vaelora/Rules/Skills.md
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## Skill System
Skills can be rated, like Attributes, from 1-5.
## ⚔️ Martial Skills
| Skill | Default Attribute | Sample Specialties | Description |
| -------------- | ----------------- | --------------------------------------------- | ----------------------------------------------- |
| **Melee** | Might | Swords, Axes, Spears, Duels | Fighting with handheld weapons in close combat. |
| **Brawl** | Fortitude | Grappling, Fistfighting, Subduing | Unarmed combat, wrestling, and holds. |
| **Archery** | Agility | Shortbow, Longbows, Crossbows | Attacking with ranged or thrown weapons. |
| **Dodge** | Agility | Dodging, Projectile Evasion, Counter-movement | Avoiding damage or positioning to reduce risk. |
| **Tactics** | Wit | Ambushes, Battle Formations, Maneuvering | Strategic planning and battlefield awareness. |
| **Siegecraft** | Focus | Ballista Operation, Fortifications, Breaching | Using and defending against siege technologies. |
| **Throwing** | Agility | Knifes, Discs, Darts, Bombs | Throwning weapons or things to hit targets. |
| **Shields** | Might | Bucklers, Towershields, Shieldsmash | Employ shields to divert incoming attacks. |
### Melee
Melee combat involves fighting with handheld weapons like swords, axes, and spears in close-range combat. It requires strength, skill, and quick reflexes to overpower your opponent. Melee combat allows for swift strikes, parries, and devastating blows when youre in the thick of battle.
**Special Abilities**:
- **Power Strike ()**: Deliver a forceful blow that deals increased damage. Mark a die as *powerful*. On success, your attack deals bonus damage according to the marked die's value.
- **Disarm ()**: Use your weapon to strike at an opponents weapon, attempting to knock it from their hands. Mark a die as *effectful*. On a 5+ your target has to succeed in a Agility or Might test opposed by your Agility or Might.
- **Flurry of Strikes ()**: Deliver a rapid series of blows, making it difficult for enemies to counterattack. Set aside a die for your attack. Your enemy reduces his counterattack pool by the same number of dice.
- **Parrying Riposte ()**: Counter an incoming attack with a precise riposte, gaining the advantage. You gain +1 die to your next attack against the enemy if you succeed in a parry.
### Brawl
Brawl focuses on unarmed combat, including wrestling, grappling, and subduing an opponent. This skill is about using your body as a weapon - whether it's through punches, kicks, or powerful holds to incapacitate your foes.
**Special Abilities**:
- **Grapple **: Engage an opponent in a tight hold, restricting their movements. Mark one die as effectful. If the die rolls a 5+, the target is bound and unable to take any offensive actions except trying to break free in their next turn.
- **Brutal Takedown **: Use raw strength to bring down your opponent, leaving them vulnerable. Mark one die as sapping. On success with this die, the enemys next roll is reduced by 1 die.
- **Unstoppable Force **: When you successfully grapple an enemy, you gain a boost to your physical strength. Mark one die as *persistent*. You can keep this die for the next attack against an enemy until your attack was successful.
- **Defensive Hold **: Use a hold to block incoming damage by making your opponent work harder to break free. Mark a die as sapping when defending with Brawl. On a success with the die, your enemy takes a penalty to his next combat action of 2 dice.
### Archery
Archery focuses on attacking from a distance using bows, crossbows, or slings. Precision, timing, and knowledge of wind and distance are key to making successful attacks from afar.
**Special Abilities**:
- **Pinning Shot **: Fire a projectile with such precision that it pins an enemys clothing or gear, restricting their movement. Mark a die as effectful. On a success, the enemy must spend a minor action and succeed in a Might test to rip free before moving.
- **Aimed Shot **: Spend time lining up the perfect shot. The longer you aim, the more devastating the attack. You can mark a number of dice on your next shot as *charging*. Spend a minor action and roll Focus+Archery to aim. You gain +1 on the value of the charged dice for each success in the aiming roll.
