Nowhere Land

Skills

Skills represent your training, experience, and learned techniques. Each skill adds dice to your pool when relevant, transforming raw Essence into focused capability. There are over 20 skills grouped into four categories: Physical, Mental, Social, and Hybrid.

“Talent gives you the clay. Skill gives you the hands to shape it.”

How Skills Work

Dice Pool Formula

Dice Pool = Essence + Skill Rank + Edges − Banes

  • Each skill is linked to an Essence (Forma, Anima, or Umbra)
  • Each skill rank adds +1 die to the pool
  • Dice are summed together and compared to the Target Number (Veil)
  • A natural 6 explodes — roll again and add the result (once per die)

Dice Pattern Bonuses

PatternEffect
Pair (two matching dice)+1d to your next pool
Triple (three matching dice)Clear a status/condition on your attribute
Natural 6Exploding die — roll again and add (once per die)

Skill Ranks & Proficiency

Proficiency Levels (0–5)

RankProficiencyDescriptionSpecial
0UntrainedNo formal training, rely on natural ability−2 dice penalty
1NoviceBasic understanding, handles simple tasks
2TrainedCompetent practitioner, reliable
3SkilledProfessional level, few peersChoose a Specialization
4ExpertMaster of the craft
5LegendaryPeerless, capable of impossible feats

Untrained Skill Use

Using Skills Without Training

  • General Rule: Most skills can be attempted untrained at a −2 dice penalty
  • Restricted Skills (CANNOT be used untrained):
    MedicineOccult
  • Weapon Proficiency Tiers:
    Unskilled: −5 penalty | Normal (trained): no modifier | Mastery: +3 bonus

⚡ Physical Skills (Forma)

Athletics

Running, jumping, climbing, swimming, dodging. The workhorse physical skill — used for most feats of agility and strength.

Brawl

Unarmed combat and grappling. Used for punches, kicks, throws, and holding opponents down.

Martial Prowess

Armed melee combat techniques. Governs swords, axes, spears, and all hand-to-hand weaponry.

Marksmanship

Ranged weapons and throwing. Covers bows, crossbows, firearms, and thrown objects.

Stealth

Moving unseen and unheard. Evading notice, hiding, tailing targets, and ambush setup.

Craft

Building, repairing, and artistic creation. From blacksmithing to painting to mechanical devices.

🧠 Mental Skills (Anima)

Lore

Academic knowledge, history, legends, and secrets. Covers the scholarly understanding of Nowhere Land and the Outside.

Investigation

Searching, deduction, finding clues, solving mysteries. The Anima counterpart to Perception — active detection vs. passive awareness.

Medicine

Healing wounds, diagnosing illness, performing surgery. CANNOT be used untrained — training is required.

Requires Training

Occult

Knowledge of magic, rituals, and the Flux. Understanding supernatural phenomena. CANNOT be used untrained.

Requires Training

Insight

Reading people and situations, sensing motives. Used to detect lies and hidden intentions.

Perception

Noticing details and danger. Passive awareness of surroundings — the GM often calls for this.

Willpower

Mental resistance and focus. Used to resist fear, domination, corruption, and Drift effects.

Survival

Wilderness navigation, foraging, tracking, enduring elements. Bridges Forma (physical endurance) and Anima (knowledge).

Tactics

Strategy and leadership in combat. Used for battle plans, directing allies, and reading enemy formations.

👥 Social Skills (Umbra)

Persuasion

Convincing others through logic, charm, or debate. One of the Four Paths of social exchange.

Conviction

Inspiring others through passionate speeches, rallying cries, and force of will. High risk, high reward path.

Sincerity

Truthful emotional appeals, building trust, showing vulnerability. Deepest bonds but most exploitable.

Mendacity

Lying, disguise, forgery, and deception. Powerful but fragile — exposure destroys trust permanently.

Intimidation

Coercing others through fear, threats, or displays of power.

Performance

Acting, music, oratory, and entertainment. Used for public speaking, disguises, and morale.

Subterfuge

Misdirection, sleight of hand, and social trickery. The art of making people look the wrong way.

🌀 Hybrid & Special Skills

Cross-Essence & Domain Skills

Arcane Resonance (Anima)

Used for activating Potentials, detecting magic, and severing magical effects. The primary skill for supernatural abilities.

TNUse
8Minor effects (teleport, shadow walk)
12Combat Potentials
14–16Complex / major effects
16Detect portal Frames
20Learn new Potentials through research (requires AR 7+)
Power × 4Sever magical effects

Domain Weaving (Anima / Reverie)

Manipulating domain properties, communing with domains, navigating shortcuts, and building anchors. Requires minimum Drift 1.

Commune TN = Domain’s Willpower × 4

Fauna & Flora (Umbra)

Identifying, tracking, and studying creatures and plants of Nowhere Land. Finding resources.Documenting 5 species reduces Drift by 1.

