Skills System
Every character has a set of general skills, some of which they are proficient in and some of which they aren't. For a given skill, there are three levels of expertise:
- Unskilled: The character gains no bonuses.
- Skilled: The character gains a +4 bonus.
- Expert: The character gains a +6 bonus and Advantage.
It costs the same for all skills to upgrade their expertise levels. To become Skilled it costs 4PP, and to become an Expert it costs 10PP.
A given skill has up to two modifiers. When performing a skill check, a character picks the higher of the modifiers.
| Skill | Modifier(s) | Description |
|---|---|---|
| Acrobatics | AGI, MGT | Civers explosive movments, flexibility and balance |
| Alchemy | INT | Covers the use of chemistry in creating potions, poisons, explosives, and more |
| Athletics | MGT, FOR | Covers feats of strength and endurance |
| Coercion | CHR | Covers getting others to do what you want |
| Deception | CHR | Covers lying to others |
| Investigation | PER, INT | Covers information gathering and sleuthing |
| Lore | INT | Covers general knowledge and fact recall |
| Medicine | INT | Covers surgery, physical therapy, and first aid, among other medicinal concepts |
| Observation | PER | Covers awareness of one’s surroundings and of others |
| Sabotage | INT | Covers the use of cunning to circumvent and destroy traps, locks, and machines |
| Sneak | AGI | Covers stealthy movement, pickpocketing, and remaining hidden |
| Survival | FOR, INT | Covers general wilderness survival |