- **Quickshot **: Deliver a rapid shot to catch your enemy off guard. Mark a die as *effectful*. If the die rolls a success, you make a second quick attack with half your dice pool (rounded up) as a free action. You cannot apply modifications to this shot.
- **Rapid Reload ◎**: Your reloading time is reduced by 1 action.
### Dodge
Dodge is about using agility to avoid incoming damage, whether it's through precise movements or evasive maneuvers. This skill also involves positioning yourself in ways that minimize risk and make it harder for opponents to hit you.
**Special Abilities**:
- **Evasive Roll **: Perform a roll to dodge incoming attacks. Mark a die as *risky*. If the die rolls a success, avoid all damage from attacks this round. If it fails, you land prone.
- **Mirror Movement **: When you successfully dodge, you may guide an ally to take a better position, helping them avoid an attack as well. Mark a die as *cooperative* and designate an ally fighting the same enemy. The ally also needs to mark one die as cooperative and gains +2 dice to the attack if your die rolled a success.
- **Dodge and Counter **: When you avoid an attack, use the opening to deliver a counterattack. You gain +1 die on the next attack against an enemy you dodged.
- **Fall Prone ◎**: Instinctively you fall prone to avoid a ranged attack. As a reaction to an incoming ranged attack you can fall prone as a free action. You gain +4 dice to dodge a ranged attack this way.
### Tactics
Tactics is the art of strategic planning and battlefield awareness. It involves managing the flow of combat, setting up ambushes, directing troops, and ensuring that you and your allies are always one step ahead of your enemies.
**Special Abilities**:
- **Ambush ⛨**: You set up an ambush to catch enemies off guard. On success, the enemy suffers a penalty to their initiative or defense in the first round of combat.
- **Battlefield Mastery ⛨**: Direct your allies to fight in a more cohesive manner, providing them with tactical support. On success on a Wits+Tactics roll, you can give a +1 die bonus to a number of allies equal to your number of successes.
- **Strategic Withdrawal ⛨**: When things take a turn for the worse, direct a retreat to minimize losses. On success, your allies can retreat with minimal consequences, avoiding damage or conditions. For each success on a Wits+Tactics roll one ally can safely disengage an enemy and retreat from combat.
- **Defensive Order ↻**: Exlcaim a short command to help an ally defend in time. Roll for Cunning+Tactics and mark one die as *powerful*. On a success, the designated ally gains additional dice to their defense based on the value of the die.
### Siegecraft
Siegecraft is the art of using siege weapons and defending against them. It involves operating heavy artillery, constructing fortifications, and understanding the strategic implications of sieging or defending a location.
**Special Abilities**:
- **Siege Weapon Mastery **: Masterfully operate a siege weapon, improving its range, accuracy, or damage. Mark a die as *powerful*. On success, gain extra effectiveness from the siege weapons attack. Increase the structural damage it causes by the value of the marked die.
- **Emergency Repair ↻**: Build or repair fortifications under duress. Roll for Cunning+Siegecraft with one die marked as *straining*. On success, the fortifications are reinforced, and regain structural integrity for the number of successes rolled. Receive an injury or slight if the straining die was not a success.
- **Breaching Charge ⛨**: Plant and ignite a breaching charge to collapse a section of the enemys defenses. Roll for Wits+Siegecraft with one die marked as *risky*. On success, your breach succeeds and grants another unit on the siege a +1 bonus die for each success you had to their actions in the next turn. If the marked die is not a success, your unit gains injuries according to the number of non-success dice.
- **Rally Defense **: Help organize the defense against an incoming siege weapon attack. When defending in a siege, mark one die as *powerful*. On success, restore health of a unit according to the value of the marked die.
### Throwing
Throwing focuses on using small, ranged objects - such as knives, bombs, or other thrown weapons - to hit enemies or cause disruption in the battlefield. Precision and timing are key.
