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Skill Activities

Table of Contents



Acrobatics

Balance

Balance - Skill Activity
CHECKMOVESKILLTENSE

Skillset: Acrobatics
Actions: Single Action
Ability: DEX
DC: Balance DC (GM, Environment)
Short Description: Maintain your footing and balance.
Requirements: You are in a square that contains a narrow surface, uneven ground, or another similar Feature.

You attempt to maintain your footing and balance on narrow, uneven, or slippery surfaces, attempting a Balance [Acrobatics] check against the Balance DC, set by the GM based on the difficulty of the surface and environmental Conditions. You are Off-Guard while on a narrow surface or uneven ground.


Degrees of Success

Critical SuccessYou move up to your Land Speed without penalty.
SuccessYou move up to your Land Speed, treating it as Difficult Terrain (every 5 feet costs 10 feet of movement).
FailureYou must remain stationary to keep your balance (wasting the Action) or you fall. If you fall, your turn ends.
Critical FailureYou fall (gaining the Prone Condition), and your turn ends.

Sample DCs

Trivial (DC 5)A flat surface with no obstructions.
Easy (DC 10) A narrow beam or rocky surface.
Moderate (DC 15)A narrow surface while being buffeted by wind or rain.
Hard (DC 20)A narrow, uneven surface with dangerous obstacles.
Severe (DC 25)A narrow, slippery surface while being attacked or dodging incoming attacks.
Extreme (DC 30)A narrow, uneven surface while being buffeted by strong winds or heavy rain, with dangerous obstacles and attacks coming from multiple directions.
Ridiculous (DC 40)A narrow, slippery surface amid a hurricane or other extreme weather, while being attacked by multiple opponents with deadly accuracy.

Sample DC Modifiers

Under Attack+5 DC for being attacked by enemies or otherwise distracted.

Lore Bonus Examples

Meteorology [Geography] for understanding wind Conditions affecting balance.
Anatomy [Physiology] for leveraging body mechanics to maintain balance.

Special

If you have the Steady Balance Skill Feature, you can use your Balance [Acrobatics] Proficiency instead of a Reflex Save to Grab an Edge.

Escape

Escape - Skill Activity
CHECKSKILL

Skillset: Acrobatics
Ability: DEX
Short Description: Get free when bound by restraints or a grapple.
Requirements: You are Immobilised, or Restrained by bindings, ropes, handcuffs, manacles, or other means OR You are being Grappled by a Creature.


You attempt to get free when bound by restraints or grappled by a creature. Choose the appropriate sub-activity based on your situation.


Escaping Restraints

Duration: Single Action
Traits: Skill, Check
DC: Escape DC (item) OR Restrain [Security] DC (Binder)
Requirements: You are Immobilised, or Restrained by bindings, ropes, handcuffs, manacles, or other means.


You attempt to escape from being Grabbed, Immobilised, or Restrained. Choose one object, hazard, or other impediment imposing any of those Conditions on you. Attempt a check using your Escape [Acrobatics] modifier with the Escape DC typically given by the Restrain [Security] DC of the creature who tied you up or the listed Escape DC of an object, hazard, or other impediment.


Degrees of Success

Critical SuccessYou get free and remove the Immobilised, and Restrained Conditions imposed by your chosen target. You break free without alerting anyone of your freedom.
SuccessYou remain Restrained or Immobilised and can’t attempt to escape your restraints again until your next turn.
FailureYou remain Restrained or Immobilised and can’t attempt to escape your restraints again until your next turn.
Critical FailureYou injure yourself in the process of trying to escape and take 1d2 damage.

Escaping Grappling

Duration: Single Action
Traits: Attack, Skill, Check
DC: Grapple [Athletics] DC (Target)
Requirements: You are being Grappled by a Creature.


You attempt to escape from being Grabbed, Immobilised, or Restrained by a Creature. Choose one Creature imposing any of those Conditions on you. Attempt an Escape [Acrobatics] Check against the Grapple [Athletics] DC of the chosen Creature. If you are not at least Trained in Escape, you must instead use your Unarmed Attack Modifier for the Escape [Acrobatics] Check.


Degrees of Success

Critical SuccessYou get free and remove the Grabbed, Immobilised, and Restrained Conditions imposed by your chosen target. You also get free from any other grappling Creatures provided you beat their Escape DC. If free following the Escape [Acrobatics] Check, you can then Stride up to 5 feet.
SuccessYou get free and remove the Grabbed, Escaping, and Restrained Conditions imposed by your chosen target.
FailureYou don’t get free and remain Grabbed, Immobilised, and Restrained.
Critical FailureYou don’t get free, and you can’t attempt to Escape again until your next turn.

Sample DCs

Trivial (DC 5)Loose ropes or weak restraints.
Easy (DC 10)Escaping from simple handcuffs or shackles.
Moderate (DC 15)Escaping from more complex restraints, such as manacles or hogties.
Hard (DC 20)Escaping from high-quality restraints or advanced locking mechanisms.
Severe (DC 25)Escaping from masterwork restraints or advanced locking mechanisms.
Extreme (DC 30)Escaping from the most advanced and secure restraints, such as those used in high-security prisons or by master criminals.
Impossible (DC 50)Escaping from inescapable bindings or restraints that cannot be broken by mundane means.
OpponentGrapple [Athletics] DC of the grappling Creature

Lore Bonus Examples

Anatomy [Physiology] for understanding joint movements to slip free.
Enforcement [Criminology] for knowledge of restraint mechanisms.
Sailing [Maritime] for understanding knots and ropes.

Special

Seishi gain a +4 Racial Bonus to Escape [Acrobatics] Checks due to their small size and nimble fingers.


Dive

Dive - Skill Activity
CHECKMOVESKILLTENSE

Skillset: Acrobatics
Actions: Reaction
Ability: DEX
DC: Dive DC (GM, Environment)
Short Description: Avoid injury when falling from heights.
Requirements: Must be falling and can move or manipulate one's own body.


You attempt a Dive [Acrobatics] Check to minimise injury when diving from heights into water, snow, or another relatively soft substance. The Dive DC is determined by the material into which you are diving, with modifications based on environmental Conditions. If the dive was not initiated intentionally (e.g., you are pushed or fall accidentally), you gain Disadvantage on the roll.


Degrees of Success

Critical SuccessYou effectively reduce the impact of the fall, treating the fall as if it was 40 feet shorter.
SuccessYou manage to angle your body correctly, treating the fall as if it was 30 feet shorter.
FailureYou are unable to properly adjust your landing, treating the fall as normal.
Critical FailureYour landing worsens the impact, treating the fall as if it was 10 feet longer.

Sample DCs

Trivial (DC 5)Deep water in calm Conditions, such as a clear lake or a deep pool, with no dangerous obstructions.
Easy (DC 10)Moderately deep water with some movement, like gentle waves, or into a thick but loose snowbank.
Moderate (DC 15)Shallow water or powdery snow, where there's some risk of hitting the ground beneath.
Hard (DC 20)Water with minor debris or obstacles (branches or rocks), or an area of mixed snow and ice.
Severe (DC 25)Rough water Conditions, dense foliage, or snow-covered area with hidden obstacles.
Extreme (DC 30)Very shallow water with high risk of hitting the bottom, or a thin layer of snow over a hard surface.
Ridiculous (DC 40)Water with dangerous hazards such as sharp rocks or coral just below the surface, or diving into a barely covered rocky ground with a thin layer of snow.

Lore Bonus Examples

Meteorology [Geography] for understanding wind and water Conditions.
Anatomy [Physiology] for body positioning during a dive.
Oceanography [Maritime] for knowledge of water currents..

Special

Creatures with a Swim Speed always gain Advantage on Dive [Acrobatics] Checks.


Squeeze

Squeeze - Skill Activity
CHECKEXPLORATIONMOVESKILL

Skillset: Acrobatics
Actions: Variable
Ability: DEX
DC: Squeeze DC (GM, Environment)
Short Description: Contort yourself to move through a tight space.
Requirements: You can Move or manipulate one’s body.


You attempt a Squeeze [Acrobatics] Check against the space's Squeeze DC, which is determined by the size of the space you are trying to squeeze through and may be affected by other environmental factors. This activity is for exceptionally small spaces. Many tight spaces are Difficult Terrain that you can move through more quickly and without a Squeeze [Acrobatics] Check.


Degrees of Success

Critical SuccessYou squeeze through the tight space in 1 minute per 10 feet of squeezing.
SuccessYou squeeze through in 1 minute per 5 feet of squeezing.
FailureYou are unable to squeeze through the space.
Critical FailureYou become stuck in the tight space. While you’re stuck, you can spend 1 minute attempting another Squeeze [Acrobatics] Check at the same DC to become unstuck and return to the start of the squeeze.

Sample DCs

Trivial (DC 5)A space that is just larger than your body.
Easy (DC 10)A narrow gap that requires a bit of manoeuvring.
Moderate (DC 15)A gap that is slightly smaller than your body size.
Hard (DC 20)A gap that barely fits your head.
Severe (DC 25)A gap that is smaller than the size of your shoulders, requiring you to contort your body in unusual ways.
Extreme (DC 30)A gap that is seemingly too small to fit even your shoulders, requiring you to contort your body in near-impossible ways.

Sample DC Modifiers

Slippery Surfaces-5 DC for squeezing through something slippery.
Sharp Rocks+5 DC for squeezing through a space with sharp rocks.
Uphill+5 DC per 30° for squeezing through a space that is uphill.
Downhill-5 DC per 30° for squeezing through a space that is downhill.

Lore Bonus Examples

Anatomy [Physiology] for contorting the body effectively.
Masonry [Architecture] for navigating tight stone spaces.
Scouting [Warfare] for moving through confined tactical areas..

Special

Kathuri, Seishi, and other Creatures with the Flexible Trait gain a +4 Status Bonus to Squeeze [Acrobatics] Checks due to their inherent flexibility and nimbleness.


Tumble

Tumble - Skill Activity
CHECKMOVESKILL

Skillset: Acrobatics
Actions: Single Action
Ability: DEX
DC: Reflex DC (Target)
Short Description: Move through the space of one enemy.
Requirements: You are able to move and attempt this Skill while in a space that is adjacent to an enemy.


You Stride up to your Land Speed. During this movement, you can try to move through the space of one enemy. Attempt a Tumble [Acrobatics] check against the target’s Reflex DC as soon as you try to enter its space. You can Tumble using Climb, Fly, Swim, or another Action instead of Stride in the appropriate environment.


Degrees of Success

Critical SuccessYou deftly tumble through the opponent's Space, treating the squares in its Space as Difficult Terrain (every 5 feet costs 10 feet of movement). You also gain Advantage on your next Attack Roll against the opponent before the end of your Turn.
SuccessYou move through the enemy’s Space, treating the Squares in its Space as Difficult Terrain (every 5 feet costs 10 feet of movement). If you don’t have enough Speed to Move through its Space, your Movement ends, and you trigger Reactions as if you had moved out of the square you started in.
FailureYour Movement ends, and you trigger Reactions as if you had moved out of the square you started in.
Critical FailureYou fail spectacularly, becoming Prone, you also trigger Reactions as if you had moved out of the square you started in.

Sample DCs

Trivial (DC 5)Tumbling through an empty space.
Easy (DC 10)Tumbling through the space of an unaware, slow-moving target, such as a sleeping guard.
Moderate (DC 15)Tumbling through the space of a trained guard.
Hard (DC 20)Tumbling through the space of an agile humanoid target, such as a trained assassin.
Severe (DC 25)Tumbling through the space of a large or dangerous creature, such as a dragon.
Extreme (DC 30)Tumbling through the space of a supernatural or highly Skilled creature, such as a demon.
Ridiculous (DC 40)Tumbling through the space of a creature with multiple attack of opportunity reActions.

