Skills

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.

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.