Core Skills
Table of Contents
Primary Item (H2)

You start with sev­en core skills: Agili­ty, For­ti­tude, Immu­ni­ty, Intel­lect, Might, Per­cep­tion, and Sub­tle­ty. You also start with a weak­ness—a core skill of zero. It starts low, but you can lev­el it lat­er on.

All skills have a list of actions you can take. You get 2 actions per round in per­il or 1 while in dan­ger or peace­time.

Agility

Quick­ness and ease. Your speed penal­ty affects all Agili­ty rolls. 

Dodge

Roll Agili­ty to dodge incom­ing dam­age.

  • -2 if you don’t move 1 m back or drop prone.
  • -2 per addi­tion­al 1 m required to escape the threat.
  • -4 if the attack is bal­lis­tic
  • You can’t dodge attack­ers you can’t see.

If you suc­ceed, sub­tract 1d6 from the dam­age. If you have a speed penal­ty, sub­tract 1d4 instead.

Tumble

Roll Agili­ty at the end of a fall. Suc­cess halves the fall dam­age. Addi­tion­al­ly, you won’t fall on your head.

Move

Your speed in per­il equals your Agili­ty lev­el + 2 - speed penal­ty. If you’re prone, you don’t get the +2. Stand­ing up requires your entire Agili­ty worth of move­ment, leav­ing you with 2 m remain­ing.

Sprint

Move dou­ble your speed. Roll Agili­ty. Fail­ure caus­es 1 Weary stress.

Fortitude

Resist destruc­tion of your body.

Hold Breath

You can go 2 turns with­out breath­ing. Each turn there­after, suc­ceed For­ti­tude or suf­fer 1 Breath­less stress.

Giv­en time to catch and hold your breath, you may go For­ti­tude + 2 turns before rolling against drown­ing.

Endurance

Roll For­ti­tude after 4 hours of man­u­al labor or over­land trav­el. Fail­ure inflicts 1 Weary stress. Roll again every addi­tion­al hour.

resist unconsciousness

When knocked out, roll For­ti­tude once per turn. Suc­cess means you resume con­scious­ness and get both your actions.

Resist wounds

Roll For­ti­tude minus sever­i­ty when wound­ed. Suc­cess lets you resist some wound effects.

Immunity

Resist infec­tion and the fail­ure of vital func­tions.

Adrenal Response

Per day, you have adren­a­line equal to your Immu­ni­ty. In per­il, spend adren­a­line to ignore equiv­a­lent malus on rolls.

Resist Bleeding

Roll Immu­ni­ty to avoid gain­ing Bleed stress from bleed­ing wounds.

Resist Infection & Poison

Roll Immu­ni­ty to resist infec­tion and poi­son.

Intellect

Process and store infor­ma­tion.

Aptitude

When learn­ing top­i­cal, com­bat, and lan­guage skill lev­els, receive an XP dis­count per lev­el gained equal to your Intel­lect.

Navigation

When set­ting out, deter­mine your pace.

  • Hasty, 1½ speed (-2 nav­i­ga­tion, -2 to resist sur­prise)
  • Expe­di­ent, full speed (+0 nav­i­ga­tion, 
  • Care­ful, ½ speed (+2 nav­i­ga­tion, +2 to resist sur­prise)

Some mode of direc­tion must be present.

  • Map (+2)
  • Com­pass (+2)
  • Vis­i­ble land­mark (+2)
  • Ver­bal direc­tions (+2)

Roll Intel­lect at the end of an hour’s wilder­ness trav­el. Account for the above mod­i­fiers. Suc­cess means you trav­eled the intend­ed way. Fail­ure means you’re lost.

If you have a riv­er or road avail­able, you need not roll.

Preparedness

Roll Intel­lect to retroac­tive­ly obtain an item you need. You must:

  • Have recent­ly vis­it­ed a shop that sells the item or have recent­ly packed and left it behind.
  • Have bur­den capac­i­ty enough to car­ry it.

The item must not exceed 1# in weight or £10 in price.

Suc­cess means you had it all along. If you bought it, expend the mon­ey now.

Recall

Roll Intel­lect to recall infor­ma­tion from pre­vi­ous ses­sions. Suc­cess requires the Book­keep­er recount the info as you first heard it.

Might

Move your­self and the world. Speed penal­ty affects Might rolls. 

Burden Capacity

Your bur­den capac­i­ty equals your Might + 2

Climb

Requires 2 free hands. Roll Might - speed penal­ty.

  • Sur­faces lack­ing plen­ti­ful hand­holds impose -2–4
  • A rope/climbing tools gives +2
  • Smooth sur­faces can’t be climbed.

Suc­cess lets you climb your Agili­ty in meters. Fail­ure lets you climb, but you become unsteady. If you fail twice con­sec­u­tive­ly, you fall.

In per­il, your climb speed is half your nor­mal speed.

Heave

Roll Might to move a heavy object or breach a door.

