Prerequisites: None
Bash
Prerequisites: None
Fast Attack
Prerequisites: Proficiency Level 1
Parry
Prerequisites: Proficiency Level 2
Fend Off
Prerequisites: Proficiency Level 2
Heavy Attack
Prerequisites: Proficiency Level 3
Mining
Intensive: YesMoves
Mine
Prerequisites: None
Quarry
Prerequisites: None
Prospect
Prerequisites: Proficiency Level 2
Music
Intensive: YesMoves
Soothing Melody
Prerequisites: Proficiency Level 1
Inspiring Melody
Prerequisites: Proficiency Level 1
Impressing Melody
Prerequisites: Proficiency Level 1
Navigating
Intensive: NoMoves
Sense of Direction
Prerequisites: Must be on land
Sense of Distance
Prerequisites: Must be on land
Plot Course
Prerequisites: None
Anchor
Prerequisites: Proficiency Level 1
Get Bearing
Prerequisites: Proficiency Level 2
Piloting
Intensive: YesMoves
Pilot Small Land or Water Vehicle
Prerequisites: Proficiency Level 1
Recover
Prerequisites: Proficiency Level 2
Pilot Large Land or Water Vehicle
Prerequisites: Proficiency Level 3
Flying Vehicles
Prerequisites: Proficiency Level 4
Expert Maneuvering
Prerequisites: Proficiency Level 5
Pyromancy
Intensive: YesMoves
Create Flame
Prerequisites: Proficiency Level 1
Shape Fire
Prerequisites: Proficiency Level 1
If you use this move to shape fire onto a creature, roll a Check against that creature’s Agility Proficiency Difficulty. On a success, the target is Set on Fire with a Difficulty of 1. If the target is already Set on Fire, roll a Check against that fire’s Difficulty. If you beat it, increase the fire’s Difficulty by 1. A target can Dodge this move to prevent being set on fire.
The maximum range at which you can shape fire is your Proficiency Level in metres.
Flames’ Fortune
Prerequisites: Proficiency Level 1
Protection from Flame
Prerequisites: Proficiency Level 2
Imbue Flame
Prerequisites: Proficiency Level 3
Ranged Combat
Intensive: YesUsing this skill, you can fire arrows from great lengths to hurt your foe before it reaches you. Ranged weapons require ammo to be shot, though this skill also governs thrown weapons.
Moves
Ranged Attack
Prerequisites: None
Rapid Attack
Prerequisites: Proficiency Level 1
Throw
Prerequisites: None
Fire Airship Cannon
Prerequisites: Proficiency Level 2
Debilitating Shot
Prerequisites: Proficiency Level 3
Resistance
Intensive: NoMoves
Resist Poison
Prerequisites: None
Resist Disease
Prerequisites: None
Endure Temperature
Prerequisites: None
Riding
Intensive: YesMoves
Ride Mount
Prerequisites: Proficiency Level 1
Steady Mount
Prerequisites: Proficiency Level 2
Ride Cart
Prerequisites: Proficiency Level 3
Fast Movement
Prerequisites: Proficiency Level 4
Flying Mounts
Prerequisites: Proficiency Level 5
Expert Maneuvering
Prerequisites: Proficiency Level 6
Stealth
Intensive: NoMoves
Hide
Prerequisites: None
Sneak
Prerequisites: None
Conceal Item
Prerequisites: None
Sneak Attack
Prerequisites: Proficiency Level 2
Stonecarving
Intensive: YesMoves
Carve Stone
Prerequisites: Proficiency Level 1
Survival
Intensive: YesMoves
Forage
Prerequisites: None
Track
Prerequisites: Proficiency Level 1
Create Campfire
Prerequisites: None
Set up Camp
Prerequisites: None
Identify Poison
Prerequisites: Proficiency Level 2
Thievery
Intensive: NoMoves
Pick Lock
Prerequisites: Proficiency Level 1
Pickpocket
Prerequisites: None
Weaving
Intensive: YesMoves
Produce Clothing
Prerequisites: Proficiency Level 1
A poor item will sell for half the normal value, while an exquisite item may sell for double its value. A masterwork item will easily fetch ten times the normal price.
Willpower
Intensive: NoMoves
Break Charm
Prerequisites: None
Wizardry
Intensive: YesWhen you gain your first level in Wizardry, you learn a number of Magic Words of your choosing from each category outlined in the Magic Words section. The rest must be obtained in your adventures.
Moves
Cast a Spell
Prerequisites: Proficiency Level 1
Casting the spell while within melee range of an opponent allows that opponent to use a reaction to make an attack against you.
A spell’s range is 'touch' unless specified otherwise.