**Special Abilities**:
- **Poisoned Throw ↻**: Apply poison to a weapon and throw it to afflict an enemy with the shot. Mark one die in your next throw with this weapon as *effectful*. On a success with the marked die the enemy is afflicted with the poison you applied.
- **Iron Hail **: You throw multiple weapons at once. Expend additional throwing weapons for the shot, but mark one die as *exploding* for each additional weapon thrown at once.
- **Ricochet Shot **: Throw a weapon or object in such a way that it bounces off walls or structures, striking a different target. Mark a die as *lucky*.
- **Quick Throw ◎**: Quickly throw a weapon with such speed that the enemy has little time to react. Mark one die as *risky*. If the die is successful, the target is hit before they can dodge or parry and the target must not defend against this attack. If the die is a failure the shot misses regardless of the number of successes rolled. You can only attempt one quick throw per turn.
### Shields
Shield use involves blocking and deflecting incoming attacks, as well as using the shield offensively in some cases. It requires a strong will and the ability to read your opponents movements to protect yourself and allies.
**Special Abilities**:
- **Shield Bash ⛨**: Use your shield to bash an opponent, stunning them and leaving them vulnerable. Make an attack with your shield and mark one die as *sapping*. If the attack deals damage, the target suffers a penalty according to the value of the die to their next action.
- **Shield Wall ↻**: Form a shield wall with allies next to you also wielding a shield to protect against incoming attacks. Until the end of your next turn each ally that is part of the shield wall and you mark one die as *cooperative*. If that die results in a success when defending with a shield, the defender gains a bonus of half their neighbours Shields skill level to the defence.
- **Deflecting Guard**: Use your shield to deflect incoming damage, reducing the damage taken or redirecting it to an enemy. Mark a die as *lucky*.
- **Shield Throw ↻**: Throw your shield as a projectile to strike an enemy. Attack with Agility+Shields against an opponent up to Might x 5 meters away and mark one die as *risky*. If this die comes up a success, the shield bounces back and you can catch it with a success on an Agility check. Otherwise your shield is lost.
## 🧭 Exploration & Survival
|Skill|Default Attribute|Sample Specialties|Description|
|---|---|---|---|
|**Athletics**|Might|Climbing, Running, Swimming|Physical exertion, movement, and endurance.|
|**Stealth**|Agility|Forest Stalking, Urban Sneaking, Camouflage|Moving silently or avoiding detection.|
|**Survival**|Cunning|Foraging, Tracking, Shelter Building|Enduring and navigating wild environments.|
|**Ride**|Agility|Horse Riding, Wagons, Mount Control|Handling animals or vehicles under duress.|
|**Navigation**|Wit|Star Charts, Sea Routes, Landmark Use|Finding paths and reading the lay of the land.|
|**Climbing**|Might|Rock Faces, Castle Walls, Ice Scaling|Vertical traversal and climbing safely.|
|**Swimming**|Fortitude|Open Water Travel, Diving, Endurance|Survival and movement through water.|
|**Tracking**|Wit|Footprints, Scent Trails, Spoor Analysis|Following creatures or people through signs in the wild.|
### Athletics
Athletics involves feats of physical exertion such as running, jumping, climbing, or enduring harsh conditions. It is essential for physically demanding environments and situations that push the body to its limits.
**Special Abilities**:
- **Powerful Leap ⛨**: Make an exceptional jump across a chasm or obstacle. Mark one die as _powerful_. If successful, you may clear additional distance up to the value of the die in meters.
- **Relentless Effort **: Push through fatigue to extend your physical performance. When subjected to fatigue or long-lasting efforts you can mark a die as _persistent_.
- **Burst of Speed ↻**: Make a sudden dash or evade with enhanced speed. Mark a die as _exploding_ to determine your sprint distance. If it succeeds, you gain an immediate free stride and can chain movement if additional dice explode.