  • Your speed penal­ty affects this roll. 
  • Mas­sive object/quality door, -2–6
  • Rel­e­vant tool, +2

Suc­cess means you move or breach it. Fail­ure inflicts 1 Weary stress and may cause your tool 1 wear, if you used one.

Perception

Parse the fruit of your sens­es.

call shot

Choose an ally yet to act and 1 tar­get foe. Roll Per­cep­tion: Suc­cess grants an edge on the ally’s next attack against that foe.

Initiative

Your Per­cep­tion deter­mines when you act in a per­il round. If your Per­cep­tion ties with an ene­my, they go first.

Keep Watch

Keep an eye out for threats. If some­thing sur­pris­es you or your allies, roll Per­cep­tion:

If you suc­ceed, you and your allies receive +2 to their Per­cep­tion rolls against sur­prise. If you fail, noth­ing hap­pens.

Resist Sleep

Suc­ceed Per­cep­tion to resist sleep. You only need to resist sleep if you have Drowsy stress and are sta­tion­ary.

Resist Surprise

When per­il starts sud­den­ly, such as by the sud­den appear­ance of ene­mies or dan­ger, roll Per­cep­tion to avoid sur­prise.

  • Roll at -4 if you were asleep.
  • Roll at -2 if the threat appeared from dark­ness
  • Roll at -2 if the threat appeared from hid­ing.
  • Roll at -2 if armor cov­ers your face

Suc­cess means you’re not sur­prised. Fail­ure means you’re sur­prised; you don’t get to act in the first round of Per­il.  

Scrounge

Roll Per­cep­tion to scrounge for a resource or object you sus­pect is present. If it’s hid­den or scarce, get a 2–4 penal­ty.

Suc­cess: You find it; skills such as Herbal­ism, may expand the range of resources you find. Fail­ure: You find lit­tle or noth­ing.

Subtlety

Go with­out notice. Your Speed penal­ty affects all Sub­tle­ty rolls

Act Silently

Roll Sub­tle­ty.

  • Noisy action: -2–4 (e.g. pour­ing coins into a bag.)
  • Noisy foot­steps: -2 (e.g. walk­ing on grav­el, spurs.)
  • Back­ground noise: +2. (e.g. loud machin­ery near­by.)
  • Cur­rent speed penal­ty: (e.g. the clank of your armor & gear.)

Suc­cess means you’re silent. You can sur­prise foes. Fail­ure means you made a nor­mal amount of noise and may draw atten­tion.

Your silent move­ment rate equals your Agili­ty.

Inconspicuousness

The high­er your Sub­tle­ty, the low­er your chance of occur­ring as a tar­get. Most ene­mies choose tar­gets in ascend­ing order of Sub­tle­ty. The Sub­tlest group mem­ber is least like­ly to be imme­di­ate­ly tar­get­ed and may be able to slip away. If you attack, you draw atten­tion to your­self. If your Sub­tle­ty is tied with that of an ally, the Book­keep­er deter­mines which of you is most incon­spic­u­ous.

Hide

When hid­ing in dark­ness or cov­er, foes attempt­ing to sense you do so minus your Sub­tle­ty. 

Steal

Roll Sub­tle­ty to pick­pock­et some­one or palm an object.

  • Undis­tract­ed tar­get, -2.
  • Tar­get unaware of you, +2
  • Addi­tion­al dis­trac­tions, +2.

Suc­cess means you lift some­thing from the tar­get or palm the item. Fail­ure means the theft is noticed imme­di­ate­ly or soon after.

Quickdraw

Draw your weapon on an aware foe. Roll Sub­tle­ty. Suc­cess requires they roll Per­cep­tion vs. sur­prise at -2. Fail­ure starts per­il as nor­mal.

Scurry

Move nim­bly and bear mea­ger weight. Scur­ry is affect­ed by your speed penal­ty. If you lose all/part of your tail, lose 2–4 Scur­ry.

Burden Capacity

Car­ry bur­den points equal to Scur­ry + 2. Points in excess inflict speed penal­ty:

  • At capac­i­ty = 3mph
  • 1 over capac­i­ty = 2mph, -1 Speed penal­ty
  • 2 over capac­i­ty = 1.5mph, -2 Speed penal­ty
  • 3 over capac­i­ty = 1mph, -4 Speed penal­ty
  • 4 over capac­i­ty = Immo­bile, -Immo­bile

Clamber

Climb meters equal to your Scur­ry minus speed penal­ty. You can climb crea­tures.

featherlight

Reduce all fall dam­age by your Scur­ry - speed penal­ty.

Paddle

Your swim speed equals 2 + Scur­ry - speed penal­ty. You can roll Scur­ry to place of any Swim roll.

Jump

Jump meters equal to half your Scur­ry. Suc­ceed Agili­ty as if to sprint to add 2 m to this dis­tance. Max jump range: 6 m.

* * *