Skills

All characters have access to a set of 12 common skills which are used to cover (nearly) all action checks in the game. In addition to the common skills, another four skills exist to cover the four types of magic (described elsewhere).
Each skill has two values associated with it: training and mastery. A new player character will default to having 0 training and 0 mastery in any giving skill, but this doesn't mean they don't have access to the skill; any character can use the common skills and their associated actions, but may be doing so without any training or mastery.

Training

Training is a value attached to each skill for a character. Training starts at 0 and goes up to a maximum of 5. NPCs may have arbitrary amounts of training for any given skill (the templates found in the Bestiary give suggestions, and the narrator is free to adjust these values). PCs must spend story points to upgrade their training. As with all story point upgrade tracks, training must be done in order, and cannot be skipped. The cost in SP per level of training per skill is:
Rank1 Rank 2 Rank 3 Rank 4 Rank 5
3SP 5SP 7SP 9SP 15SP
Each rank of training in a skill provides one die upgrade when making a check with that skill.

Mastery

Mastery is a second value attached to each skill for a character. Like training, mastery starts at 0, however, mastery has no upper bound. Mastery for NPCs will be suggested in their corresponding templates. PCs can only acquire mastery by unlocking a corresponding mastery talent in one of their tales. Each mastery talent will provide one mastery to the specified skill.

Inventory of Skills

There are twelve common skills available to all characters. They are broken down into 3 categories of 4 skills each. They are listed below. Each skill lists its common usage, as well as any specifically defined actions. If a character attempts an action whose associated skill does not explicitly define an action that covers the character's desired outcome, the narrator should assign a DV and have a basic check made to determine the outcome.

Physical Skills

  • Acrobatics - Used for jumping, balancing, swinging, and climbing.
  • Precision - Used for sneaking, crafting, and delicate operations.
  • Strength - Used for pushing, pulling, lifting, and brawling.
  • Weapons - Used for making attacks, sparring, or handling of implements of warfare.

Mental Skills

  • Concentration - Used to focus under duress and deduce solutions to problems.
  • Medicine - Used for bandaging and stabilizing wounds, and brewing poisons.
  • Philosophy - Used for alchemy and general academics (such as history, geography, cosmology, religion, and languages).
  • Observation - Used to spot sneaky actions, find rare items, and notice details.

Social Skills

  • Deception - Used for lying and distraction.
  • Elegance - Used for charming, conversation, in courtly manners, and throughout high society.
  • Persuasion - Used for convincing and bartering.
  • Presence - Used for intimidating, garnering attention, and encouraging or rallying others.

Magic Skills

In addition to the 12 common skills above, 4 magic skills exist, but are not available to all players. For more details, see magic.