Skills/Attributes

Attributes

  • Agility (agl) Quickness, balance, and fluidity of whole-body movement.
  • Aura (aur) Depth of the soul, and the presence every mystical connexion rests on.
  • Comeliness (cml) How far a person's physical form pleases the eye.
  • Creativity (cre) Imagination: seeing new connections and forging original solutions.
  • Dexterity (dex) Hand-and-eye coordination, steadiness of grip, and precision of touch.
  • Eloquence (elo) The power of chosen words to convince, inspire, teach, or deceive.
  • Empathy (emp) Sensing and understanding the feelings and motives of others.
  • Endurance (end) Stamina and constitutional health: hardship borne without collapse.
  • Morality (mor) Ethical conscience, and the willingness to act on it under temptation.
  • Pall (pal) The weight of death and chaos an undead thing presses on the living world.
  • Perception (per) Acuity of the senses taken together: eye, ear, and nose.
  • Reasoning (rea) Logic, memory, and deduction; the foundation of learning and craft.
  • Scent (snt) Smell alone: detecting, distinguishing, and following a trail on the air.
  • Strength (str) The power of muscle and bone brought to bear by physical exertion.
  • Voice (voi) The musical quality of speech: timbre, pitch, and natural resonance.
  • Will (wil) Determination and self-mastery; holding a course despite hardship or fear.

Combat

  • Archery (archery) Striking distant targets with bows and crossbows; reading windage and elevation.
  • Boomerang (bmrng) Throwing curved wooden sticks for hunting and warfare, with returning and non-returning variants.
  • Dodge (dge) Evading attacks by shifting body; instinctive defense in combat.
  • Initiative (init) Battlefield experience and tactical awareness; acting first in combat.
  • Melee (melee) Close combat with hand-held weapons; positioning, technique, and tactical awareness.
  • Shock (shok) Physiological resilience to absorb violent blows without incapacitation.
  • Sling (slng) Hurling stones and lead bullets from a sling with accuracy and force.
  • Throwing (thro) Hurling daggers, axes, javelins, and projectiles with accuracy and force.

Craft

  • Ceramics (cmcs) Shaping clay into durable pots, bowls, tiles, bricks, and sculpture.
  • Drawing (draw) Painting, sketching, fresco work; creating artistic and technical designs.
  • Fletching (fltch) Crafting bows, crossbows, arrows; producing reliable or masterwork projectile weapons.
  • Glassworking (glas) Shaping molten glass into bottles, goblets, vials, windows, lenses.
  • Hideworking (hide) Tanning furs and hides into leather goods; producing armor and equipment.
  • Jewelcraft (jewl) Gem-cutting, goldsmithing, creating fine ornamental metalwork and jewelry.
  • Lockcraft (lock) Designing locks; picking or bypassing mechanical locking mechanisms.
  • Masonry (masn) Quarrying, cutting, and laying stone for walls, buildings, and fortifications.
  • Metalcraft (mtlc) Smelting, forging, and finishing metal into tools, armor, and components.
  • Milling (mill) Processing grain into flour and meal using mill mechanics and stone-dressing.
  • Musician (musc) Playing various instruments with technical facility and musical interpretation.
  • Singing (sing) Vocal performance with control of pitch, tone, and emotional expression.
  • Textilecraft (txtl) Spinning, weaving, dyeing, and sewing fabrics into finished textile goods.
  • Timbercraft (timb) Forest knowledge for selecting timber and managing woodland for sustainable yield.
  • Weaponcraft (wpnc) Forging swords, axes, and weapons with superior balance and performance.
  • Woodworking (wood) Shaping timber into furniture, tools, carts, and decorative carvings.

Languages

  • Common (common) The shared trade tongue that carries a traveler across realms — broad in reach, thin in nuance.
  • Language (lang) Proficiency in some particular tongue — the generic skill used wherever a named-language entry would overspecify.