### Stealth
Stealth is the art of moving unseen and unheard, blending into environments or shadows to avoid detection, or striking from concealment.
**Special Abilities**:
- **Silent Step ⛨**: Move silently even over noisy or unstable terrain. Mark one die as _effectful_. On a success, no sound is made regardless of the surface.
- **Vanish ↻**: Use cover or distraction to disappear from view. Mark a die as _risky_. On a success, you exit line of sight and may reposition without a trace.
- **Predators Patience**: Remain hidden for extended periods. Mark a die as _persistent_. You can keep it until you act or fail a roll to stay hidden.
### Survival
Survival covers enduring the wilderness, including finding food, shelter, and navigating harsh climates or unknown terrain.
**Special Abilities**:
- **Foraging Master**: Expertly scavenge for edible or useful materials. Mark a die as _powerful_. On a success, find enough resources to sustain a small group of people for additional days equal to the value of the die.
- **Emergency Shelter**: Create a quick and protective shelter in rough terrain. Mark one die as _cooperative_. Through improved comfort or protection allies that mark one die as _cooperative_ gain an additional die on roles to endure the elements in your shelter.
- **Nature Talent**: You have a natural acumen for the land that guides your survival. Mark a die as _lucky_ when using Survival to forage.
### Ride
Ride includes handling mounts, carts, wagons, or other animals under pressure, especially in battle or difficult terrain.
**Special Abilities**:
- **Rally Mount ⛨**: Calm or urge a panicked or injured mount. You automatically succeed in calming your mount after it took an injury.
- **Ride-by Strike ↻**: Perform an attack while riding past a target. Mark one die as _risky_. On a success, your momentum doubles damage of the attack. On a failure your attack misses regardless of your other successes.
- **Mounted Evasion**: Dodge with your mount as if it were part of you. Mark one die as _cooperative_. You and the mount both gain one bonus die to avoid danger in mounted combat.
### Navigation
Navigation allows a character to orient themselves, use maps or natural signs, and avoid becoming lost across sea, land, or sky.
**Special Abilities**:
- **Dead Reckoning**: Use instinct and prior data to locate your position without tools. Mark a die as _lucky_ when orienting to find directions.
- **Chart a Course**: Plot a safe or swift route through unknown regions. Mark a die as _cooperative_ in further Navigation roles to find the right direction. Allies using the path and marking a die as _cooperative_ as well gain one bonus die to travel-related rolls.
- **Pathfinder's Insight**: Sense impending environmental hazards. Mark one die as _effectful_. On success, you detect and avoid a natural trap or barrier.
### Climbing
Climbing involves scaling vertical or dangerous surfaces safely, including walls, cliffs, trees, and fortifications.
**Special Abilities**:
- **Rapid Ascent ⛨**: Scale a vertical surface at speed. Mark one die as _charging_. On a success, halve the time to reach your destination.
- **Sure Grip**: Secure yourself against sudden slips or weather. You may ,ark a die as _persistent_ when climbing. You can keep this die until the surface was scaled.
- **Anchor Line**: Set up ropes or holds for others. Mark one die as _cooperative_. Allies gain one bonus die bonus to follow your path.
### Swimming
Swimming allows characters to travel through or survive in water, especially in deep, cold, or turbulent conditions.
**Special Abilities**:
- **Dive Deep**: Plunge underwater while controlling your breath. Mark one die as _powerful_. When diving you can hold your breath for an additional number of minutes equal to the value of the die.
- **Tide Rider ↻**: Use currents or movement to your advantage. Mark one die as _exploding_ when using Swimming to move.
- **Surface Lunge ⛨**: Launch from the water for a surprise strike. Mark one die as _risky_. If it turns out a success successful, take your target by surprise. It must not defend against your attack. Otherwise your attack fails regardless of the number of successess.
