𝕊𝔼ℂ𝕆ℕ𝔻𝔸ℝ𝕐
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Academia — F (7 points)Type: Domestic!
Pre-req: Intelligence! one grade higher than grade of skill
Note: It is assumed you know how to use the tools of your skill. If your skill requires special tools and you do not have them, effectiveness may suffer. (Ex: Carpenter without woodworking tools)
Character has talents rooted in higher learning—communications, language, research, critical thinking—and an understanding of institutions of knowledge (schools, magic academies, etc.).
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Acrobatics — F (7 points)Type: Auxiliary!, Utility!
Pre-req: Precision! one grade higher than grade of skill
The character can perform feats of agility with minimal chance of injury: balancing, jumping, flipping, contorting, reacting quickly.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Agriculture — F (7 points)Type: Domestic!
Pre-req: Intelligence! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
The practice of farming, including soil treatments for growing crops and the raising/breeding of livestock.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Alchemy — F (7 points)Type: Domestic!
Pre-req: Intelligence! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Knowledge of chemical formulae/processes to manipulate and transform liquids, solids, and gases.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Animal Handling — F (7 points)Type: Domestic!
Pre-req: Intelligence! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Calm domesticated animals, know an animal’s natural inclinations, and intuit its intentions.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Arcana — F (7 points)Type: Domestic!
Pre-req: Intelligence! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Recall lore about spells, magic items, eldritch symbols, magical traditions, planes of existence, and their inhabitants.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Architecture — F (7 points)Type: Domestic!
Pre-req: Intelligence! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Knowledge of construction methods, drafting, and the ability to find weak points in constructions.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Area Knowledge — F (0 points for Natives, 7 points for Isekai’d)Type: Domestic!
Pre-req: Intelligence! one grade higher than grade of skill, Standing! same grade as grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Note: Free for Native characters and naturally goes up to match Standing grade. Refer to Narrator Grade (at the bottom here) to understand what each grade allows you to know.
Knowledge of the geography and people of a single area (choose one per purchase) and a specific locale within it. Each upgrade may permit additional/more detailed knowledge (narrator discretion).
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Artisan [type] — F (7 points)Type: Domestic!
Pre-req: Precision! one grade higher than grade of skill
Artisans turn materials into products. Gain tools necessary for the craft and can craft items of the same grade for free. Starting asset: a Master NPC and Shop to practice (shop not owned; leverage depends on good relations).
Ex: Artisan Blacksmith F can craft F-grade swords. Orichalcum/Mithril items get a 7-point deduction to purchase at F-grade and a 7-point deduction per upgrade.
Some example Artisans:
- Artificer — maker of magic catalysts and items with magical mechanics
- Blacksmith — metal items; weapons and armors in particular
- Bowyer — bows, crossbows, arrows/bolts
- Leatherworker — light armors and sturdy clothes from leather
- Tinkerer — mundane, mechanical items and materials with scientific requirements
All artisans can make (in their own way; when in doubt, anime it out):
- Melee weapons
- Ranged weapons
- Heavy armor
- Light armor
- Catalyst
- Consumables
Limitation: artisans cannot work on items crafted with materials outside their specialty. (A blacksmith won’t upgrade a wooden bow; an artificer won’t work on a cake-sword.)
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Athletics — F (7 points)Type: Auxiliary!, Utility!
Pre-req: Strength! one grade higher than grade of skill
Perform feats of strength with minimal injury risk: lift/push heavy objects, stop objects in motion, support large weights.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Business — F (7 points)Type: Domestic!
Pre-req: Intelligence! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Organize, run, and understand businesses (including governments/associations). Useful for recruiting and retaining employees.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Climbing — F (7 points)Type: Auxiliary!, Utility!
Pre-req: Strength! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Traverse vertical surfaces with/without dedicated climbing equipment, natural (trees/cliffs) and artificial (buildings/defenses).
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Controlled Breathing — F (7 points)Type: Auxiliary!, Utility!
Pre-req: Vitality! one grade higher than grade of skill
Control respiratory functions to maximize efficiency or perform tricks such as “playing dead.”
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Culture — F (7 points)Type: Domestic!
Pre-req: Intelligence! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Knowledge of origins, ethics, social structure, and lifestyles of different cultures/populations.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Deception — F (7 points)Type: Auxiliary!, Social!, Utility!
Pre-req: Character! one grade higher than grade of skill
Convincingly hide the truth, verbally or via actions—ranging from ambiguity/fast-talking to outright lies.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Disguise — F (7 points)Type: Ability!, Stealth!, Utility!
Pre-req: Character! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Change one’s personal appearance to deceive others.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Domestic Arts — F (7 points)Type: Domestic!