Lore Bonus Examples

Dance [Theatrics] for fluid movement.
Tactics [Warfare] for maneuvering through enemy spaces.
Anatomy [Physiology] for understanding body mechanics..

Special

• Kathuri, Seishi, and other Creatures with the Flexible Trait gain a +4 Status Bonus to Tumble [Acrobatics] Checks due to their inherent flexibility and nimbleness.
• If you have the Kip Up Skill Feature, you can perform the Kip Up Activity.



Athletics

Climb

Climb - Skill Activity
CHECKMOVESKILL

Skillset: Athletics
Actions: Single Action
Ability: STR
DC: Climb DC (GM, Environment)
Short Description: Move up, down, or across an incline
Requirements: You have both hands free or you have a Climb Speed.


You move up, down, or across an incline. Unless it’s particularly easy, you must attempt a Climb [Athletics] Check against the Climb DC determined by the GM based on the nature of the incline and environmental circumstances. You are Flat-Footed unless you have a Climb Speed. Climbing with one or more hands full, even with a Climb Speed, or attempting to climb a slippery or otherwise difficult surface can impose further penalties.


Degrees of Success

Critical SuccessYou Move up, across, or safely down the incline for 5 feet plus ¼ of your Land Speed.
SuccessYou Move up, across, or safely down the incline at ¼ of your Land Speed.
FailureYou make no progress, and your Turn ends.
Critical FailureYou fall. If you began the climb on stable ground, you land Prone.

Sample DCs

Trivial (DC 5)A ladder or a tree with low branches.
Easy (DC 10)A low boulder with numerous hand and footholds or climb up a tree with moderate branches.
Moderate (DC 15)A rocky cliff with moderate hand and footholds or climb up a tree with few branches.
Hard (DC 20)A sheer rock face with few hand- and footholds or climb up a tree with no branches.
Severe (DC 25)A slick surface, such as a wet tree trunk, or climb up a surface in the middle of a storm with high winds and rain.
Extreme (DC 30)A surface that is covered in ice or climb up a surface in the middle of a blizzard or hurricane.
Ridiculous (DC 40)A surface with no real hand or footholds, such as a tilted smooth rock face.
ImpossibleA perfectly smooth and vertical surface, such as a sheet of glass.

Lore Bonus Examples

Geology [Geography] for identifying climbable surfaces.
Masonry [Architecture] for scaling constructed walls.
Anatomy [Physiology] for efficient muscle use..

Special

Creatures with a Climb Speed always gain one success rank higher on their Climb [Athletics] Checks for surfaces that are not perfectly smooth or slick.


Hustle

Hustle - Skill Activity
CHECKEXPLORATIONMOVESKILL

Skillset: Athletics
Actions: Variable
Ability: STR
DC: 10 + Hustle DC Modifier (GM{Environment, Circumstance})
Short Description: Attempt to traverse over land quickly without fatigue.
Requirements: You are not Fatigued.


You strain yourself to move at double your Travel Speed. The DC is a flat 10, modified by the environment. You can Hustle only for several minutes equal to 10 times your Constitution Modifier (minimum 10 minutes). If you are in a group that is Hustling, use the lowest Constitution Modifier among everyone to determine how fast the group can Hustle together.


Degrees of Success

Critical SuccessYou Hustle at 3 times your Travel Speed and do not become Fatigued.
SuccessYou Hustle at 2 times your Travel Speed and do not become Fatigued.
FailureYou Hustle at 2 times your Travel Speed but become Fatigued for 1 day.
Critical FailureYou Hustle at your Travel Speed and become Fatigued for 1 day.

Sample DC Modifiers

HeavyLoadDC +5 for carrying a heavy load or wearing heavy armour.
DifficultTerrainDC +10 for hustling across difficult terrain.
HighOpposingWingsDC +5 to +10 for high opposing winds or other adverse weather Conditions.
HighSupportingWingsDC -1 to -5 for high supporting winds.
UnderAttackDC +5 for being attacked by enemies or otherwise distracted.
SlipperySurfaceDC +15 for hustling across a slippery surface, such as ice or a wet rock.

Lore Bonus Examples

Dietology [Physiology] for managing stamina.
Tactics [Warfare] for efficient movement in combat zones.
Meteorology [Geography] for navigating adverse weather..

High Jump

High Jump - Skill Activity
CHECKMOVESKILL

Skillset: Athletics
Actions: Two Actions
Ability: STR
DC: 25 + Jump DC Modifier (Environment)
Short Description: Run forward and leap high into the air.


You run forward and leap into the air, attempting a DC 25 High Jump [Athletics] Check to increase the height of your jump. This DC might be increased or decreased due to the situation, as determined by the GM who considers effects of the environment, such as still air or strong headwinds.


Degrees of Success

Critical SuccessIncrease the maximum vertical distance to 8 feet or increase the maximum vertical distance to 5 feet and maximum horizontal distance to 10 feet.
SuccessIncrease the maximum vertical distance to 5 feet.
FailureYou Leap normally.
Critical FailureYou don’t Leap at all, and instead you fall prone in your space.

Sample DC Modifiers

Heavy LoadDC +10: Carrying a heavy load or wearing heavy armour.
Adverse WeatherDC +5: Adverse weather Conditions.
Under AttackDC +5: Being attacked by enemies or otherwise distracted.
Moving ObjectDC +5: Jumping on a moving object or vehicle.
Slippery SurfaceDC +15: Jumping from a slippery surface, such as ice or a wet rock.

Lore Bonus Examples

Mechanics [Natural Philosophy] for understanding force application.
Anatomy [Physiology] for leveraging leg strength.
Tactics [Warfare] for jumping over obstacles in combat..

Special

Varlimni receive a +2 Circumstance Bonus to High Jump checks, due to their natural agility and grace.


Long Jump

Long Jump - Skill Activity
CHECKMOVESKILL

Skillset: Athletics
Actions: Two Actions
Ability: STR
DC: Distance (ft.) + Leap DC modifier (Environment)
Short Description: Leap further than normal from a running start.
Requirements: You must have at least 10 feet of space to run up to before attempting the Long Jump.


You Stride and then attempt a horizontal Leap that exceeds what you could normally achieve. After Striding at least 10 feet, you attempt a Long Jump [Athletics] check to increase the length of your jump. The DC is equal to the total distance in feet you’re attempting to move during your jump (so you’d need to succeed at a DC 20 check to Long Jump 20 feet). The DC might be increased or decreased due to the situation, as determined by the GM. The following DCs are examples of typical situations:


Degrees of Success

Critical SuccessIncrease the maximum horizontal distance you Leap to the desired distance or up to 10 feet more, if preferential, and do not provoke any creature reActions.
SuccessIncrease the maximum horizontal distance you Leap to the desired distance.
FailureYou Leap normally, without any increase in distance.
Critical FailureYou miss the landing and fall prone at the landing spot.

Sample DC Modifiers

Heavy LoadDC +5: Carrying a heavy load or wearing heavy armour.
Adverse WeatherDC +5 to +10: High opposing winds or other adverse weather Conditions.
Supporting WindsDC -1 to -5: High supporting winds.
Under AttackDC +5: Being attacked by enemies or otherwise distracted.
Moving ObjectDC +5: Jumping on a moving object or vehicle.
Higher GroundDC -5: Leaping from higher ground.
Slippery SurfaceDC +15: Leaping onto or from a slippery surface, such as ice or a wet rock.

Lore Bonus Examples

Mechanics [Natural Philosophy] for calculating trajectory.
Anatomy [Physiology] for maximizing jump distance.
Scouting [Warfare] for leaping across tactical gaps..

Special

Characters with the Assurance Feat in Athletics can automatically succeed at a Long Jump [Athletics] check with a DC equal to 10 plus their Proficiency Rank.The Acrobatics (Tumble Through) narrow Skill can be used in conjunction with a Leap to avoid triggering reActions from creatures that threaten the area you Leap through. When you fall more than 5 feet, you take falling damage when you land, which is bludgeoning damage equal to half the distance you fell. If you take any damage from a fall, you’re knocked prone when you land.If you fall into the water, snow, or another soft substance, calculate the damage from the fall as though your fall were 20 feet shorter. The reduction can’t be greater than the depth of the water (so when falling into the water that is only 10 feet deep, you treat the fall as 10 feet shorter).You can Grab an Edge as a Reaction to reduce or eliminate the damage from some falls.


Swim

Swim - Skill Activity
CHECKMOVESKILL

Skillset: Athletics
Actions: Single Action
Ability: STR
DC: Swim DC (GM, Environment)
Short Description: Propel yourself through dangerous waters.
Requirements: You are in water or another sufficiently viscous liquid.


You propel yourself through the water. In most calm water, you Succeed at the Action without needing to attempt a Swim [Athletics] Check. If you must breathe air and you’re submerged in water, you must hold your breath each round. If you fail to hold your breath, you begin to drown. If the water you are swimming in is turbulent or otherwise dangerous, you might have to attempt a Swim [Athletics] Check against the environmental Swim DC to continue swimming. If you end your turn in the water and haven’t succeeded at a Swim Action that turn, you sink 10 feet or get moved by the current, as determined by the GM. However, if your last Action on your turn was to enter the water, you don’t sink or move with the current that turns.


Degrees of Success

Critical SuccessYou Move through the water at 10 feet plus ¼ of your Land Speed.
SuccessYou Move through the water at ¼ of your Land Speed.
FailureYou make no progress but keep your head above water.
Critical FailureYou make no progress and swallow water, losing 1 round of Air.

Sample DCs

Trivial (DC 5)A still lake, calm river
Easy (DC 10)A slow-moving river, pond with light current
Moderate (DC 15)A swift-moving river, rough lake
Hard (DC 20)An open sea with waves, heavy current
Severe (DC 25)A stormy sea, very strong current
Extreme (DC 30)A hurricane force storm, whirlpool
Ridiculous (DC 40)A Tsunami, maelstrom
ImpossibleSwimming through lava, acid, or other deadly substances

Lore Bonus Examples

Oceanography [Maritime] for understanding water currents.
Anatomy [Physiology] for efficient swimming techniques.
Meteorology [Geography] for anticipating water Conditions..

Crafting

Craft

Craft - Skill Activity
CHECKCONCENTRATEDOWNTIMEMANIPULATESKILL

Skillset: Crafting
Actions: Variable
Ability: INT
DC: Craft DC (item)
Short Description: Make or continue to make an item.
Requirements: You have the Formula for the item - see Getting Formulas below for more information. You have an appropriate set of tools and, in many cases, a workshop. You must supply Raw Materials worth ½ the base price plus ¼ of the Quality Modifier. If you’re in a Settlement, you can usually spend currency to get the number of raw materials you need, except in the case of rarer precious materials.