-
### Tracking
Tracking is the ability to follow creatures or people through natural or urban terrain using signs, intuition, and environmental clues.
**Special Abilities**:
- **Read the Trail ⛨**: Identify subtle signs of passage. Mark one die as _effectful_. On success on the die, determine the size, pace, and condition and species of what you track.
- **Snare Sense**: Detect traps or decoys along a trail. Mark one die as _lucky_ when rolling Tracking to find hidden traps or dangers
- **Hunt the Prey**: You unerringly set your mind to track down and find your target. You may mark one die as _persistent_ when tracking a target you name. You may keep this die until the target was found.
## 🎭 Social & Interpersonal
| Skill | Default Attribute | Sample Specialties | Description |
| ---------------- | ----------------- | ---------------------------------------------- | ------------------------------------------------------------ |
| **Persuasion** | Presence | Negotiation, Charm, Public Speaking | Influencing others through speech or personality. |
| **Deception** | Cunning | Lies, Disguises, Sleight-of-Hand | Misleading or tricking others. |
| **Intimidation** | Might or Presence | Physical Threats, Coercion, Command Voice | Forcing compliance through strength or presence. |
| **Empathy** | Spirit | Emotional Reading, Consoling, Intuition | Understanding others' emotions and responding genuinely. |
| **Etiquette** | Wit | Nobility Customs, Religious Protocols, Manners | Understanding and following social norms. |
| **Seduction** | Presence | Flirtation, Allure, Influence via Intimacy | Using attraction or emotional pull to manipulate or connect. |
| **Performance** | Presence | Oratory, Music, Dance, Acting | Captivating an audience with artistic or expressive talent. |
| **Inquire** | Wit | Gossip Gathering, Questioning, Probing Tactics | Drawing out information through social interaction. |
### Persuasion
Persuasion involves convincing others through confidence, logic, charm, or rhetorical skill. Its used in negotiations, speeches, diplomacy, and influencing attitudes.
**Special Abilities**:
- **Silver Tongue ⛨**: Win over a neutral or mildly opposed character with a persuasive argument. Mark one die as _effectful_. On success of the die, the targets attitude improves by one level (Hostile → Wary, Wary → Neutral, etc.).
- **Commanding Presence ↻**: Issue a short, forceful command in a situation of urgency. Mark one die as _powerful_. If your Persuasion test is successful, the target feels compelled to obey the command for a number of minutes according to the value of the die unless it would cause direct harm.
- **Rousing Words**: Deliver a short speech to rally allies. Mark a die as _cooperative_. On success, allies within Presence meters gain a bonus die on their next action in a social confrontation if it's aligned with your words and they mark one die as _cooperative_.
- **Lingering Idea ⛨**: Plant a suggestion over time. When successful in a social interaction (roll for Presence+Persuasion vs. Spirit) you plant a lingering idea with your target. The suggestion lingers until the next conversation and may shape future behavior subtly unless directly contradicted. In your next encounter with this target you start off with additional slights dealt to the target according to your success margin. This is only in effect when you follow up on the lingering idea.
### Deception
Deception covers lying, disguises, feints, and social misdirection. Its essential for spies, con artists, and manipulators.
**Special Abilities**:
- **Convincing Liar**: You are used to tell believable lies under pressure. When rolling for Deception to lie or fast talk, you may mark one die as _lucky_.
- **Imitate Identity**: Take on a new persona. With a successful Cunning+Deception role you craft a persona for you to mask your real identity. You may make a number of dice according to your successes on this role for social interactions using Deception as your persona _persistent_ for one day. If anyone reveals that your persona is fake all persistent dice are immediately lost.
- **Diversion Tactics ⛨**: Distract or mislead someones attention. You can use Cunning+Deception against an opponents Spirit. For each success they suffer a penalty of 1 die to their next action.