Pre-req: Intelligence! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Efficiently organize and run a domestic household, including cooking and cleaning.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Empathy — F (7 points)Type: Domestic!, Social!
Pre-req: Intelligence! one grade higher than grade of skill
Understand, detect, and interpret the emotional state of nearby people without explicit communication.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Enchanting — F (7 points)Type: Domestic!
Pre-req:[ Intelligence!
and Precision! one grade higher than grade of skill
Apply enchantments to same-grade-or-lower mithril equipment, make consumables, and perform shard shocking/shattering (see Enchanting section of equipment/items post).
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Engineering — F (7 points)Type: Domestic!
Pre-req: Intelligence! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Use scientific principles/experimental data to design/build equipment, structures, and useful devices.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Etiquette — F (7 points)Type: Domestic!, Social!
Pre-req: Intelligence! one grade higher than grade of skill
Knowledge of proper, polite behavior in social settings. Generally grants a pass on non-illegal but troubling behaviors.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Focus — F (21 points)Type: Auxiliary!, Augmenter!, Utility!
Pre-req: Intelligence! one grade higher than grade of skill
Note: Necessary for casters wishing to cast and move in the same post. Each grade enables using 1 additional magic item at a time.
Concentrate in stressful situations; center mind/spirit. Avoid effectiveness penalties while moving or spell fizzles due to threats/distractions.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Forgery — F (7 points)Type: Ability!, Social!, Stealth!, Utility!
Pre-req: Precision! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer. Generally illegal.
Realistically counterfeit documents/papers (hand-written or printed). Assumed to have necessary tools; requires a location and supplies.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Gaming — F (7 points)Type: Auxiliary!, Social!, Stealth!, Utility!
Pre-req: Intelligence! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Comprehend/play games and simulations well—both chance and strategy. Includes gambling strategies.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Helming [Type] — F (7 points)Type: Domestic!
Pre-req: Precision! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Safely operate land, air, and water vehicles (boats, fantasy mecha, sky galleons, etc.). Specify vehicle/type when the skill is taken.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#History — F (7 points)Type: Domestic!
Pre-req: Intelligence! one grade higher than grade of skill
Recall lore about historical events, legendary people, ancient kingdoms, past disputes, and recent wars.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Insight — F (7 points)Type: Ability!, Auxiliary!, Social!, Utility!
Pre-req: Intelligence! one grade higher than grade of skill
Determine the true intentions of a creature from body language, speech, and mannerism changes. Search out lies or predict next moves. (Use Animal Handling for beasts.)
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Interrogation — F (7 points)Type: Ability!, Auxiliary!, Social!, Utility!
Pre-req: Character! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Convince someone to provide specific information against their will; can also help withhold info under duress.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Intimidation — F (7 points)Type: Ability!, Auxiliary!, Social!, Utility!
Pre-req: Character! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Influence via threats, hostile actions, or violence. Reactions depend on target toughness: respect, fear, hatred, or amusement.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Investigation — F (7 points)Type: Domestic!, Utility!
Pre-req: Intelligence! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Detective work—searching for clues and making deductions. Spot hidden objects, infer weapon types from wounds, etc.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Law — F (7 points)Type: Domestic!
Pre-req: Intelligence! one grade higher than grade of skill
Knowledge of legal procedure and practice. Common among nobles, politicians, and organization leaders.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Leadership — F (7 points)Type: Ability!, Social!, Utility!
Pre-req: Character! one grade higher than grade of skill
Have inspirational visions/goals and communicate them effectively to motivate/rally others. Narrator discretion for effects; generally keeps parties united. (Refer to Inspire for mechanical bonuses.)
━━━━━━━━━━━━━━━━━━━━━━━━━━━━Masterwork #Builder — F (7 points)Type: Domestic!
Pre-req: Standing! same grade as grade of skill
Note: Requires harvester asset to use. Skill capped to B-grade when used in combat prior to Tribulation.
Builders know how to build/upgrade facilities for goods production. May take 1 harvester resource and produce a same-grade Refiner/Maker/Infuser facility. Consumed resources should flavor the resulting facility.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━Masterwork #Developer [Type] — F (7 points)Type: Domestic!
Pre-req: Gear F (Developer[Type])
Note: Requires harvester asset to use. Skill capped to B-grade in combat prior to Tribulation.
Developers (one of 4 types) can develop/repair harvester assets to higher grades. May take a same-grade/type harvester asset and help it become +1 grade (quality/quantity/variety). Requires an RP focused on this endeavor.
Types
- Minerals and Ores
- Wood and plant
- Animal
- Magical
━━━━━━━━━━━━━━━━━━━━━━━━━━━━Masterwork #Harvester [Type] — F (7 points)Type: Domestic!