You can make an item from raw materials. You need the Alchemical Crafting Skill Feat to create alchemical items, the Magical Crafting Skill Feat to create magic items, and the Snare Crafting Feat to create snares. Remove the Craft Cost of the item (½ the base price plus ¼ of the Quality Modifier) from your Inventory into a ‘Craft Pot’. You always expend at least that number of raw materials when you Craft successfully.You must spend several hours or days at work equal to 2 thirds of the Craft Time (4 hours per DC Point). This time can split over multiple periods if desired. After these hours have been spent crafting the item, you attempt a Craft [Crafting] Check. Failure ends up reducing the specific items Craft DC. In this way, very difficult items can be completed by spending a much longer period with many failures. items in the Equipment Chapter have the Craft DC and Base Cost provided. In other cases, the GM determines the time and the DC required to Craft the item based on its complexity, rarity, and other circumstances. If not specified, it is assumed that the Character is crafting an item with the Common Quality Rank. If a higher desired Quality Rank is specified, apply the Quality Rank Craft DC Modifier to the Craft DC.


Degrees of Success

Critical SuccessYour attempt is very successful. You can choose to complete the item immediately and keep 1 Third of the Craft Pot or you may spend the remaining third of the Craft Time and Craft Pot to increase the item Quality by one Quality Rank. You also remove the Craft Pot from your Inventory.
SuccessYour attempt is successful. Spend the remaining 1 third of the Craft Time (1/3 of the DC in hours) finishing the item, removing the Craft Pot from your Inventory.
FailureYour attempt is unsuccessful. You can spend the remaining 1 third of the Craft Time salvaging 2 thirds of the raw materials from the Craft Pot back into your Inventory. You can instead save the item and the Craft Pot as it is for a future Craft [Crafting] Check, where the DC to complete the item becomes 2 less than the most recent Craft DC for this item.
Critical FailureYou fail to complete the item and waste material in the process. You can choose to salvage 1 third the raw materials from the Craft Pot back into your Inventory or you can choose to continue working on the item later, after reducing its Craft DC by 1.

Lore Bonus Examples

Jewelcraft [Artisanry] for intricate designs.
Masonry [Architecture] for stonework.
Smithing [Artisanry] for metal crafting.
Carpentry [Artisanry] for woodwork.
Alchemy [Natural Philosophy] for potion crafting.
Engineering [Natural Philosophy] for mechanical devices.
Tactics [Warfare] for battlefield equipment.
and Anatomy [Physiology] for crafting items that fit the body..

Special

Consumables and AmmunitionYou can Craft items with the Consumable Trait in batches, making up to four of the same items at once with a single Craft [Crafting] Check. This requires you to include the raw materials for all the items in the batch at the start, and you must complete the batch all at once.Getting FormulasYou can gain access to the Formulas for all Common items in Equipment by purchasing a Basic Crafter’s Book. Without the book, or for more advanced items, Formulas can be bought from Artisan Shops or found by Dismantling Objects.Crafting ExampleAn Expert in Craft [Crafting] decides to Craft an Exquisite (+2) Bone Helmet. They have a Craft [Crafting] Proficiency Bonus of +4 alongside Master Proficiency in Boneworking Lore (+3 Circumstance Bonus). The GM notes a Base DC of 5 to Craft the helmet, a DC Modifier of 15 for the Exquisite Quality, and a DC Modifier of 2 for using the Bone Material Type. This results in a total Craft DC of 22, which translates to a Craft Time of 88 hours. They are taking Downtime in a forge with expert-quality tools (+2 Craft Bonus). The item has a Base Price of 10 Gold Pieces (GP). The Exquisite Quality has a Price Modifier of ×100, and so the price of the Exquisite Bone Helmet will be 1,000 GP. Only ¼ of the Quality Modifier is added to the Craft Cost (to represent better quality materials needed), so they prepare (10⁄2)+(1000⁄4)=5+250=260 GP worth of raw materials.By spending 2 thirds of the Craft Time (88⋅(2⁄3)=60) hours (split over multiple periods if desired) crafting the armour, they roll a 13 on their Craft Check, for a Craft Result of 22, a Success. The Player can then spend the remaining 8 hours to complete the item. If their Craft Result was 32 or higher, they’d have gotten a Critical Success. In that case, they could have chosen to continue working on the item for another 8 hours to get a free increase in item Quality, or they can complete the item immediately without the increase in Quality Rank. If their Craft Result was below 22 but above 11, they would have Failed the Check and made no progress on the item in that time. They could have chosen to spend the remaining 8 hours salvaging 1 third of the materials or they could have chosen to save the item for a future Craft Check using a DC of 20 with a Craft Time of 80 hours. If the Craft [Crafting] Result was a Critical Failure, they could have chosen to spend the remaining 8 hours to recover 1 third of the Craft Pot or they could have chosen to save the item for a future Craft Check using a DC of 21 and a Craft Time of 84 hours.


Dismantle

Dismantle - Skill Activity
CHECKCONCENTRATEEXPLORATIONMANIPULATESKILL

Skillset: Crafting
Actions: Variable
Ability: INT
DC: Distmantle DC (item)
Short Description: Take apart an item to learn its schematics.
Requirements: You have a suitable set of tools, and the item to be dismantled.


Using your tools and knowledge of crafting, you carefully Dismantle the item to learn its Schematic and Ingredients. The Dismantle DC is equal to the Craft DC in the items entry, unless a Dismantle DC is specified within this entry. The time required to Dismantle the item depends on the DC (5 minutes per DC Point).If desired, the dismantled item can remain in your inventory but gains the Broken Condition, allowing you to Repair it at a later time. If the object is Trapped, you must succeed the traps Perception DC to realise the danger before you start dismantling it.


Degrees of Success

Critical SuccessYou gain knowledge of the item’s construction, raw materials, and any weak points that could be exploited. You also gain the schematic alongside all the raw materials required to craft the item and avoid setting off any unnoticed Traps.
SuccessYou gain knowledge of the item’s construction, raw materials, and any weak points that could be exploited. Make a DC 10 Study Item Check to learn the schematic and gain half of the raw materials required to craft the item. You set off any unnoticed Traps.
FailureYou don't gain any useful information while destroying the item or you fail to destroy the item. You set off any unnoticed Traps.
Critical FailureYou fail to Dismantle the item and cannot try again without increasing your Dismantle [Crafting] Proficiency. You set off any unnoticed Traps.

Sample DCs

Trivial (DC 5)A toy.
Easy (DC 10)A simple trap.
Moderate (DC 15)A simple clockwork device.
Hard (DC 20)An Alchemist's fire.
Severe (DC 25)A complex mechanical trap.
Extreme (DC 30)A suit of legendary full plate armour.
Ridiculous (DC 40)A rare alchemical tonic.
ImpossibleA Ferrousto.

Lore Bonus Examples

Jewelcraft [Artisanry] for intricate designs.
Masonry [Architecture] for stonework.
Smithing [Artisanry] for metal crafting.
Carpentry [Artisanry] for woodwork.
Alchemy [Natural Philosophy] for potion crafting.
Engineering [Natural Philosophy] for mechanical devices.
Tactics [Warfare] for battlefield equipment.
and Anatomy [Physiology] for dismantling items that fit the body..

Special

You gain Advantage on Dismantle [Crafting] Checks for items that you have previously crafted.


Repair

Repair - Skill Activity
CHECKCONCENTRATEEXPLORATIONMANIPULATESKILL

Skillset: Crafting
Actions: Variable
Ability: INT
DC: Repair DC (item)
Short Description: Repair a damaged item.
Requirements: You have a Repair Kit or are working in a suitable environment (blacksmith, tannery, etc.).


You spend 1 minute per DC Point attempting to fix a damaged item, placing the item on a stable surface, and using the Repair Kit with both hands. The DC to Repair a given item is usually around 2 thirds the DC used to Craft it in the first place. You can’t Repair a Destroyed item. For items with Hit Points (HP) that have been lost due to damage, repairing the item restores lost HP. The item can never have more HP than its original value. For items with a Quality Rank that has been reduced due to Damage, Repairing the item restores Quality Ranks. You can never restore the item to higher than its original item Quality.


Degrees of Success

Critical SuccessYou restore 10 HP to the item or restore two Quality Ranks to the item (e.g. Broken to Worn, Worn to Well-Made, Well-Made to Exquisite, etc.).
SuccessYou restore 5 Hp to the item or restore one Quality Ranks to the item (e.g. Broken to Damaged, Damaged to Worn or Worn to Common). You cannot restore the item above Common on a normal Success.
FailureYou are unable to Repair the item and do not restore any Hit Points or Quality Ranks to it.
Critical FailureYou deal 2d6 damage to the item. Apply the item’s Hardness to this damage.

Lore Bonus Examples

Jewelcraft [Artisanry] for intricate designs.
Masonry [Architecture] for stonework.
Smithing [Artisanry] for metal crafting.
Carpentry [Artisanry] for woodwork.
Alchemy [Natural Philosophy] for potion crafting.
Engineering [Natural Philosophy] for mechanical devices.
Tactics [Warfare] for battlefield equipment.
and Anatomy [Physiology] for repairing items that fit the body..

Modify

Modify - Skill Activity
CHECKCONCENTRATEEXPLORATIONMANIPULATESKILL

Skillset: Crafting
Actions: Variable
Ability: INT
DC: Modify DC (item)
Short Description: Repurpose or improve the Quality of an item.
Requirements: You have access to the tools, materials, and time required to modify the item. The item must be in your possession, or you must have permission from the owner to modify it.


You can attempt to Modify an item to change its properties, such as reinforcing armour, sharpening a blade, or altering a lock to make it harder to pick. The Repair DC is usually 1 half of its Craft DC (including its Quality Rank Modifier). Modifying an item does not Repair it - if the item is damaged, you must first Repair it with the Repair Skill Activity before you can Modify it. The rules outlined below focus on trying to improve the item. However, if within reason, items can be modified to serve other purposes than their original intent. The DC and result are at the GMs discretion. Certain modifications may also require Special Materials or components, which you must have on hand.


Degrees of Success

Critical SuccessYou successfully modify the item, improving its properties beyond your initial expectations. If the item has a Quality Rank, it is increased by two steps. If not, the GM should provide additional benefits based on the modification made.
SuccessYou successfully modify the item, improving its properties as intended. If the item has a Quality Rank, it is increased by one step. The benefits of the modification depend on the modification made.
FailureYou fail to modify the item, and it remains unchanged. You cannot attempt to modify the item again until you gain another rank in the Modify Skill Activity.
Critical FailureYou damage the item, causing 5 HP of damage or removing one quality rank. If this reduces the item HP below 0 or quality rank below broken, the item is destroyed and cannot be salvaged.

Sample DCs

Trivial (DC 5)Simple modifications requiring little time or effort, such as sharpening a tool or adjusting clothing.
Easy (DC 10)Basic modifications requiring some time and effort, such as reinforcing armour or adding a basic enchantment to a weapon.
Moderate (DC 15)More complex modifications requiring significant time and effort, such as adding multiple enchantments or crafting a new component.
Hard (DC 20)Highly complex modifications requiring significant time and specialised knowledge, such as adding a complex set of locks to a door.
Severe (DC 25)Extremely complex modifications requiring substantial time and expertise.

Lore Bonus Examples

Jewelcraft [Artisanry] for intricate designs.
Masonry [Architecture] for stonework.
Smithing [Artisanry] for metal crafting.
Carpentry [Artisanry] for woodwork.
Alchemy [Natural Philosophy] for potion crafting.
Engineering [Natural Philosophy] for mechanical devices.
Tactics [Warfare] for battlefield equipment.
and Anatomy [Physiology] for modifying items that fit the body..

Special

If you are Modifying an item that you crafted yourself, you gain Advantage on your Modify [Crafting] Check.


Study Item

Study Item - Skill Activity
CHECKCONCENTRATESECRETSKILL

Skillset: Crafting
Actions: Single Action per 3 DC
Ability: INT
DC: Complexity (item)
Short Description: Ellucidate the properties of a simple item.
Requirements: You have the item in your hands and can closely examine it with touch and sight.