Lore

  • Brewing (brew) Producing ales, wines, meads from ingredients; managing fermentation and aging.
  • Cookery (cook) Preparing food; transforming ingredients into nourishing, delightful meals.
  • Embalming (embl) Preparing corpses for burial; delaying decomposition through preservation techniques.
  • Engineering (eng) Designing bridges, mills, siegeworks; managing stress, leverage, materials.
  • Folklore (folklr) Knowledge of homeland culture, history, traditions, myth and social customs.
  • Heraldry (hrld) Interpreting coats of arms, crests, badges; revealing lineage and history.
  • Law (law) Knowledge of legal codes, customs, judicial procedures, guild regulations.
  • Mathematics (math) Numerical calculation, geometry, and reasoning for engineering and commerce.
  • Mercantilism (mrcn) Trade, commerce, appraisal, negotiation, and understanding market principles.
  • Perfumery (pfmy) Blending herbs, flowers, and essences into scents and aromatic preparations.
  • Physician (pysn) Diagnosing illness, treating injuries, performing surgery, and healing wounds.
  • Shipwright (shpw) Designing and constructing watercraft from materials and structural principles.

Mystical

  • Ritual (ritual) Conducting ceremonies, rites, and worship services for one's faith.
  • Spirit (spirit) Innate strength of soul, deepened by discipline; what the spirit world is met with.

Nature

  • Agriculture (agri) Cultivating crops, tending orchards, assessing land and harvest value.
  • Animalcraft (anmcft) Domesticating, breeding, caring for animals; training and veterinary expertise.
  • Fishing (fish) Catching fish using hooks, nets, spears; adapting to local conditions.
  • Herblore (herb) Identifying, gathering, preparing plants for medicinal, culinary, mystical use.
  • Mineralogy (mnrl) Identifying minerals, ores, and deposits for mining and building projects.
  • Piloting (pilt) Navigating watercraft through coastal waters, harbors, and dangerous passages.
  • Seamanship (smsh) Operating sailing vessels on open water through sails, weather, and crew management.
  • Survival (srvl) Enduring wilderness through shelter, water, foraging, and hazard navigation.
  • Tracking (trak) Reading footprints, vegetation, and signs of passage through environments.

Physical

  • Acrobatics (acro) Vaulting, balance, tumbling; recovers gracefully from perilous falls.
  • Awareness (awar) Detecting movement, glint of metal, scents; opposing Stealth in vigilance.
  • Climbing (clmb) Scaling cliffs, walls, trees using handholds, ropes, body technique.
  • Dancing (dnce) Performing formal and folk dances; elevating social gatherings with grace.
  • Jumping (jump) Leaping horizontally and vertically; reaching above normal reach.
  • Legerdemain (lgdm) Sleight of hand, purse-cutting, juggling; intricate manual dexterity.
  • Riding (ridg) Controlling mounted animals through communication and empathic connection.
  • Stealth (stlth) Moving unseen through shadows, cover, and ambient noise for avoidance.
  • Swimming (swim) Moving through water across rivers, during shipwrecks, or beneath surfaces.

Script

  • Runic (runic) Reading and writing ancient runic scripts carved into stone and wood.
  • Script (script) Reading, writing, and interpreting text in specific writing systems.

Social

  • Charm (chrm) Winning trust and favor through warmth, wit, and emotional persuasion.
  • Command (cmd) Compelling obedience through authority, intimidation, and commanding presence.
  • Discourse (dscr) Convincing through reasoned argument, evidence, and rhetorical skill.
  • Guile (guil) Deliberate deception; distorting facts while appearing truthful oneself.
  • Intrigue (intr) Detecting hidden motives, deception; unraveling plots and conspiracies.
  • Theatrics (thtcs) Performance and disguise through role assumption and identity transformation.

Unarmed

  • Folk Bite (bflkbite) Teeth, at the range where nothing else will reach; small, precise, and it draws blood.
  • Folk Headbutt (bflkheadbutt) The forehead driven into a face, from too close for anything else to work.
  • Folk Kick (bflkkick) A boot driven out — the longest reach a person has without a weapon.
  • Folk Punch (bflkpunch) A closed fist — the plainest thing a person can do in a fight, and the weakest.
  • Grab (bflkgrab) Seize a limb — to take the weapon out of it, or to hold it still.
  • Limb Block (limbblock) Warding a blow with a limb — desperate bare-armed, deliberate in a mail sleeve.
  • Press (press) A shove: putting an opponent where you want them, and sometimes on the ground.
  • Trip (trip) Taking the legs out from under an opponent, and the fight with them.