Identify Magic
Prerequisites: Proficiency Level 3
On a success, you learn the effects of the magic (you cannot learn spells or Words this way!). On a failure, you do not. On the GM’s discretion, you may find out just enough to know who could tell you more about this, or where you can find the information you seek.
Woodworking
Intensive: YesMoves
Create Arrow Shaft
Prerequisites: None
Roll a Check for each arrow. On only Misses, the wood breaks. On one success, the quality is poor. On two successes, the quality is mundane. On three or more, the quality is exquisite. On only Critical Hits, the quality is masterwork.
Create Weapon Handle
Prerequisites: Proficiency Level 1
When combining this handle with the other components of a weapon, you take an average of the quality of both (rounded down). When combining a masterwork item with something other than masterwork, treat it as exquisite.
Poor + Mundane = Poor, Mundane + Exquisite = Mundane, Poor + Exquisite = Mundane.
Produce Ranged Weapon
Prerequisites: Proficiency Level 3
Note that some weapons require additional components, like bowstrings. These must then be combined using the Crafting Proficiency.
Special Proficiencies
Creation Magic
Those that have experienced enlightenment and found the truth behind the arcane find their shackles removed. Capable of manifesting their very thoughts into reality, a Wizard capable of Creation Magic is a dangerous foe.
Requirements
- A Wizardry Proficiency Level of 6
- You must know the ‘Manifest’ word
- You must study Astral forces in a site overflowing with Astral Energy
Traits
- The word ‘Manifest’ can be used to create a wider range of Material words
- Failing a casting of a spell using Manifest for any Material word that is not either Energy or Sensory Effect gives you points of Fatigue equal to the Spell Level minus the rolled Hits in your Check
- The energy spent to manifest objects exceeds any nutritional value it gives you, and as such this Proficiency cannot be used to effectively nourish yourself
Moves
Elemental Substance Mastery
Prerequisites: Proficiency Level 1
The maximum volume of your Manifested substance is 0.5m³ + 0.5m³ per Alteration Level.
Organic Substance Mastery
Prerequisites: Proficiency Level 2
The maximum volume of your Manifested substance is 0.5m³ + 0.5m³ per Alteration Level.
Artificial Substance Mastery
Prerequisites: Proficiency Level 4
The maximum volume of your Manifested substance is 0.5m³ + 0.5m³ per Alteration Level.
Creation Magic Mastery
Prerequisites: Proficiency Level 6
The maximum volume of your Manifested substance is 0.5m³ + 0.5m³ per Alteration Level.
Druid
A Druid is a protector and guardian of a natural area. Druids preserve the natural balance in that area, ensuring that the cycle of life is undisturbed and that the plant life is protected from external harm.
Requirements
- You must have resided in a specific natural area for at least a year, having attuned your innate energy to the aura of your chosen natural area.
Traits
- When taking a rest, any benefits of that rest are only applied if that rest was performed in nature, away from civilisation
- You are allergic to iron. You have a -1 Disadvantage to every Check you make while in contact with iron
- Plants you touch become healthier and stronger. Withered plants will regrow because of this
- Wild animals seldomly attack you unprovoked
Moves
Communicate with Animals
Prerequisites: Proficiency Level 1
Minor Shift
Prerequisites: Proficiency Level 2
Aquatic Shift
Prerequisites: Proficiency Level 4
Aerial Shift
Prerequisites: Proficiency Level 6
Lichdom
A Lich is a type of undead that has its soul tethered to a high-grade Astral Crystal. While its body decays, its soul remains active. Lichdom is achieved through high level wizardry, and so Liches are often powerful wizards.
Requirements
- Your soul must be successfully tethered to a grade 6 Astral Crystal via a successful Difficulty 6 Wizardry Check by you or someone else. On a failure, the rolled Hits are applied as damage to your head. On a success, you die instantly and become undead, with the Astral Crystal becoming your Soul Gem. Your Soul Gem has 6 HP.
Traits
- You cannot eat normal food
- You are immortal and cannot die from old age
- Your body is dead, and as such still decays
- First-Aid Checks have no effect on you
- On death through damage to your body, your body turns to dust and reforms near your Soul Gem over the course of six hours. Only your skeleton regenerates in this way
- You are immune to suffocation, poison and disease
- You cannot rest or otherwise become unconscious
- You cannot gain Fatigue through exhaustion or extreme temperatures
- You gain a level of Fatigue if you have not used Consume Soul successfully for a month
- When your Soul Gem is destroyed, you die immediately (and permanently)
Moves
Consume Soul
Prerequisites: Proficiency Level 1
Draining Touch
Prerequisites: Proficiency Level 2
Paralyze
Prerequisites: Proficiency Level 4
Improved Consume Soul
Prerequisites: Proficiency Level 6
Necromancy
Necromancers are Wizardry practitioners who learn to manipulate astral impressions left on deceased creatures in order to bind the soul to service. The practice is banned in the Halsand Empire and Othenia, while in Isilia it is generally frowned upon, but not expressly forbidden. Nomadic tribes in Droquia allow the practice, believing it can help guide the un-reincarnated back to the land of the living.