You closely examine an item, determining its quality, craftsmanship, and identifying any special properties, materials, or Features it may have. The GM sets the DC, but it’s usually about the same as the item’s Craft DC. The DC can be higher for more complex or intricate items, for those crafted by a master artisan, or for Torderan artefacts.


Degrees of Success

Critical SuccessYou learn all the properties of the item, including any unique Features. You also learn any of the materials used to Craft the item. If the item is completely observed, you also learn the Schematic.
SuccessYou learn some of the properties of the item, such as its quality and basic craftsmanship. You may also identify any mundane materials used in the item's construction.
FailureYou are unable to identify any properties of the item beyond its basic appearance.
Critical FailureYou misidentify the properties of the item, mistaking it for something else entirely. The GM will provide false information about the item.

Sample DCs

Trivial (DC 5)A simple, common item such as a wooden spoon or a clay pot.
Easy (DC 10)A common item of moderate complexity such as a suit of leather armour or a small wooden cart.
Moderate (DC 15)A complex item such as a well-made steel sword, a masterwork suit of armour, or a trap.
Hard (DC 20)An item of great complexity, such as a complex alchemical tonic, or a clockwork device.
Severe (DC 25)An extremely intricate and finely crafted item such as a gilded painting or a masterwork crossbow.
Extreme (DC 30)An object of legendary quality, such as a weapon or armour crafted by a legendary artisan.
Ridiculous (DC 40)An Torderan artifact.
ImpossibleAn object truly beyond the understanding of this age of the world.

Lore Bonus Examples

Jewelcraft [Artisanry] for intricate designs.
Masonry [Architecture] for stonework.
Smithing [Artisanry] for metal crafting.
Carpentry [Artisanry] for woodwork.
Alchemy [Natural Philosophy] for potion crafting.
Engineering [Natural Philosophy] for mechanical devices.
Tactics [Warfare] for battlefield equipment.
and Anatomy [Physiology] for studying items that fit the body..

Special

If you have made an object of the same type as that you're inspecting, you gain Advantage on your Study Item [Crafting] Check. As always, Characters with the Lore Skill associated with the object's origin gain their relevant Lore Skill Proficiency Bonus or Penalty to their Check.If you have the Vicious Critique Skill Feature, you can use your Proficiency Bonus for Study Item [Crafting] to perform the Vicious Critique Activity.



Deception

Bluff

Bluff - Skill Activity
CHECKCONCENTRATEMENTALSECRETSKILLTENSE

Skillset: Deception
Actions: Three Actions Plus
Ability: CHA
DC: Sense Motive (Target)
Short Description: deceive someone with an untruth.
Requirements: You must be in a conversation with a Creature or Creatures who are capable of being deceived, and who are willing to engage in conversation with you.


You attempt to deceive someone with an untruth. Doing so takes at least 1 round, or longer if the lie is elaborate. Make a Bluff [Deception] Check and compare it against the Ocular Patdown [Security] DC of every creature you are trying to fool. The GM might give them a circumstance bonus based on the situation and the nature of the lie you are trying to tell. Elaborate or highly unbelievable lies are much harder to get a Creature to believe than simpler and more believable lies, and some lies are so big that it’s impossible to get anyone to believe them.At the GM’s discretion, if a Creature initially believes your lie, it might attempt another Ocular Patdown [Security] Check later against your Bluff [Deception] DC to realise that it was a lie. This usually happens if the creature discovers enough evidence to counter your statements, and thus gains a bonus to their check depending on the evidence.


Degrees of Success

Critical SuccessThe target believes the lie and does not suspect the Character of anything. In addition, they gain a +2 Circumstance Bonus to further deceive the target.
SuccessThe target believes the lie.
FailureThe target doesn’t believe the lie and gains a +4 Circumstance Bonus against further attempts to deceive them for the duration of the conversation. The target is also more likely to be suspicious of the Character in the future.
Critical FailureThe target not only doesn't believe the lie, but they also see through it entirely. They gain a +8 Circumstance Bonus against further attempts to deceive them for the duration of the conversation.

Sample DC Modifiers

Target is suspicious+2 DC if the target is already suspicious of you.
Elaborate lie+5 or more DC for an elaborate or unbelievable lie.

Lore Bonus Examples

Sociology [Anthropology] for understanding social dynamics.
Psychology [Physiology] for manipulating emotions.
Law [Criminology] for crafting believable alibis..

Special

If you have the Sow Rumours Skill Feature, you can use your Proficiency in Bluff [Deception] to perform the Sow Rumours Activity.


Divert Attention

Divert Attention - Skill Activity
CHECKMENTALSKILL

Skillset: Deception
Actions: Single Action
Ability: CHA
DC: Ocular Patdown (Target) OR Perception (Target)
Short Description: Use a diversion to temporarily become hidden.
Requirements: You must be within <code>30 feet</code> of the creatures whose attention you are trying to divert, and they must be able to perceive you or be aware of your presence.


With a gesture, a trick, or some distracting words, you attempt to create a diversion that draws creatures’ attention elsewhere. Attempt a single Divert Attention [Deception] Check and compare it to the Perception DC of the creatures whose attention you’re trying to divert. Whether or not you succeed, Creatures you attempt to Divert gain a +4 Circumstance Bonus to their Perception DC against your attempts to Divert Their Attention again for 1 minute.


Degrees of Success

Critical SuccessYou become Hidden from all creatures whose Perception DCs you successfully beat until the end of your turn or until you do anything except Step or use the Hide or the Sneak Actions. If you do anything else, you become observed just before you act unless the GM determines otherwise. The creature also becomes Off-Guard for 1 round.
SuccessYou become Hidden from all creatures whose Perception DCs you successfully beat until the end of your turn or until you do anything except Step or use the Hide or the Sneak Actions. If you Strike a creature, the creature remains Off-Guard against that attack, and you then become observed. If you do anything else, you become observed just before you act unless the GM determines otherwise.
FailureYou don’t divert the attention of any creatures whose Perception DC exceeds your result, and those creatures are aware you were trying to trick them.
Critical FailureYou don’t divert the attention of any creatures whose Perception DC exceeds your result and these creatures become immune to your Divert Attention attempts for 1 hour.

Sample DC Modifiers

Loud Noises+2 DC if there are loud noises or distrActions in the area.
Poor Lighting+2 DC if the lighting is poor, making it harder to see.
Intoxicated Target-2 DC if the target is intoxicated or otherwise impaired.
Familiar Target-2 DC if you are very Familiar with the target's habits and tendencies.

Lore Bonus Examples

Theatrics [Theatrics] for creating convincing performances.
Sociology [Anthropology] for understanding crowd behaviour.
Engineering [Natural Philosophy] for creating mechanical distrActions..

Feint

Feint - Skill Activity
ATTACKCHECKMENTALSKILLTENSE

Skillset: Deception
Actions: Single Action
Ability: CHA
DC: Ocular Patdown (Target) OR Perception (Target)
Short Description: Fool an opponent with a misleading flourish.
Requirements: You are within melee reach of the opponent you attempt to Feint.


With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Feint [Deception] Check against that opponent’s Ocular Patdown [Security] DC or Perception DC (whichever is higher).


Degrees of Success

Critical SuccessYou throw your enemy’s defences against you entirely off. The target is Off-Guard against all attacks until the end of your next turn.
SuccessYour foe is fooled, but only momentarily. The target is Off-Guard against the next melee attack that you attempt against it before the end of your current turn.
FailureYour foe sees past your feint attempt and is unaffected.
Critical FailureYour feint backfires. You are Off-Guard against melee attacks the target attempts against you until the end of your next turn.

Sample DCs

Trivial (DC 5)A distracted opponent.
Easy (DC 10)An opponent who is not paying attention.
Moderate (DC 15)An opponent who is aware of your presence but not actively watching you.
Hard (DC 20)An opponent who is actively watching you and is aware of your presence.
Severe (DC 25)An opponent who is actively trying to anticipate your moves.
Extreme (DC 30)An opponent who is highly Skilled and experienced in combat.
Ridiculous (DC 40)An opponent who is a master of deception and can see through your feint.
Impossible

Lore Bonus Examples

Tactics [Warfare] for understanding combat maneuvers.
Psychology [Physiology] for predicting opponent reActions.
Acting [Theatrics] for creating convincing distrActions..

Special

If you have the Goading Feint Class Feature, you also can goad a foe into overextending their next attack. With a Success or Critical Success on the Feint check, the target also takes a -2 Circumstance Penalty to all Attack Rolls against you before the end of your next Turn. This is in addition to the Off-Guard Condition.


Impersonate

Impersonate - Skill Activity
AUDITORYCHECKCONCENTRATESECRETSKILLVISUAL

Skillset: Deception
Actions: 10 Minutes Plus
Ability: CHA
DC: Discover [Leadership] (Creature) OR Perception (Creature)
Short Description: Pass yourself off as someone you are not .
Requirements: A Disguise Kit and <code>10 minutes</code> to assemble a convincing disguise, or a simpler and quicker disguise at the GM's discretion.


You attempt to pass yourself off as someone you are not by behaving, speaking, and moving like that person. You might be imitating a specific person, or just trying to blend in with a group of people. You can attempt to interact with others while disguised, but the GM rolls a secret Impersonate [Deception] Check for you to determine your Impersonate [Deception] DC. Creatures have a chance to detect your deception only if they have reason to be suspicious and make a Discover [Leadership] Check or a Perception Check (whichever is higher) against your Impersonate [Deception] DC. If you are disguised as a specific individual, the GM might give creatures you interact with a circumstance bonus based on how well they know the person you're imitating. Being of a different Species or Ethnicity to the opponent means they will have Disadvantage on their Discover [Leadership] Check or a Perception Check this unless they are well-travelled. Disguising oneself as another Species to their own while face-face should be near-impossible without extensive prosthetics and/or costuming.


Degrees of Success

Critical SuccessYou expertly imitate the mannerisms, voice, and movements of the person you're impersonating, and fool the Creature into thinking you are that person without arousing any suspicion. Even if you change your behaviour, the Creature will not become suspicious.
SuccessYou trick the Creature into thinking you’re the person you’re disguised as. You will have to attempt a new check if your behaviour changes.
FailureThe Creature can tell that you are not who you claim to be and may become Hostile or suspicious.
Critical FailureThe Creature not only realises that you are not who you claim to be, but it also recognises you if it would know you without a disguise.

Sample DC Modifiers

Different Race+10 DC if you are of a different race than the person you are impersonating.
Different Gender+5 DC if you are of a different gender than the person you are impersonating.
Different Age+3 DC if you are a different age than the person you are impersonating.
Well Known+4 DC if the person you are impersonating is well known.

Lore Bonus Examples

Acting [Theatrics] for mimicking mannerisms.
Linguistics [Anthropology] for replicating speech patterns.
History [Archaeology] for understanding the background of the person you are impersonating..

Tease

Tease - Skill Activity
AUDITORYCHECKCONCENTRATEEMOTIONLINGUISTICMENTALSKILLTENSE

Skillset: Deception
Actions: Single Action
Ability: CHA
DC: Will (Target)
Short Description: Distract a foe with a witty quip.
Requirements: You are within <code>30 feet</code> of the target, and the target can hear your quip.


You launch an insightful quip at a foe, distracting them. Choose a foe within 30 feet and roll a Tease [Deception] Check against the target's Will DC.


