Overview
Skills are the tools you use to interact with the world. They are rated from 0 (untrained) to 5 (legendary).
Physical Skills (Forma)
Physical skills are governed by Forma, representing your body's capabilities.
Mental Skills (Anima)
Mental skills are governed by Anima, representing your mind's sharpness and knowledge.
Skill Mechanics
Specialization
Specialization: At Skill level 3, choose a specialization (e.g., Athletics: Climbing). Gain +1 die when relevant.
Example: Maya has Athletics 3 with a specialization in Climbing. When climbing a cliff face, she gains +1 bonus die. When running across open ground (not her specialization), she uses Athletics normally.
Untrained Skills
Untrained: You can attempt most skills untrained at -2 dice penalty. Some (Medicine, Occult) cannot be used untrained.
Example: Corvus has no Survival skill, so he can attempt to track an animal, but at -2 dice. However, Medicine cannot be attempted untrained—you must have at least 1 rank to use it.
Skill Level Reference
| Level | Proficiency | Description |
|---|---|---|
| 0 | Untrained | No formal training, rely on natural ability |
| 1 | Novice | Basic understanding, can handle simple tasks |
| 2 | Trained | Competent practitioner, reliable in most situations |
| 3 | Skilled | Professional level, can specialize |
| 4 | Expert | Master of the craft, few can match |
| 5 | Legendary | Peerless, capable of feats others think impossible |
See Also
Character Creation
Learn how to assign and customize skills during character creation
Careers
Career-specific skill bonuses and specialization options
Core Mechanics
How skills interact with the Drop System and Essence ratings
Combat
Combat-specific skills like Martial Prowess, Dodge, and Tactics
Potentials
Supernatural abilities that enhance skills in domain-specific ways
Social Exchange
How social skills interact with persuasion and negotiation systems
Social Skills (Umbra)
Social skills are governed by Umbra, representing your social presence and influence.
Convincing others through logic or charm.
💡 Not Mind Control: Social skills influence and persuade, but NPCs have agency. A successful check means they're willing to listen, not that they're magically convinced!
Master Diplomat: Once per scene, force an NPC to reconsider their stance after you use persuasion.
📋 Examples & Use Cases
Example: Using Persuasion
Convincing others through logic or charm.
Coercing others through fear.
💡 Not Mind Control: Social skills influence and persuade, but NPCs have agency. A successful check means they're willing to listen, not that they're magically convinced!
Master Diplomat: Once per scene, force an NPC to reconsider their stance after you use intimidation.
📋 Examples & Use Cases
Example: Using Intimidation
Coercing others through fear.
Lying, disguise, forgery.
💡 Not Mind Control: Social skills influence and persuade, but NPCs have agency. A successful check means they're willing to listen, not that they're magically convinced!
Master Diplomat: Once per scene, force an NPC to reconsider their stance after you use mendacity.
📋 Examples & Use Cases
Example: Using Mendacity
Lying, disguise, forgery.
Reading emotions, sensing motives.
💡 Not Mind Control: Social skills influence and persuade, but NPCs have agency. A successful check means they're willing to listen, not that they're magically convinced!
Master Diplomat: Once per scene, force an NPC to reconsider their stance after you use empathy.
📋 Examples & Use Cases
Example: Using Empathy
Reading emotions, sensing motives.
Acting, music, oratory.
💡 Not Mind Control: Social skills influence and persuade, but NPCs have agency. A successful check means they're willing to listen, not that they're magically convinced!
Master Diplomat: Once per scene, force an NPC to reconsider their stance after you use performance.
📋 Examples & Use Cases
Example: Using Performance
Acting, music, oratory.