Requirements
Traits
- Any Flames’ Fortune checks made will exclusively show visions of the recently deceased.
- Any flame created by your Pyromancy burns a bright green.
Moves
Communicate with the Dead
Prerequisites: Proficiency Level 1
Command Wraith
Prerequisites: Proficiency Level 2
Raise Dead
Prerequisites: Proficiency Level 3
You must roll a Necromancy check when you order your undead to perform any task, with a Disadvantage equaling the amount of undead in your service that exceed your Necromancy Proficiency Level.
Corrupt Spirit
Prerequisites: Proficiency Level 4
Spirit Guide
A spirit guide is a patron for good-natured spirits. Spirit Guides protect the balance between the spiritual world and the mundane world, performing tasks for Spirits ranging from mediating disputes to defeating Wraiths. Spirit Guides are tied to the spiritual world, and as such need to be careful to keep their own soul pure.
Requirements
Traits
- Spirits can sense your presence from up to 10 kilometres away, becoming more faint the more distance there is to you
- Spirits will come to you for help with both mundane trivial issues, as well as to task you with defeating Wraiths which are causing problems nearby
- Performing obviously evil acts (as determined by your GM) will cause you to gain a level of Fatigue. Only actions done in pure malice count, not simple thoughtlessness or incompetence
- You can sense Spirits when they are within a kilometre of you
- Spirits will perform small favors for you when asked
Moves
Spiritual Communication
Prerequisites: Proficiency Level 1
Spiritual Sense
Prerequisites: Proficiency Level 2
Summon Protector
Prerequisites: Proficiency Level 4
Spiritual Observation
Prerequisites: Proficiency Level 6
If the target Spirit is unwilling, roll a Check against the Spirit’s Willpower must be performed.
Vampirism
Vampires are a type of undead that feast on the blood of the living to sustain themselves.
Requirements
- You must be bitten by a Vampire with a Vampirism Proficiency Level of 6, who must then choose to infect you with vampirism.
Traits
- You have no mirror image
- You are immortal and do not die from old age
- You cannot eat normal food
- You cannot enter a personal house uninvited (if you are forced in, you gain a level of Fatigue)
- You gain a level of Fatigue for each day you don’t Drink Blood
- You get a level of Fatigue when crossing running water (crossing a bridge over a stream counts!)
- You are killed immediately when a wooden stake is impaled through your heart (Coup de Grâce)
- Your destroyed limbs heal as if they were not destroyed. Should the destruction of a limb kill you, you are instead merely incapacitated and unconscious.
Moves
Drink Blood
Prerequisites: Proficiency Level 1
Vampiric Transformation
Prerequisites: Proficiency Level 2
Enthrall
Prerequisites: Proficiency Level 4
Spread Vampirism
Prerequisites: Proficiency Level 6
Void Magic
Those that have pondered the true meaning of the world, and have internalized the concept of ‘Nothing’, have the potential to manifest the essence of ‘Nothing’ into this world—Void Magic.
Void Magic is almost entirely unknown; most mages that learn it don’t live long enough to document their findings, consumed by their own magics.
Requirements
- A Wizardry Proficiency Level of 6
- You must know the ‘Manifest’ word
- You must have encountered Void
Traits
- You learn the Material word “Void”, a Null Energy
- Void is an un-erasable energy that irrevocably consumes anything it touches
- Void has a limitless internal volume, despite how small it may be on the outside. Anything consumed by Void will appear inside of it
- Anything entirely enveloped by Void becomes trapped inside, unable to leave it unless in contact with something else that is not completely enveloped (e.g. a rope, ladder, or larger structure that is partially inside the Void)
- Anything completely emerged in the Void no longer experiences gravity
- Void cannot be destroyed by any means—it is already nothing. It can only be removed by the level 6 Move from this Proficiency
- There is no air in the Void; no air friction to stop things from floating, no oxygen to breathe
- Void has friction when moving through ambient Astral Energy, which is everywhere. Due to this, any Void in motion will slowly stop. It loses roughly ten percent of its inertia every second
Moves
Void’s Embrace
Prerequisites: Proficiency Level 2
Void’s Breath
Prerequisites: Proficiency Level 3
Spatial Void Manipulation
Prerequisites: Proficiency Level 4
Absolution
Prerequisites: Proficiency Level 6