Degrees of Success

Critical SuccessThe target is distracted and takes a -3 Status Penalty to Perception and Will Saves for 1 round. The target can end the effect early with a retort (Reaction using Bon Mot, Amuse, or CHA).
SuccessThe target is distracted and takes a -2 Status Penalty to Perception and Will Saves for 1 round. The target can end the effect early with a retort (Reaction using Bon Mot, Amuse, or CHA).
FailureThe quip fails to distract the target.
Critical FailureThe quip is atrocious. You take a -2 Status Penalty to Perception and Will Saves for 1 round. This ends if they succeed another Bon Mot.

Lore Bonus Examples

Comedy [Theatrics] for crafting witty remarks.
Linguistics [Anthropology] for understanding cultural sensitivities.
Psychology [Physiology] for exploiting emotional vulnerabilities..

Special

If you have the Grudging Compliment Skill Feature, then you can Tease as a Reaction that is Triggered when an enemy within 30 feet damages you or Succeeds at a Skill Check).Your unexpected praise distracts them from their surroundings, and they become Flat-Footed against your attacks for 1 round in addition to the usual Status Penalty for Tease. On a Critical Success, they become Flat-Footed to all Attacks for 1 round in addition to gaining Disadvantage and the usual Status Penalty. Regardless of your result, they are temporarily immune to your Grudging Compliments for 10 minutes.



Diplomacy

Assess Attitude

Assess Attitude - Skill Activity
CHECKCONCENTRATESECRETSKILL

Skillset: Diplomacy
Actions: Single Action Plus
Ability: CHA
DC: Strangeness DC (Target) + Bluff (Target)
Short Description: Assess the attitude of a creature towards you.
Requirements: You must be able to communicate with the target and observe their behaviour.


You attempt to read a target's body language, tone, and behaviour to determine their current emotional state and intentions towards you. You observe the target for at least a Single Action and make a Assess Attitude [Diplomacy] Check against a DC based upon the strangeness of the Creature. If the target is actively trying to hide their Attitude, add their Bluff [Deception] Modifier to the DC.


Degrees of Success

Critical SuccessYou accurately determine the target's Attitude and intentions towards you and your companions. You also gain a +2 Circumstance Bonus on all social Skill Checks against the target for the next 24 hours.
SuccessYou determine the target's Attitude and intentions towards you.
FailureYou are unable to accurately determine the target's Attitude and intentions towards you.
Critical FailureYou completely misinterpret the target's Attitude and intentions towards you. You suffer a -2 Circumstance Penalty on all social Skill Checks against the target for the next 24 hours.

Sample DCs

Trivial (DC 5)A member of your own Species and culture.
Easy (DC 10)A member of your own Species but of a different culture.
Moderate (DC 15)A member of any Cilanis Species you are Familiar with.
Hard (DC 20)A member of any Cilanis Species you are not Familiar with.
Severe (DC 25)A Krulanis or other somewhat alien species, or someone who is severely neurodivergent.
Extreme (DC 30)A target who is completely alien to your culture and has no common frame of reference with you.
Ridiculous (DC 40)A target so far beyond your understanding that their behaviour is completely inscrutable.
ImpossibleAssessing the Attitude of a target who has no emotional or behavioural cues, such as a raving madman, an Automaton, or another non-sentient Creature.

Lore Bonus Examples

Sociology [Anthropology] for understanding social cues.
Psychology [Physiology] for interpreting body language.
Ethics [Philosophy] for discerning moral intentions..

Impress

Impress - Skill Activity
CHECKCONCENTRATEEMOTIONMENTALSECRETSKILL

Skillset: Diplomacy
Actions: 1 minute Plus
Ability: CHA
DC: Will DC (Target)
Short Description: Impress a target to improve their Attitude to you.
Requirements: The target must be able to see, hear, and understand you. You are not in the middle of Combat.


You spend at least 1 minute interacting with one creature, during which you engage in charismatic overtures, flattery, and other acts of goodwill. Attempt an Impress [Diplomacy] Check against the Will DC of one target, modified by any circumstances by the GM. This Action cannot be used in the middle of Combat.Changing AttitudesYour influence on NPCs is measured with a set of Attitudes that reflect how they view your Character. These are only brief summaries of a creature’s disposition. The GM will supply additional nuance based on the history and beliefs of the Characters you’re interacting with, and their Attitudes can change by the story.The Attitudes are detailed in the Conditions Appendix and are summarised here.• Helpful: Willing to help you and responds favourably to your requests. (-10 to All [Diplomacy] DCs)
• Friendly: Has a good Attitude toward you but won’t stick their neck out to help you. (-5 to All [Diplomacy] DCs)
• Indifferent: Doesn’t care about you either way. (Most NPCs start Indifferent.)
• Unfriendly: Dislikes you and doesn’t want to help you. (+5 to All [Diplomacy] DCs)
• Hostile: Actively works against you—and might attack you just because of their dislike. (+10 to All [Diplomacy] DCs)
You cannot change the Attitude of a Player Character with these Skills. Instead, you can roleplay interActions with player Characters, and even use Impress Results if the player wants a mechanical sense of how convincing or charming a Character is, but players make the ultimate decisions about how their Characters respond.


Degrees of Success

Critical SuccessThe target’s Attitude toward you improves by two steps.
SuccessThe target’s Attitude toward you improves by one step.
FailureThe target’s Attitude toward you remains unchanged.
Critical FailureThe target’s Attitude toward you decreases by one step. Additionally, you can't Impress that target again for 1 day.

Lore Bonus Examples

Etiquette [Anthropology] for understanding social customs.
Nobility [Anthropology] for navigating aristocratic circles.
Literature [Artistry] for crafting eloquent speeches..

Special

If you have the Courtly Graces Feat, you gain a +2 Circumstance Bonus to Impress [Diplomacy] Checks against nobles, royalty, and others who expect such behaviour. If you have the Hobnobber Feat, you gain a +2 Circumstance Bonus to Impress [Diplomacy] Checks against common folk and those who would be impressed by tales of adventure and daring deeds.


Gossip

Gossip - Skill Activity
AUDITORYCHECKCONCENTRATEEXPLORATIONLINGUISTICSECRETSKILL

Skillset: Diplomacy
Actions: 1 hour Plus
Ability: CHA
DC: Gossip DC (GM, Rarity, Complexity, Specificity)
Short Description: Gather information about a topic or individual
Requirements: You need to spend at least <code>1 hour</code> talking to people and gathering rumours.


You gather information about a specific topic or individual. The GM determines the Gossip DC of the based on the rarity and obscurity of the information you are seeking. You attempt a Gossip [Diplomacy] Check against the determined Gossip DC. If you are not seeking information on something specific, the Gossip DC Modifier is +5 and the GM divulges relevant information based on the general result.


Degrees of Success

Critical SuccessThe Character Gains a wealth of accurate information about the topic or individual, and may gain additional benefits as determined by the GM.
SuccessThe Character gathers useful information about the topic or individual. The GM determines the specifics.
FailureThe Character is unable to gather any useful information about the topic or individual.
Critical FailureThe Character collects incorrect or misleading information about the topic or individual.

Sample DCs

Trivial (DC 5)Common knowledge about a well-known topic or individual.
Easy (DC 10)Basic information about a moderately well-known topic or individual.
Moderate (DC 15)More detailed information about a somewhat obscure topic or individual.
Hard (DC 20)In-depth knowledge about a very obscure or secretive topic or individual.
Severe (DC 25)Highly sensitive or classified information about a guarded topic.
Extreme (DC 30)Top-level classified information about a highly restricted topic.
Ridiculous (DC 40)Information so secret that it is almost impossible to obtain.
ImpossibleInformation that cannot be obtained through normal means.

Lore Bonus Examples

Sociology [Anthropology] for understanding social networks.
History [Archaeology] for uncovering past events.
Corruption [Criminology] for accessing illicit sources..

Special

If you have the Emissary of Peace Skill Feature, you can use your Proficiency in Negotiate [Diplomacy] the Forge Peace Skill Activity.


Negotiate

Negotiate - Skill Activity
AUDITORYCHECKCONCENTRATELINGUISTICMENTALSKILL

Skillset: Diplomacy
Actions: 1 minute Plus
Ability: CHA
DC: Negotiate DC (Target) + Negotiate DC Modifier (GM, Stakes, Complexity)
Short Description: Get a better deal by negotiating with a Character.
Requirements: The target must be able to communicate effectively with you, and both parties must be somewhat willing to reach an agreement.


You engage in a negotiation, which involves discussing terms, making offers, and seeking agreements on prices or other deals. The negotiation can be about a wide range of subjects, from haggling over the price of goods to settling the terms of a treaty. You attempt a Negotiate [Diplomacy] Check against the targets Negotiate [Diplomacy] DC, with a Modifier determined by the GM based on the complexity of the negotiation and the stakes involved. Modifiers to the Negotiate DC may apply based on the target's familiarity with the subject matter, their current needs, and the cultural or social context of the negotiation. Additionally, various Feats, abilities, or circumstances can affect the outcome of the negotiation, either by providing bonuses to the negotiating Character or penalties to the opposing party. The DC of the check is also affected by the Creature’s Attitude towards you (see entry for Impress).


Degrees of Success

Critical SuccessYou achieve a result that significantly favours your position. The target agrees to your terms with favourable Conditions or concessions.
SuccessThe target agrees to your terms, or a fair compromise is reached.
FailureThe negotiation stalls or the target refuses your terms. However, they may be open to future negotiations or alternative proposals.
Critical FailureThe negotiation breaks down completely. The target's Attitude toward you might worsen, and they may refuse any further negotiation on this matter.

Sample DC Modifiers

Low StakesDC -4 for simple negotiations with very low stakes, such as bartering for common goods at a market.
Moderate StakesDC +0 for negotiations with moderate stakes, such as settling the price for rare items.
Significant ConsequencesDC +4 for significant negotiations with notable consequences.
Major ImpactDC +8 for high-stake negotiations that can have a major impact.
Multiple PartiesDC +12 for complex negotiations involving multiple parties or high-value deals.
Far-Reaching ConsequencesDC +16 for critical negotiations with far-reaching consequences.
Extreme PersuasionDC +20 for nearly impossible negotiations demanding extreme persuasion.

Lore Bonus Examples

Economics [Economics] for understanding market forces.
Law [Criminology] for interpreting contracts.
Persuasion [Philology] for crafting compelling arguments..

Special

You can use your Negotiate Proficiency for the Forge Peace Skill Activity.


Request

Request - Skill Activity
AUDITORYCHECKCONCENTRATELINGUISTICMENTALSKILL

Skillset: Diplomacy
Actions: Single Action Plus
Ability: CHA
DC: Activity DC (Complexity)
Short Description: Make a request of another Character.
Requirements: The target must be willing to consider your request, and the request must be presented in a way that aligns with their current beliefs and values. This Action cannot be used in the middle of combat.


You can make a request of a Character. You must couch the request in terms that the target would accept given their current Attitude toward you. The GM sets the Request DC based on the difficulty of the request. Some requests are unsavoury or impossible, and even a helpful Character would never agree to them. Making a request during Combat incurs a -5 Request [Diplomacy] Check Penalty. The Request DC of the check is also affected by the Character’s Attitude towards you (see entry for Impress).


Degrees of Success

Critical SuccessThe target agrees to your request without any added provisions or alterations.
SuccessThe target agrees to your request, but they might demand added provisions or alterations to the request.
FailureThe target refuses the request, though they might propose an alternative that is less extreme.
Critical FailureNot only does the target refuse the request, but their Attitude toward you decreases by one step due to the temerity of the request.