Pre-req: Standing! same grade as grade of skill
Note: Requires harvester asset to use. Skill capped to B-grade in combat prior to Tribulation.
Harvesters (one of 5 types) gather a chosen material type and tools. May RP for an F-grade asset to make a living or gather ingredients. Once acquired (except Monster type), passively accrue 1 asset per RP; making this the RP’s goal accrues +1 asset (double-harvested assets degrade −1 grade each time and must be repaired to yield full grade).
Types
- Minerals and Ores — Harvesters of the earth and what’s hidden within
- Wood and plant — Harvesters of trees and vegetation
- Animal — Harvesters of farmable animal goods
- Magical — Harvesters of the Arcane and mystical objects/materials
- Monsters — requires monster-hunt RPs to replenish supply after crafting
━━━━━━━━━━━━━━━━━━━━━━━━━━━━Masterwork #Infuser [Type] — F (7 points)Type: Domestic!
Pre-req: Intelligence! one grade higher than grade of skill
Note:
- Requires maker item made with monster-harvested resource to use.
- Requires same-grade infusion facilities asset of an Infuser.
- Skill capped to B-grade when used in combat prior to Tribulation.
Infusers imbue Masterwork Items with magic/skills to grant abilities. May RP for an F-grade Infuser Shop asset when you purchase this skill.
A masterwork item produced by a Maker has 1 infusion slot per grade of item. Each slot may have an ability or passive skill applied. Abilities infused cannot exceed 1 action and must have a single purpose. Infusion abilities use wielder cooldowns. Limiters may not be applied to skills within abilities (unless Charge Infuser).
Types
- Charge — Apply an ability to an infusion slot under Charge 3 limiter. Ability/skill may only be used once per RP. Max fusion slot for Charge infusions is E until Infuser Tribulates. Using an item charge ability of D+ without tribulating damages the character. Abilities of this type apply to the wielder. Skills applicable for Charge cannot have other skills as requirements.
- Static — Apply one ability of the same grade of infuser slot to each slot in the item of the same grade or less. Abilities of this type apply to the item as relevant (not the user).
━━━━━━━━━━━━━━━━━━━━━━━━━━━━Masterwork #Maker [Type] — F (7 points)Type: Domestic!
Pre-req: [stat] one grade higher than grade of skill
Note:
- Requires Maker and harvester resource assets to use.
- Makers have the knowledge/tools to make equipment items of their specified type; equipment is same grade or less than Maker grade.
- Each harvester contribution of same grade after the first enables augmentation with a new/greater built-in effect.
- Max 5 different harvested material types.
- Makers require a suitable (same grade) facility with all relevant workstations; may RP to acquire an F-grade asset.
- These items cannot be enchanted by Enchanters.
- Skill capped to B-grade when used in combat prior to Tribulation.
Makers apply
augments to crafts for unique performance; each upgrade must include a
setback (negative skill). Enhancements are passives that may apply to basic weapon attacks without abilities. When applied to abilities, they do not change the ability’s grade. Setbacks should make sense (boost one axis, weaken another). Augments are non-magical.
Example:
Bow of Theron E — Range D, Reach H, Knockback G (grants range for abilities by default but weakens close-range space-making).
Each item is unique, must be named/described (picture preferred). Resources used should be reflected in visuals/nature of the item. Mundane equipment may be augmented by a Maker if same-grade resources are applied.
Types — skills by item type:
- Melee weapons — strength (martial techs) (concealment)
- Ranged weapons — precision (martial techs) (concealment)
- Catalyst — intelligence (affinities) (concealment)
- Light armor — speed (martial techs) (resistances) (stealth) (resilience) (special movement)
- Heavy armor — vitality (martial techs) (resistances) (resilience)
━━━━━━━━━━━━━━━━━━━━━━━━━━━━Masterwork #Refiner [Type] — F (7 points)Type: Domestic!
Pre-req: [stat] one grade higher than grade of skill
Note: Requires Refiner asset to use. Skill capped to B-grade when used in combat prior to Tribulation.
Refiners (one of 5 types) process harvester resource assets into higher-grade versions. May take 2 harvester resources of the same grade (or lower) and produce 1 harvester resource asset of +1 grade.
Types
- Minerals and Ores — strength
- Wood and plant — precision
- Animal — speed
- Magical — intelligence
- Monsters — vitality
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Medicine — F (7 points)Type: Domestic!
Pre-req: Intelligence! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Diagnose and heal the body using mundane techniques. Not the same as the
Healing skill (which covers magical/supernatural healing).
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Nature — F (7 points)Type: Domestic!