Mapping (Umbra)

Cartography in impossible spaces. Documenting domains, finding paths, understanding territorial patterns.Completing a domain map reduces Drift by 1.

Larceny (Hybrid)

Lockpicking, pickpocketing, disabling traps, and general thievery. Bridges physical dexterity and mental cunning.

Flux Channeling (Reverie)

Drawing on raw magical energy from the Flux. Used for domain-specific supernatural feats beyond standard Potentials.

Specializations

Choosing a Specialization

At Skill Rank 3 (Skilled), choose a specialization — a narrow focus within the skill. When the specialization is relevant, gain +1 die to your pool.

SkillExample Specializations
AthleticsClimbing, Swimming, Acrobatics, Running
Martial ProwessSwords, Axes, Spears, Polearms
StealthUrban, Wilderness, Disguise, Tailing
LoreArtifacts, History, Domain Geography, Legends
MedicineSurgery, Herbalism, Diagnosis, Poisons
InvestigationCrime Scenes, Archives, Interviews, Tracking
PersuasionNegotiation, Diplomacy, Charm, Debate
CraftBlacksmithing, Woodwork, Clockwork, Art

Skill Marks & Advancement

Earning Skill Marks

MethodWhen It Happens
PushingSpend extra Essence and suffer consequence — mark the skill for learning
Failed ReachAttempt a Reach action and fail — the attempt matters even in failure
Critical SuccessExceptional triumph earns a mark for the skill used
TrainingDeliberate practice during downtime can fill marks faster (GM discretion)

When You CANNOT Earn Marks

  • Using Drift Essence: When using Drift for a test, no skill marks earned
  • Easy tasks: Routine successes don’t reflect meaningful practice
  • Already Mastered: Once at maximum rank, marks aren’t meaningful

Advancement Process

After accumulating skill marks, you qualify for improvement. However, you must still complete atraining session or finish a project to actually advance.

AdvancementXP CostNotes
Raise a Skill by 15 XPRequires accumulated Skill Marks + training
Purchase an Ability10–20 XPSpecial abilities from careers or paths
Raise an Essence by 120 XPRare — requires narrative justification

Typical XP awards: 1–3 XP per session based on goals achieved, plus milestone XP for major achievements.

Skill Synergies & Interactions

Career Skill Stacking

  • No stacking: Overlapping skills from multiple careers don’t stack — diversify your career choices!
  • Skills from careers grant +1 die per rank to relevant pools
  • You can gain additional skills during play through training or experience

Social Skill Interactions

  • Mendacity blocks Sincerity: Once you’ve lied to someone, you can never use Sincerity on them again
  • Mendacity vs. Insight: Targets can test Insight to detect your lie (contested roll)
  • Conviction is volatile: Success creates fervent allies, failure creates enemies (Disposition −1 to −2)

Drift & Skills

Using Drift Instead of Essence

When you use Drift as your Essence for a test, you channel raw domain energy instead of trained ability. This preserves your other Essences but comes with severe restrictions:

  • Skills do not add +1d per rank
  • Abilities unlocked through skill training are unavailable
  • Skill marks cannot be earned
  • No training bonuses apply
  • Specializations are ignored

Drift is raw power without finesse — useful when desperate, but it teaches you nothing and erodes what makes you human.

Skills by Career

Standard Careers (Tier 1)

CareerEssenceSignature Skills
DrifterFormaSurvival, Subterfuge
SentinelFormaMartial Prowess, Tactics
ArtisanFormaCraft, Perception
HunterFormaMarksmanship, Survival
ScholarAnimaLore, Investigation
DoctorAnimaMedicine, Investigation
MysticAnimaOccult, Willpower
ExplorerAnimaSurvival, Perception
CharlatanUmbraMendacity, Persuasion
DiplomatUmbraPersuasion, Insight
MerchantUmbraPersuasion, Subterfuge
EntertainerUmbraPerformance, Persuasion
DreamerReverieDomain Weaving, Willpower

Advanced & Master Careers (Tier 2–3)

CareerTierEssenceSignature Skills
Ranger2FormaSurvival, Marksmanship
Warlord2FormaTactics, Martial Prowess
Artificer2FormaCraft, Occult
Archivist2AnimaLore, Investigation
Sorcerer2AnimaOccult, Willpower
Mastermind2UmbraMendacity, Tactics
Magnate2UmbraPersuasion, Tactics
Oracle2ReverieDomain Weaving, Occult
Beastmaster3FormaSurvival, Willpower
Sage3AnimaLore, Willpower
Archon3ReverieDomain Weaving, Occult

The Memory Tax

As a consequence on the Count’s Ledger, you may lose a skill permanently: “Lose a significant memory — childhood, a loved one, or a skill. Downgrade one skill by −1 rank permanently.”

The player chooses which memory (and which skill) to sacrifice. This reflects the corrosive nature of the Count’s bargains — even your trained abilities can be consumed.

“Any fool can swing a sword. It takes a warrior to know when not to.”

— Sentinel proverb