Sample DCs

Trivial (DC 5)Asking for a minor favour that doesn't inconvenience the target in any way, such as borrowing a pencil or asking for directions.
Easy (DC 10)Asking for a moderate favour that takes some effort or time from the target, such as helping you move furniture or lending you a small sum of money.
Moderate (DC 15)Asking for a significant favour that requires the target to go out of their way or risk something important, such as putting their reputation on the line for you or revealing a minor secret they have been keeping.
Hard (DC 20)Asking for a significant favour that requires the target to risk something important or potentially risk their life.
Severe (DC 25)Asking for a major favour that would have an impact on the target's life or goals.
Extreme (DC 30)Asking for a major favour that would significantly impact the target's life or goals, such as convincing a noble to betray their liege or convincing a cultist to leave their organisation.
Ridiculous (DC 40)Asking for a life-threatening or a life-altering favour that would completely change the target's circumstances, such as asking a king to abdicate their throne.
ImpossibleAsking for a favour that is completely absurd and impossible, such as requesting someone to fly.

Lore Bonus Examples

Ethics [Philosophy] for understanding moral obligations.
Theology [Philosophy] for appealing to religious beliefs.
Nobility [Anthropology] for understanding social hierarchies..

Special

If you have the No Cause for Alarm Feat, you can use your Request [Diplomacy] Proficiency to try and reduce panic in a Creature.No Cause for AlarmYou attempt to reduce panic. Attempt a Request [Diplomacy] Check, comparing it to the Will DC of creatures in a 10 foot Emanation around you who are Frightened. Each of them is temporarily immune to further uses of No Cause for Alarm for 1 hour.• Critical Success: The target is no longer Frightened and is temporarily immune to further uses of No Cause for Alarm for 1 hour.
• Success: The target is no longer Frightened.
• Failure: The target is still Frightened.
• Critical Failure: The target is still Frightened, and they are permanently immune to further No Cause for Alarm [Diplomacy] Checks until they lose their Frightened Condition.
.



Investigation

Analyse

Analyse - Skill Activity
CHECKCONCENTRATEEXPLORATIONSECRETSKILL

Skillset: Investigation
Actions: 1 minute Plus
Ability: INT
DC: Analyse DC (Complexity)
Short Description: Examine the details of some data or clue.
Requirements: You have already located or are in possession of some data or a clue.


You spend 1 minute or more examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.Whenever you attempt an Analyse [Investigation] Check to investigate a designated subject, you gain a +2 Circumstance Bonus to the check. You can maintain two active investigations at a time. If you pursue another lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't pursue that lead again until after the next time you make your daily preparations.


Degrees of Success

Critical SuccessThe Character uncovers a significant piece of information related to your question or topic. Provides them with a detailed answer or additional clues .
SuccessThe Character uncover a piece of information related to your question or topic. Provides them with a general answer or a few basic clues.
FailureThe Character does not uncover any useful information and their investigation ends for the moment.
Critical FailureThe Character misinterprets the clues or accidentally destroy them, making it harder to uncover information related to their question or topic. You may provide them with false information or lead them down the wrong path.

Sample DCs

Trivial (DC 5)Determine if a clue is significant or not.
Easy (DC 10)Determine the age, origin, or source of a clue.
Moderate (DC 15)Determine the purpose, meaning, or context of a clue.
Hard (DC 20)Determine the identity, location, or activity of a person or object related to the clue.
Severe (DC 25)Uncover a hidden or secret message within the clue.
Extreme (DC 30)Uncover a complex or encrypted message within the clue.
Ridiculous (DC 45)Uncover a message that has been deliberately hidden or disguised, and requires the assistance of other investigation or Lore Skills to fully decipher.
ImpossibleThe clue is indecipherable.

Lore Bonus Examples

Law [Criminology] for analysing legal documents.
Engineering [Natural Philosophy] for analysing mechanical devices.
Magic [Entertainment] for analysing magical effects..

Detect

Detect - Skill Activity
CHECKCONCENTRATESECRETSKILL

Skillset: Investigation
Actions: Single Action
Ability: INT
DC: Detect DC (Environment or Target)
Short Description: Scan a target for exploitable vulnerabilities.
Requirements: You can clearly see your surroundings.


You quickly assess your target, scanning for exploitable vulnerabilities. The Detect DC for the Detect [Investigation] Check is determined by the target's level of deception, concealment, or protection. For example, the DC to spot a loose brick in a wall may be Trivial (DC 5), while the DC to identify a weak spot in a heavy armour may be Severe (DC 25). For a combatant that is actively trying to hide their vulnerability, they can add their Deception Modifier to the DC The weakness can be communicated with a Free Action. If the opponent hears this, they may be able to nullify the advantage.


Degrees of Success

Critical SuccessYou spot an immediately exploitable weakness, granting Advantage on the roll to exploit it.
SuccessFor a static weakness, you gain a general idea of what the weakness is and any relevant information, such as how to bypass a security system or the best way to damage a structure. For an opponent, you spot a weakness but not the best way to exploit it.
FailureYou are unable to spot any weaknesses in the target and gain no information.
Critical FailureYou believe a false weakness exists, granting Disadvantage on the roll to exploit it.

Sample DCs

Trivial (DC 5)Spotting a loose brick in a wall.
Easy (DC 10)Identifying an unsecured door in a building.
Moderate (DC 15)Spotting a weak spot in a piece of armour.
Hard (DC 20)Identifying a concealed trap in a room.
Severe (DC 25)Spotting a weak point in a heavily fortified structure.
Extreme (DC 30)Identifying a vulnerability in an arcanely-protected object.
Ridiculous (DC 45)Finding a vulnerability in an ancient artifact that has been hidden for centuries.
ImpossibleSpotting a weakness that does not exist.

Lore Bonus Examples

Fortification [Warfare] for detecting structural weaknesses.
Mechanics [Natural Philosophy] for detecting mechanical flaws.
Magic [Entertainment] for detecting magical vulnerabilities..

Research

Research - Skill Activity
CONCENTRATEEXPLORATIONSECRETSKILL

Skillset: Investigation
Ability: INT
Short Description: Conduct research to find information or gain lore proficiency.


The Research [Investigation] Skill Activity allows Characters to delve into various forms of knowledge. It encompasses short-term efforts to find specific facts, medium-term study to gain Proficiency in Lore Topics, and long-term dedication to master Lore Subjects.




Short-Term Research

Duration: 1 hour Plus
Traits: Concentrate, Skill, Exploration, Secret
DC: Research DC (GM sets based on obscurity of information and quality of resources)
Requirements: You have access to a library, archive, or other reservoir of knowledge.


You dedicate at least 1 hour to research to trying to gain very specific information. You attempt a check against the Research DC. The GM sets both the DC and required time based on the obscurity of the information desired and the quality of the resources you have available.


Degrees of Success

Critical SuccessYou find exactly what you're looking for and the GM will give the sought for information truthfully. You also gain Advantage on any further Research [Investigation] Checks related to the topic for 1 day.
SuccessYou find some useful information and gain Advantage on any further Research [Investigation] Checks related to the topic for 1 day.
FailureYou fail to find any relevant information.
Critical FailureYou find false or misleading information and may be convinced that the knowledge is true.

Sample DCs

Trivial (DC 5)Finding a simple and common fact in a well-known book.
Easy (DC 10)Finding a piece of information in a more obscure source.
Moderate (DC 15)Researching a rare and specific piece of information.
Hard (DC 20)Piecing together information from several different sources to gain a deeper understanding of a topic.
Severe (DC 25)Deciphering a complex code or language to gain access to hidden knowledge.
Extreme (DC 30)Uncovering a long-lost secret or discovering a new breakthrough in a field of study.
Ridiculous (DC 40)Uncovering a legendary lost artifact or deciphering an alien language.
ImpossibleAttempting to learn a Skill that is impossible to learn through research alone.


Research Lore Topic

Duration: 1-4 hours
Traits: Concentrate, Skill, Exploration
DC: Research DC (Determined by Proficiency Rank desired, modified by Teacher/Resource quality)
Requirements: You have access to a library, archive, other reservoir of knowledge, or a competent Teacher.


You dedicate a period of time in active research to gain or increase your Proficiency Rank in a particular Lore Topic, attempting a check against the Research DC. The DC is determined by the Proficiency Rank one hopes to gain (refer to Table 5: Train/Learn DC and Required Hours). You can only dedicate up to 4 hours per day to this activity. The time required to gain a Proficiency Rank also depends on the rank you hope to achieve. Researching a Lore Topic requires a Teacher or, if allowed by the GM, adequate research material where the Quality Rank of the Research Material acts as the Proficiency Rank of a Teacher. The Proficiency of the Teacher affects the Research DC: -5 DC for each Proficiency Rank the Teacher is above the Researcher; +10 DC for each Proficiency Rank the Teacher is below. Combining this with the Teach [Leadership] Skill Activity from a Teacher with at least one Proficiency Rank higher grants advantage on the roll.


Degrees of Success

Critical SuccessYou study hard and keep focus, gaining double the time spent researching towards your total.
SuccessYou gain the time spent researching, adding it to your total for the relevant Lore Topic.
FailureYou lose focus and fail to retain the knowledge.
Critical FailureYou misunderstand the resources and lose the time spent researching.

Special

This Skill Activity can be retried, but you cannot exceed a total of 4 hours of research per day.This activity can be aided by the Teach [Leadership] Skill Activity.




Research Lore Subject

Duration: 1-14 days
Traits: Concentrate, Skill, Downtime
DC: Study DC (Determined by Proficiency Rank desired, modified by Teacher/Resource quality
Requirements: You have access to a library, archive, a teacher, or other reservoir of knowledge.


You dedicate a lengthy period (1-14 days, assuming roughly 8 hours per day) to independent research or guided learning to gain or increase your Proficiency in a Lore Subject. Attempt a check against the Study DC, determined by the Proficiency Rank one hopes to gain. The Proficiency of the Teacher affects the Study DC: -5 DC for each Proficiency Rank the Teacher is above the Researcher; +10 DC for each Proficiency Rank the Teacher is below. Combining this with the Teach [Leadership] Skill Activity from a Teacher with at least one Proficiency Rank higher grants advantage on the roll.


Degrees of Success

Critical SuccessYou study hard and keep focus, gaining double the time spent researching towards your total.
SuccessYou gain the time spent researching, adding it to your total for the relevant Lore Subject.
FailureYou lose focus and fail to retain the knowledge.
Critical FailureYou misunderstand the resources and lose the time spent researching.

Special

This activity can be aided by the Teach [Leadership] Skill Activity.


Lore Bonus Examples

Literature [Artistry] for finding obscure texts.
History [Archaeology] for understanding historical context.
Linguistics [Anthropology] for deciphering ancient languages..

Seek

Seek - Skill Activity
CHECKEXPLORATIONMANIPULATESECRETSKILL

Skillset: Investigation
Actions: Single Action
Ability: INT
DC: Stealth (Target) OR Hidden DC (item)
Short Description: Find creatures or items by scanning an area.
Requirements: You can clearly see your surroundings.