- **Misdirect Blame ↻**: Shift suspicion or guilt onto another. When defending a lie with your Deception to protect a lie or bluff, you can mark one die as _powerful_. When your defence fails you can redirect a number of slights gained according to the _powerful_ to an ally who is part of the conversation by shifting the blame.
### Intimidation
Intimidation involves leveraging force, threat, or dominance to compel obedience or provoke fear.
**Special Abilities**:
- **Staredown**: Lock eyes and project overwhelming menace. You can intimidate others without needing to speak with them, just need to catch their eyes.
- **Forceful Command ↻**: Issue a threat-laden short command. Roll Presence+Intimidation against the targets Spirit+Cunning. If you win, they have to follow your command or take Slight according to the success margin.
- **Break Will**: You know how to force someone into submission by completely breaking them. When you make someone Falter with Intimidation, you can impose a lasting effect on them. They have to obey your commands until a week has passed or take a penalty to the number of slights inflicted over their maximum.
- **Menacing Aura ⛨**: Radiate an aura of violence or dominance. Roll for Presence+Intimidation to intimidate all people around you and mark a die as _powerful_. Any target of the intimidation has to roll against that with Spirit+Focus. If they lose the contest, a number of dice according to your success margin become _locked_ until the end of the scene.
### Empathy
Empathy allows you to intuit and respond to the emotions of others. Its key to trust-building, comfort, and emotional manipulation.
**Special Abilities**:
- **Read Emotions ⛨**: Sense what someone is feeling beneath the surface. Mark one die as _effectful_. On success, you gain insight into the targets emotional state and intentions for the scene.
- **Calming Presence ↻**: Ease fear, anger, or panic in others. Mark a die as _powerful_. On a successfull Presence+Empathy role you can calm down strong emotions and remove Slights according to the number of the marked die caused by intense emotions.
- **Emotional Mirror**: Subtly match and reflect anothers emotions to build trust. You may mark one die as _lucky_ when using Empathy to read emotions.
- **Discern Lies**: You have a keen sense when others try to bend the truth with you. You may mark one die as _exploding_ when using Empathy to detect if someone is not telling the full truth to you.
### Etiquette
Etiquette governs proper conduct in social settings. It allows you to navigate nobility, temples, courts, and diplomacy without offense.
**Special Abilities**:
- **Flawless Courtesy ⛨**: Execute a flawless greeting or ritual to leave a good impression on first sight. Before a social encounter you may roll Cunning+Etiquette to impress with your opening. Mark one die as _powerful_. You may keep _persistent_ dice up to half the value of the marked die for the encounter on one social skill.
- **Subtle Gesture ↻**: Communicate through veiled gestures or coded behavior, this may is glances, or subtle movements of your fan or veiled words that convey your intent. If you succeed in a Cunning+Etiquette roll you can convey a hidden message to anyone visible to you, who can also see you as well.
- **Customs Insight**: Recognize local or foreign customs quickly. Mark a die as _effectful_ when rolling for Etiquette to understand local customs. On success of the die, you gain additional insights into local insights, automatically understanding the vital aspects of the culture. When this happens you can no longer create a faux pas for the remainder of the scene.
- **Amor of Courtesy**: Deflect insult or challenge with poise. When defending in a social encounter with Etiquette, you may mark one die as _persistent_ due to your social grace and courtesy.
### Seduction
Seduction is the art of attraction, flirtation, and intimacy - used for connection or manipulation.
**Special Abilities**:
- **Lure ↻**: Use charm or allure to draw someones attention or sway them. Mark a die as _powerful_ and roll for Seduction to gain the attention of your target. On a success, the target is drawn to interact with you. In a social encounter this means that the next number of exchanges according to the value of the marked die has to be with you, outside of a social encounter the target will spend the next minutes accordingly focused on talking to you.
- **Tender Moment ⛨**: Share a moment of vulnerability to build intimacy. Mark one die as _risky_ when using Seduction. On success, the target opens up emotionally and may trust you more deeply to reveal something important to them. If you Succeed in the roll and the marked die is a success, the attitude of your target shifts by two steps. Otherwise you will gain two Slights.
