Skills are essential to every character and represent the capacity the hero has with a broad set of related tasks. The average rating in a skill is 7, while anything lower than 3 indicates a master of his or her skill. Each Skill-tree opens up Moves which a character can make.
Table of Contents
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Agriculture
The backbone of civilization
Planting
Harvesting
Athletics
The field of athletics includes skills that govern how well and how far your character moves within his environment, as well as how far he throws things.
Acrobatics
Backcountry
Climbing
Running
Strength
Swimming
Archery
The use and upkeep of projectile weapons based on a flexible piece held in tension by a cord that launches aerodynamic missiles at an intended target.
Crossbows
Reflex Bows
Straight Bows
Animal Husbandry
Getting animals to do the deed.
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Animal Training
Dog Handling
Horsemanship
Falconry
Blacksmithing
Armoring
Furring
Goldsmithing
Tinkering
Weaponsmithing
Craftsmanship
Baking
Brewing
Butchery
Candlemaking
Carpentry
Cobbling
Leatherworking
Masonry
Mining
Leatherworking
Tailoring
Weaving
Slings
Slings
Stave Sling
Throwing
Axes
Daggers
Darts
Javelin
Rocks
Medicine
Injury
Illness
Melee
Axe
Dagger
Grappling
Messer
Peasant
Percussion
Polearm
Shield
Specialized
Stave
Striking
Sword
Two-Handed Sword
Wildcraft
Construction
Firemaking
Fishing
Foraging
Hunting
Tracking
Trapping
Wayfinding
-Weaponsets
draw cuts vs snap cuts
-Cav- easily killed when coming to a stop/slowed near infantry
Combat (back pedaling, survival instinct, avoiding shoving match, most importantly you want to win and be unscathed, sieges were common battles were not, from uphill heads are easy targets, from downhill it's legs)
-Sword and Shield (shieldwall, first to get a knife in a press wins, many would try to avoid shield wall crush, sabres primarily cavalry- handy for head stabs vs. parry, scimitar-used in an odd half sword style)
-Polearms (pikes: anti-cav, mobile fortresses, vulnerable to ranged, rarely fight in formation) (spears - keeping your enemy as far away as possible, 8ft is longest 1h spear- overarm belly upwards, most parrying is for your friends at your sides- is tiring, easiest spot to hit is belly with hoplite spears, upper thorax is harder)
-Two-handed
-Two Swords
-Sword and Dagger
-Civilian
-Gutter fighting
(progress yields new moves- some of the highest moves would ripostes, or defensive maneuvers that are also attacks)
(each turn, player must choose between attack or defense)
Fieldcraft
-Hunting
-Stealth
-Survival
Marksmanship
-Archery (hunting arrows do better on cloth armor, bodkin does better on mail, roundhead on plate, Type 16 compromise)
-Throwing (francescas bounce a shit load. like shrapnel. lower damage than straight hit, easier to dodge than javelin.)
-Crossbows
-Artillery
Relations
-Persuasion
-Seduction
-Intimidation
Unarmed Combat
-Striking
-Grappling
Medicine
Art
Craft
Scholarship
-Professional
-Academic
-Languages
-Heraldry
-Cultural
Art
Art determines your skill in all of the muses' fields. It is often accompanied by dexterity, and covers everything from sculpture to poetry.
Craft
Determines how well you put your hands to use- crafting anything from tables to mangonels.
Crime
Crime is your general stealth, drawlatch, ambushing, and thievery skill. There's coin to be made out there, if one only desires the taking.
Fisticuffs
This covers all hand to hand combat.
Healing
Covering everything from basic first aid up to full-on surgery, this is the skill that gets used for putting people back together again, healing, and diagnosing illness. It also covers herbology.
Heraldry
The study of noble arms, family trees, ranks, and protocol. Invaluable for recognizing knights and other noble persons.
Hunting
This skill determines your knowledge of the wilds, and how to survive in it. Can also be used in a similar manner to notice, in the woods.
Influence
This determines just how smooth your tongue is. Used to interact with other people.
Knowledge
This determines what kind and how much facts you've gathered in your lifetime. This includes religion and the supernatural. A generally useful skill.
Languages
Each level of this skill signifies an extra language in addition to your own. The common languages is Cymric.
- Anglo-Saxon, the language of the Saxons, Jutes, and Angles of the south-east.
- Breton, the language of the peoples of Brittany.
- Cornish is spoken by the peoples of Cornwall.
- Cumbric is spoken by the inhabitants of northern Britain.
- Cymric is spoken by most, and is the common language of Britain.
- Frankish, the language of the Franks.
- Gaeilge is the language of the Irish and the peoples of the Long Isles and Strangor.
- Greek is the language of the Byzantine Empire.
- Latin is spoken by those of the cloth and certain townsmen in Britain.
- The Whispered Tongue is the secret language of druids, and some say, the language of fairies.
- Pictish is spoken in the far reaches of the north.
Melee
Covers any combat that involves use of a weapon at short range. From spears to swords, in a lot of ways, this determines how you'll kill. You can dodge with this skill.
Natural Philosophy
Determines your ability to observe the world around you and apply that knowledge to your benefit. When paired with Crafting, it can lead to the creation of wondrous things.
Notice
Usually paired with Perception, notice is used for spotting things and measures part of your attention to detail.
Occultism
Knowledge of the secret. Of rumours of monster, of whispers of magic, and of the culture of fey and troll.
Riding
This determines your skill on a horse, ox, cart, mule, or whatever animal there is that you can use to assist you in travelling from Point A to B. You do require at least 1 level in this skill to use an animal in this manner.
Wildcard
For that special skill that just isn't covered here.