You scan an area for signs of creatures or objects. If you're looking for creatures, choose an area you're scanning. If precision is necessary, the GM can have you select a 30 feet cone or a 15 feet burst within line of sight. You might take a penalty if you choose an area that's far away. If you're using Seek to search for objects (including secret doors and hazards), you search up to a 10 feet square adjacent to you.The GM might determine you need to Seek as an activity, taking more Actions or even minutes or hours if you're searching a particularly cluttered area. In this case: you want to be thorough and guarantee you checked everything, you need to travel at a Speed of no more than 300 feet per minute, or 150 feet per minute to ensure you check everything before you walk into it. You can always move more slowly while Searching to cover the area more thoroughly, and the Expeditious Search Feat increases these maximum Speeds. If you come across a secret door, item, or hazard while Searching, the GM will attempt a free secret check to Seek to see if you notice the hidden object or hazard. In locations with many objects to search, you must stop and spend significantly longer to search thoroughly.The GM attempts a single secret Seek [Investigation] check for you and compares the result to the Stealth DCs of any undetected or hidden creatures in the area or the DC to detect each object in the area (as determined by the GM or by someone Concealing the Object). A creature you detect might remain hidden, rather than becoming observed, if you're using an imprecise sense or if an effect (such as invisibility) prevents the subject from being observed.


Degrees of Success

Critical SuccessIf you were searching for creatures, any undetected or hidden creature you critically succeeded against becomes observed by you. If you were searching for an object, you learn its location.
SuccessIf you were searching for creatures, any undetected creature you succeeded against becomes hidden from you instead of undetected, and any hidden creature you succeeded against becomes observed by you. If you were searching for an object, you learn its location or get a clue to its whereabouts, as determined by the GM.
FailureThe Character fails to find the object or better detect the creature.
Critical FailureThe Character may fail to find the right object or creature becomes even harder to detect (observed to undetected, undetected to hidden) or another bad effect happens because of the Characters attempt to seek.

Sample DCs

Trivial (DC 5)A large object in plain sight.
Easy (DC 10)A small object in a cluttered room.
Moderate (DC 15)A hidden object behind a false wall.
Hard (DC 20)A well-hidden object in a secure location.
Severe (DC 25)An expertly concealed object that blends in with its surroundings.
Extreme (DC 30)An object hidden using magic or advanced technology.
Ridiculous (DC 45)An object hidden in another dimension or plane of existence.
ImpossibleAn object that does not exist.

Lore Bonus Examples

Sociology [Anthropology] for understanding social dynamics.
Psychology [Physiology] for predicting behaviour.
Cartography [Geography] for navigating unfamiliar areas..

Appraise

Appraise - Skill Activity
CHECKCONCENTRATESECRETSKILL


Skillset: Society
Actions: Single Action
Ability: INT
DC: Appraise DC (item OR GM{Rarity, Complexity, Obscurity})
Short Description: Learn an items monetary or cultural value and significance.
Requirements: You can examine the item closely and could know of it’s value or significance.


You use your knowledge of market trends, craftsmanship, and historical significance to evaluate the value and importance of an item. The DC for the Appraise Skill is determined by the Rarity, complexity, or obscurity of the object being appraised. A successful Appraise [Society] Check can also provide insight into the object's history or previous ownership. If the object is magical, the DC is increased by the Arcane Prowess of the Item. The Appraise Skill Activity differs from the Study Item Skill Activity in that it offers knowledge of societal value and significance rather than items intrinsic properties.


Degrees of Success

Critical SuccessYou not only determine the item’s value and significance, but also uncover hidden factors such as magical properties, hidden compartments, or false bottoms. Additionally, you may be able to identify potential buyers or sellers for the object and gain bonuses to future negotiations.
SuccessYou determine the item’s value and significance, gaining insight into its craftsmanship, rarity, or historical context. Additionally, you may be able to identify potential buyers or sellers for the Item.
FailureYou are unable to accurately determine the object's value or significance and may even make an incorrect assessment. Additionally, you may be misled by false information or rumours about the object.
Critical FailureYou not only fail to determine the object's value or significance, but also Damage or Destroys the Item in the process.

Sample DCs

Trivial (DC 5)Evaluating a common household item or jewellery piece.
Easy (DC 10)Identifying the craftsmanship and value of a rare antique or artwork.
Moderate (DC 15)Assessing the historical or cultural significance of an ancient relic or artifact.
Hard (DC 20)Determining the magical properties and value of a minor magical item or enchanted weapon.
Severe (DC 25)Identifying the provenance and ownership history of a rare and valuable item, such as a stolen artifact or smuggled treasure.
Extreme (DC 30)Appraising the value and properties of a major magical artifact, such as a legendary staff or holy relic.
Ridiculous(DC 45)Determining the value and significance of a one-of-a-kind item, such as a unique painting or rare gemstone, that has been lost or hidden for centuries.
ImpossibleAppraising the value and significance of an item that is completely unknown or alien to the Character's culture and experience.

Lore Bonus Examples

Economics [Economics] for understanding market values.
History [Archaeology] for understanding historical significance.
Artistry [Artistry] for understanding artistic merit..

Leadership

Practise

Practise - Skill Activity
CHECKCONCENTRATEEXPLORATIONSKILL

Skillset: Investigation
Actions: 1-4 hours
Ability: INT
DC: Practise DC (Self Proficiency, Trainer Proficiency)
Short Description: Advance your proficiency in a skill activity.
Requirements: You have access to a library, archive, training equipment, or a teacher.


You dedicate a period of time in active training to gain or increase your Proficiency Rank in a particular Skill Activity or Narrow Skill attempting a check against the Practise DC, as determined by the Proficiency Rank one hopes to gain. You can only dedicate up to 4 hours per day to this Action. The time required to gain a Proficiency Rank also depends on the rank you hope to achieve. Training a Skill Activity requires a Trainer or in some cases, if allowed by the GM, adequate training resources that will have a Train Proficiency as if the resource was a Trainer. The Proficiency of the Trainer affects the Train DC significantly. Every Proficiency Rank above the trainees Proficiency Rank that the Trainer possesses incurs a -5 modifier to the Practise DC. Every Proficiency Rank below the trainees Proficiency that the Trainer possesses incurs a +10 modifier instead. One cannot practise or research to gain the Natural Proficiency.


Degrees of Success

Critical SuccessYou train hard and keep focus, gaining double the Training Hours spent practising towards your total.
SuccessYou gain the Training Hours spent practising, adding them to your total for the relevant Skill.
FailureYou lose focus and fail to retain what you've learned.
Critical FailureYou misunderstand the concepts and lose the Training Hours spent practising.

Lore Bonus Examples

Theology [Philosophy] for understanding religious motivations.
Psychology [Physiology] for understanding mental states.
Etiquette [Anthropology] for understanding social norms..

Special

Combining this Skill with the Teach Activity from your Trainer who has at least one Proficiency Rank higher than your own in the Skill you wish to train in can aid the Practise [Investigation] Check, granting Advantage on the roll.One can also practise during Downtime, treating each day as 4 hours towards the total when taking 10 as the die roll for all days or 2 hours towards the total if automatically succeeding each day. In this way, it would take 20 days to advance to Trained Proficiency. It would require 2500 days (~8 years) to advance to Legendary Proficiency in a Skill if the Character had at least a Practise modifier of 20, or a total of 5000 days (~15 years) if the player had a Practise Modifier less than 30.


Counsel

Counsel - Skill Activity
AUDITORYCHECKCONCENTRATEEXPLORATIONLINGUISTICMENTALSKILL

Skillset: Leadership
Actions: 1-4 hours
Ability: CHA
DC: IR DC Formula
Short Description: Offer mental support to a target dealing with Insanity.
Requirements: The target must be willing to receive counsel from you.


You offer mental support and advice to a target who is dealing mental strain. Perform a Counsel [Leadership] Check to attempt to recover a Character’s gained Insanity Ranks through dedicated treatment. Recovering Insanity Ranks is done one rank at a time, taking 10 hours of dedicated treatment per rank. For example, recovering from Insanity Rank 4 (Fractures) to Insanity Rank 3 (Whispers) would take 10 ⋅ 4 = 40 hours of dedicated care. Hours spent in recovery don’t have to consecutive and can spread over long time periods, being tracked within a ‘Care Pool’. Each period of care (up to 4 hours) requires a Counsel [Leadership] Check. The Insanity Rank recovery DC — DC<sub>IRC</sub> — depends on the Characters current Insanity Rank — IR — as well as the maximum Insanity Rank, they have ever achieved — IR<sub>MAX</sub> . Use The following formula to determine the DC:DC<sub>IRC</sub> = 10 + 2(IR) + 5(IR<sub>MAX</sub>-IR)


Degrees of Success

Critical SuccessThe patient gains twice the spent hours in counselling towards their Care Pool and gains a +2 Morale Bonus to all Mental Effect saves for the next 24 hours.
SuccessThe patient gains the spent hours in counselling towards the Care Pool and gains a +1 Morale Bonus to all Mental Effect saves for the next 24 hours.
FailureThe patient gains no hours towards their Care Pool.
Critical FailureThe patient loses half the spent hours in counselling towards the Care Pool. If this causes the Care Pool to go negative, the Characters Insanity Rank increases by 1.

Lore Bonus Examples

Psychology [Physiology] for understanding mental health.
Theology [Philosophy] for understanding spiritual crises.
Sociology [Anthropology] for understanding social support systems..

Discover

Discover - Skill Activity
CHECKCONCENTRATESECRETSKILL

Skillset: Leadership
Actions: 1 minute Plus
Ability: CHA
DC: Discover DC (Target)
Short Description: Watch a Character to learn more about their preferences.
Requirements: You have a clear view of a Sentient Character.


You watch or study a Character to learn more about their preferences, motivations, and potential weaknesses. Choose a Character and attempt a Discover [Leadership] check against the Discover DC, typically found in the Character’s Influence Stat Block. This activity requires careful observation of the target's behaviour, interActions, and expressed opinions. The GM may adjust the DC based on the target's awareness of being observed or their Skill at concealing their true nature.


Degrees of Success

Critical SuccessChoose two of the following: You learn which Skill that can Influence the Character has the lowest DC (skipping any Skills that you already know), one of the Character’s personal biases, one of the Character’s Resistances, or one of the Character’s Weaknesses. You can choose the same option twice to learn two pieces of information from the same category.
SuccessChoose one of the following: You learn which Skill that can Influence the Character has the lowest DC (skipping any Skills that you already know), one of the Character’s personal biases, one of the Character’s Resistances, or one of the Character’s Weaknesses.
FailureYou learn no information.
Critical FailureChoose one of the following: You learn which Skill that can Influence the Character has the lowest DC (skipping any Skills that you already know), one of the Character’s personal biases, one of the Character’s Resistances, or one of the Character’s Weaknesses. However, the learned information is incorrect. For instance, you might think the Character is susceptible to flattery when the Character is resistant to flattery.

Lore Bonus Examples

Psychology [Physiology] for understanding motivations.
Sociology [Anthropology] for understanding social biases.
Business [Administration] for understanding economic incentives..

Special

If you have the Biographical Eye Skill Feature, you can use your Proficiency in Discover [Leadership] to use the Biographical Eye Activity.


Strategize

Strategize - Skill Activity
AUDITORYCHECKCONCENTRATEEMOTIONENCOUNTERLINGUISTICMENTALSKILLVISUAL

Skillset: Leadership
Actions: Single Action Plus
Ability: CHA
DC: Command DC (Respect, Complexity)
Short Description: Suggest an advantageous tactic to your allies.
Requirements: You must be able to communicate with and be seen or heard by allies who can see or hear you. If desired by the GM, you must express what this tactic is.