- **Irresistible Glance ⛨**: A look that disarms or distracts. Mark one die as _effectful_ and roll for Presence+Seduction vs. Spirit+Focus. If successful, the target hesitates or stumbles on their next action, halving any dice pools they may be using. This can only be used once per scene against the same target.
- **Passionate Connection**: Through emotional or physical intimacy, you can help others overcome feelings of distress and stress. When you spend half an hour with someone who is affectionate with you, and share moments of intimacy, you can help them recover from Slight and exhaustion. You can roll for Spirit+Seduction and they may recover Slight according to yours successes.
### Performance
Performance lets you influence groups with expression - whether speech, song, music, or drama.
**Special Abilities**:
- **Captivating Act ⛨**: Enrapture your audience with a dramatic or musical display. Roll for Presence+Performance and mark one die as _powerful_. On success, the audience is emotionally moved and distracted for a number of minutes according to the die value.
- **Improvised Skit ↻**: Quickly create a convincing performance or distraction. Mark a die as _lucky_. On success, observers are fooled or entertained.
- **Inspiring Speech**: Rally allies before a challenge. Mark one die as _cooperative_. On success, allies gain a morale bonus (e.g., bonus die or resolve) for their next challenge.
- **Mask of Persona**: Assume a dramatic role so fully it shields your true self. Mark a die as _persistent_. For a short time, you resist emotional effects as long as you stay in character.
### Inquire
Inquire allows you to draw out useful information through conversation, subtle questioning, and gossip gathering.
**Special Abilities**:
- **Probing Question ⛨**: Ask a leading question that reveals more than the answerer intended. Mark one die as _effectful_. On success, you learn something indirectly revealed.
- **Blend Into Gossip ↻**: Move through social spaces and gather whispered rumors. Mark one die as _cooperative_. On success, you uncover a relevant secret or rumor.
- **Targeted Inquiry**: Focus questioning on a specific topic. Mark one die as _charging_. On success, subsequent inquiries about the same topic gain a bonus die for a time.
- **Push Too Far**: Press someone until they crack - at a cost. Mark one die as _corrupted_. On success, they reveal the truth, but you may damage the relationship permanently.
---
## 🔮 Occult & Magic
|Skill|Default Attribute|Sample Specialties|Description|
|---|---|---|---|
|**Attune**|Spirit|Local Spirits, Energy Currents, Veil Presence|Sensing and connecting to spiritual energies.|
|**Rituals**|Focus|Spirit Wards, Geomancy, Veil Channeling|Performing structured magical rituals.|
|**Occultism**|Wit|Spirit Entities, Mythic Texts, Forbidden Tomes|Knowledge of magical history, theory, and supernatural beings.|
|**Meditation**|Focus|Spirit Connection, Breath Discipline, Stillness|Centering the mind to resist corruption or commune with spirits.|
|**Alchemy**|Focus|Potions, Elixirs, Spirit Essences|Combining materials and spiritual forces to craft reagents.|
|**Binding**|Spirit|Spirit Sealing, Contract Magic, Tether Rites|Forcing or negotiating spiritual bonds.|
## 📖 Knowledge & Academics
|Skill|Default Attribute|Sample Specialties|Description|
|---|---|---|---|
|**History**|Wit|Ancient Empires, Relics, Dynasties|Study of the past and its influences.|
|**Theology**|Spirit|Church Doctrine, Veil Myth, Local Faiths|Understanding religious and spiritual systems.|
|**Languages**|Focus|Glyphs, Ancient Tongues, Trade Speech|Reading, speaking, and decoding written/spoken languages.|