Pre-req: Intelligence! one grade higher than grade of skill
Recall lore about terrain, plants/animals, weather, and natural cycles.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Navigation — F (7 points)Type: Domestic!, Utility!
Pre-req: Intelligence! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Read maps/use navigation tools to find the fastest and safest routes.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Perception — F (7 points)Type: Ability!, Auxiliary!, Utility!
Pre-req: Intelligence! one grade higher than grade of skill
Spot, hear, or otherwise detect the presence of something. General awareness/keen senses. Distinguish meaningful signals (e.g., branch snap vs. leaf rustle indicating a hidden humanoid).
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Performance [type] — F (7 points)Type: Domestic!, Social!, Utility!
Pre-req: Character! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Perform before an audience to evoke emotion via:
- Music — choose one instrument or singing (take skill again for additional instruments)
- Dance
- Acting
- Storytelling
Higher grade = larger/more varied audiences impacted.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Persuasion — F (7 points)Type: Ability!, Auxiliary!, Domestic!, Social!, Utility!
Pre-req: Character! one grade higher than grade of skill
Convince others to see new perspectives, consider alternatives, change minds/decisions, and modify actions.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Physics — F (7 points)Type: Domestic!
Pre-req: Intelligence! one grade higher than grade of skill
Understand movement, universal forces (gravity, magnetism), and energy (sound, light).
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Profession [Name of profession] — F (14 points)Type: Domestic!, Social!, Utility!
Pre-req: [Stat of Choice] one grade higher than grade of skill
Suite of knowledge enabling responsibilities of a specific profession (IH-appropriate; be specific—e.g., “potato farmer,” not “farmer”). Does not replace other listed skills.
Example:
- cobbler
- deratter
- executioner
- taxman
- etc.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Religion — F (7 points)Type: Domestic!, Social!, Utility!
Pre-req: Intelligence! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Recall lore about deities, rites/prayers, hierarchies, ethics, holy symbols, and secret cult practices.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Riding — F (7 points)Type: Domestic!, Utility!
Pre-req: Precision! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Care for a riding beast; saddle, mount/dismount; perform difficult/dangerous maneuvers safely. Higher grade ⇒ more powerful mounts handled.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Seduction — F (7 points)Type: Domestic!, Social!, Utility!
Pre-req: Character! one grade higher than grade of skill
Exploit sex appeal. Target response depends on their inclinations/preferences.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Sleight of Hand — F (7 points)Type: Ability!, Auxiliary!, Stealth!, Social!, Utility!
Pre-req: Precision! one grade higher than grade of skill
Superior manual dexterity: perform “magic” tricks, palm small objects, cheat at cards, plant items on others, etc.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Stealth — F (7 points)Type: Ability!, Auxiliary!, Stealth!, Utility!
Pre-req: Precision! one grade higher than grade of skill
Disguise objects/people to blend into surroundings; conceal small objects; move silently. May be used with Concealment. Unlike Undetected, this doesn’t erase perception—reduces chances/prompts to notice. (An invisible, undetected person still ripples water; a stealthed person might be visible yet not “seen” for what they are.)
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Street Sense — F (7 points)Type: Domestic!, Social!, Utility!
Pre-req: Character! one grade higher than grade of skill
Navigate street culture in cities/urban areas; learn to survive and thrive there.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Survival — F (7 points)Type: Ability!, Auxiliary!, Utility!
Pre-req: Intelligence! one grade higher than grade of skill
Find food/shelter outdoors, avoid natural hazards, identify edible/useful wild plants/animals.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Swimming — F (7 points)Type: Ability!, Auxiliary!, Domestic!, Utility!
Pre-req: Vitality! one grade higher than grade of skill
Efficient body movement in liquids (surface and deeper diving). Useful for characters who don’t already know how to swim.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Traps — F (7 points)Type: Ability!, Utility!
Pre-req: Precision! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Create/place traps in natural and constructed settings; also covers disarming discovered traps.
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Visual Arts — F (7 points)Type: Domestic!
Pre-req: Intelligence! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Produce fine/commercial art in one or more visual fields (carving, painting, sculpting, etc.).
━━━━━━━━━━━━━━━━━━━━━━━━━━━━#Warfare — F (7 points)Type: Ability!, Offensive!, Defensive!, Utility!
Pre-req: Intelligence! one grade higher than grade of skill
Note: Tools assumed; without them, effectiveness may suffer.
Knowledge of large-scale military combat techniques—troop movement, siege warfare, army morale. Doesn’t inherently grant mechanical bonuses to soldiers, but can ensure sound tactics (narrator adjudication). Refer to Inspire for mechanical bonuses.