|**Zoology**|Wit|Husbandry, Horse Tending, Herding|Knowledge about caring for animals and identifying them.|
|**Mechanics**|Wit|Levers, Clockworks, Waterworks|Understanding and designing mechanical systems.|
|**Philosophy**|Spirit|Ethics, Logic, Mysticism|Understanding abstract thought, ideology, and metaphysics.|
|**Mathematics**|Focus|Geometry, Trade Calculations, Architecture|Understanding numbers, spatial reasoning, and formulas.|
|**Herbalism**|Wit|Healing herbs, poisonous plants, agriculture|Identifying and cultivating herbs and plants.|
## 🔧 Craft & Trade
|Skill|Default Attribute|Sample Specialties|Description|
|---|---|---|---|
|**Smithing**|Might|Forging, Weaponcraft, Metal Shaping|Creating and repairing items from raw materials.|
|**Mechanics**|Focus|Locks, Gadgets, Traps|Building and repairing mechanical or magical devices.|
|**Weaving**|Agility|Tailoring, Ropework, Textile Design|Crafting soft goods with care and detail.|
|**Cooking**|Focus|Herbal Meals, Rations, Alchemical Cuisine|Preparing food.|
|**Drawing**|Focus|Sketches, Paintings, Illustration, Calligraphy|Creating pictures and drawn art.|
|**Carpentry**|Might|Construction, Woodwork, Repairs|Crafting items or structures with wood.|
|**Masonry**|Fortitude|Stone Shaping, Foundation Work, Fortifications|Working with heavy stone and building infrastructure.|
|**Medicine**|Focus|Diagnosis, Wound Care, First Aid, Diseases|Removing bodily ailments to resotre health.|
## 🕵️ Investigation & Subterfuge
|Skill|Default Attribute|Sample Specialties|Description|
|---|---|---|---|
|**Observation**|Wit|Spotting Details, Body Language, Watchfulness|Noticing what others miss.|
|**Investigation**|Focus|Evidence Gathering, Pattern Recognition|Uncovering hidden truths or solving mysteries.|
|**Streetwise**|Cunning|Underworld Contacts, Local Rumors, Urban Insight|Operating within shady or unfamiliar environments.|
|**Subterfuge**|Agility|Lockpicking, Trap Disarming, Bypass Techniques|Stealthy intrusion, sabotage, and bypassing obstacles.|
|**Forgery**|Focus|False Papers, Replicas, Seals|Creating believable fakes, from documents to artifacts.|
|**Interrogation**|Presence or Wit|Pressuring Answers, Mind Games, Cold Reading|Extracting information through words or pressure.|
|**Evasion**|Agility|Escaping Pursuit, Losing Tails, Quick Diversion|Avoiding capture or pursuit, often in crowded areas.|
|**Smuggling**|Cunning|Concealment, Safe Routes, Bribery Networks|Moving illicit goods or people undetected.|
## 🏠 Influence & Politics
| Skill | Default Attribute | Sample Specialties | Description |
| --------------- | ----------------- | ---------------------------------------------------- | ---------------------------------------------------------- |
| **Command** | Presence | Rally Troops, Inspire Followers, Issue Orders | Leading others, especially in high-stress scenarios. |
| **Bureaucracy** | Focus | Paperwork, Permits, Government Affairs | Navigating systems of power and administration. |
| **Espionage** | Cunning | Networks, Misinformation, Covert Communication | Covertly acquiring or manipulating information and people. |
| **Trade** | Cunning | Haggling, Black Market, Counterfeit Goods | Operating in trade, negotiation, or illicit markets. |
| **Law** | Wit | Legal Codes, Trial Strategy, Case Precedents | Understanding and exploiting the law in any society. |
| **Diplomacy** | Presence | Treaty Negotiation, Mediation, Noble Speech | Navigating formal negotiations and power plays. |
| **Politics** | Cunning | Court Intrigue, Faction Maneuvering, Power Brokering | Manipulating systems of governance and reputation. |
| **Finances** | Focus | Taxation, Investment, Ledgers | Managing and exploiting wealth and economic power. |