You suggest a tactic to your allies that they can use during their next turn. If the tactic doesn't make sense or can't be applied in the current situation, this Action has no effect. As with Motivate, the DC is based on how receptive the audience may be to your leadership but can also be influenced by the complexity, effectiveness, risks, and creativity of the tactic being suggested (Suggested DC range of 15-25). If no specific tactic is suggested, it could instead be influenced by the number of allies affected, and the difficulty of the situation. Strategize can be used on Player Characters to try and provide the bonus, but Player Characters are never compelled to follow the tactic no matter what the roll result.


Degrees of Success

Critical SuccessThe target follows your suggested tactic without question and gains a +2 Circumstance Bonus and Advantage to all their rolls that are related to the tactic until the end of their next turn.
SuccessThe target follows your suggested tactic and gain a +2 Circumstance Bonus to all rolls related to the tactic until the end of their next turn.
FailureA non-player target is also not compelled to follow the suggested tactic. The target does not gain any bonus if they do follow the tactic.
Critical FailureA non-player targe refuses the suggested tactic, and you temporarily lose respect and can't use this Action again on the same allies for 1 hour.

Lore Bonus Examples

Theology [Philosophy] for understanding moral codes.
Psychology [Physiology] for understanding learning styles.
Etiquette [Anthropology] for understanding cultural norms..

Teach

Teach - Skill Activity
AUDITORYCHECKCONCENTRATEEXPLORATIONLINGUISTICMENTALSKILLVISUAL

Skillset: Leadership
Actions: 1-4 hours
Ability: CHA
DC: 10 (Teacher's roll is modified by their Teach [Leadership] Proficiency; DC may be adjusted by circumstances)
Short Description: Train/Teach another Character in a Skill/knowledge.
Requirements: You must have a student who is concurrently using the Practise [Investigation] or Research [Investigation] Skill Activity. Your Proficiency in the specific Skill Activity, Narrow Skill, Lore Subject, or Lore Topic being taught influences the student's learning DC (see the Practise and Research Activities).


You dedicate time to train another Character in a particular Skill or Lore they are actively trying to learn via Practise or Research. Your effectiveness is determined by a Teach [Leadership] Check. The base DC for this check is 10. Other circumstances (GM discretion) might adjust the DC. Successfully teaching can grant the student Advantage on their learning check and potentially increase the effectiveness of their study hours. Note that your Proficiency in the *Skill being taught* also affects the student's base learning DC as described in the Practise [Investigation] and Research [Investigation] Skill Activities. See the full details on the Practise and Research Skill Activities for more information.


Degrees of Success

Critical SuccessYour teaching is exceptionally effective. The student gains Advantage on their Practise [Investigation] or Research [Investigation] Check for this learning session, and the effective number of hours they gain from their successful learning roll is doubled.
SuccessYou successfully aid the student, granting them Advantage on their Practise [Investigation] or Research [Investigation] Check for this learning session.
FailureYour teaching provides no specific mechanical benefit or hindrance to the student's learning attempt for this session.
Critical FailureYour instruction is confusing or misleading. The student gains Disadvantage on their Practise [Investigation] or Research [Investigation] Check for this learning session.

Sample DC Modifiers

Poor Environment+2 to +5 DC if the teaching environment is distracting or unsuitable.
Excellent Materials-2 to -5 DC if exceptional teaching aids are available.

Lore Bonus Examples

Theology [Philosophy] for understanding moral codes.
Psychology [Physiology] for understanding learning styles.
Etiquette [Anthropology] for understanding cultural norms..

Special

This activity is used in conjunction with a student's Practise [Investigation] or Research [Investigation] Skill Activity. The impact of the teacher's Proficiency in the *Skill being taught* on the student's learning DC is detailed under those respective activities.



Manoeuvres

Break

Break - Skill Activity
ATTACKCHECKSKILL

Skillset: Manoeuvres
Actions: Single Action
Ability: STR
DC: Break DC (item)
Short Description: Forcefully open a door, window, or container.
Requirements: You must be adjacent to the item you want to force open


Using your body or a tool, you attempt to forcefully open a door, window, container, or heavy gate, and make a check against its Break DC.


Degrees of Success

Critical SuccessYou break the door, window, container, or gate open, and the item or items inside have a 25% chance to take damage or gain the broken Condition.
SuccessYou break the door, window, container, or gate open, and the item or items inside have a 75% chance to take damage or gain the broken Condition.
FailureYou fail to open the item.
Critical FailureYou jam the object shut, imposing Disadvantage on future attempts to force it open.

Sample DCs

Trivial (DC 5)An unlocked door or window.
Easy (DC 10)A simple lock or a window with a stuck latch.
Moderate (DC 15)A locked door or window, or a chest with a simple lock.
Hard (DC 20)A strong locked door or window, or a chest with a complex lock.
Severe (DC 25)A reinforced door or window, or a chest with a magical lock.
Extreme (DC 30)A vault door or window, or a chest with an enchanted lock.
Ridiculous (DC 40)A door or window made of adamantium, or a chest with an artifact-level lock.
ImpossibleA thick wall, or any object beyond the means of a few people.

Lore Bonus Examples

Weaponry [Warfare] for understanding weapon mechanics.
Tactics [Warfare] for predicting opponent's moves.
Anatomy [Physiology] for targeting weak points..

Special

Without a crowbar, prying something open takes a -4 item penalty to the check.


Disarm

Disarm - Skill Activity
ATTACKCHECKSKILL

Skillset: Manoeuvres
Actions: Single Action
Ability: STR
DC: Reflex (Target)
Short Description: Knock something out of a creature's grasp.
Requirements: You must have at least one hand free, and the target must be wielding an item in their hand. The target cannot be more than one size larger than you.


You try to knock an item out of an opponent’s grasp. Attempt a Disarm [Manoeuvres] check against the opponent’s Reflex DC.


Degrees of Success

Critical SuccessYou Disarm the opponent, and the item falls to the ground in the opponent’s Space OR you can also choose to pick up the item as a Reaction.
SuccessYou weaken your target's grasp on the item. Until the start of that Creature's turn, attempts to Disarm the target of that item gain a +2 Circumstance Bonus, and the target takes a -2 Circumstance Penalty to attacks with the item or other checks requiring a firm grasp on the item.
FailureYou fail to weaken your opponent’s grip of the item.
Critical FailureYou lose your balance and become Off-Guard until the start of your next turn.

Lore Bonus Examples

Anatomy [Physiology] for understanding grappling techniques.
Tactics [Warfare] for controlling opponent's movement.
Psychology [Physiology] for anticipating opponent's reactions..

Special

A Rogue with the Thief Racket gains a +2 Circumstance Bonus to Disarm [Manoeuvres] checks.


Grapple

Grapple - Skill Activity
ATTACKCHECKSKILL

Skillset: Manoeuvres
Actions: Single Action
Ability: STR
DC: Fortitude (Target)
Short Description: Grab an opponent with a free hand.
Requirements: You have at least one free hand or have your target grappled or restrained. Your target isn't more than one Size larger than you.


You attempt to grab an opponent with your free hand. Attempt a Grapple [Manoeuvres] Check against the target’s Fortitude DC. You can also Grapple to keep your hold on a Creature you already Grabbed.


Degrees of Success

Critical SuccessYour opponent is Restrained until the end of your next turn unless you move or your opponent escapes
SuccessYour opponent is Grabbed until the end of your next turn unless you move or your opponent escapes.
FailureYou fail to grab your opponent. If you already had the opponent Grabbed or Restrained using a Grapple, those Conditions on that creature end.
Critical FailureIf you already had the opponent Grabbed or Restrained, it breaks free. Your target can either grab you, as if it succeeded at using the Grapple Action against you or force you to fall and land Prone.

Lore Bonus Examples

Tactics [Warfare] for creating space.
Anatomy [Physiology] for understanding balance.
Mechanics [Natural Philosophy] for understanding force and momentum..

Shove

Shove - Skill Activity
ATTACKCHECKSKILL

Skillset: Manoeuvres
Actions: Single Action
Ability: STR
DC: Fortitude (Target)
Short Description: Push a creature away from you.
Requirements: You have at least one hand free. The target can’t be more than one size larger than you.


You push an opponent away from you. Attempt a Shove [Manoeuvres] Check against your opponent’s Fortitude DC.


Degrees of Success

Critical SuccessYou push your target up to 10 feet away from you. You can Stride after it, but you must move the same distance and in the same direction.
SuccessYou push your target back 5 feet. You can Stride after it, but you must move the same distance and in the same direction.
FailureYou fail to shove your opponent.
Critical FailureYou lose your balance, fall, and land prone.

Lore Bonus Examples

Anatomy [Physiology] for understanding balance.
Tactics [Warfare] for disrupting opponent's stance.
Mechanics [Natural Philosophy] for understanding leverage..

Special

The Shove Skill Activity can force a Creature to Move. When an effect forces you to Move, or if you start falling, the distance you move is defined by the effect that moved you, not by your Speed. Because you’re not acting to move, this doesn’t trigger Reactions triggered by Movement.


Trip

Trip - Skill Activity
ATTACKCHECKSKILL

Skillset: Manoeuvres
Actions: Single Action
Ability: STR
DC: Reflex (Target)
Short Description: Sweep your opponent’s legs and trip them up
Requirements: You have at least one hand free, and the target must be standing on a surface that can be tripped (e.g., not flying or hovering). The target must be no more than one size larger than you, and you must be able to reach the target’s legs with a leg sweep or similar manoeuvre.


You try to sweep your opponent’s legs and trip them up. Attempt a Trip [Manoeuvres] Check against the target’s Reflex DC.


Degrees of Success

Critical SuccessThe target falls and lands Prone and takes 1d6 Bludgeoning Damage.
SuccessThe target falls and lands Prone.
FailureYou fail to trip the target.
Critical FailureYou lose your balance and fall and land Prone yourself.

Lore Bonus Examples

Anatomy [Physiology] for understanding ailments.
Pharmacology [Physiology] for understanding treatments.
Disease [Veneficium] for understanding disease progression..

Medicine

Diagnose

Diagnose - Skill Activity
CHECKCONCENTRATEEXPLORATIONHEALINGSECRETSKILLVISUAL

Skillset: Medicine
Actions: 1 minute per DC
Ability: WIS
DC: Diagnose DC
Short Description: Assess the nature of a Creature's Ailment.
Requirements: The Creature is willing to be diagnosed and can be clearly observed and interacted with.


You can assess the Condition and nature of a Poison, Disease, Wound, or Mental Effect afflicting a creature. For physical Wounds, the Diagnose DC is half the Wounds on the Creature. For Poisons, Diseases, and Mental Effects, the Diagnose DC is given in their respective entry. For Insanity, the Diagnose DC is the Insanity Rank multiplied by 5.


Degrees of Success

Critical SuccessYou know the exact nature of the Ailment and the best way to treat it. Attempts to treat the Ailment gains Advantage on the Check.
SuccessYou can identify the nature of the Ailment but do not determine the best way to treat it.
FailureYou can identify the broad nature of the Ailment (Poison, Disease, etc).
Critical FailureYou misdiagnose the Ailment. Attempts to treat the Ailment gains Disadvantage on the Check.

Lore Bonus Examples

Anatomy [Physiology] for understanding injuries.
Pharmacology [Physiology] for understanding healing substances.
Tactics [Warfare] for triage in combat..

Special

One must wait at least 1 hour before retrying a Diagnose [Medicine] Check.
Characters with a Lore Skill relevant to the Ailment (Disease, Anatomy, Pharmacology, Psychology, Dietology, Toxicology, Surgery, Psychoactives) gain a +2 Circumstance Bonus to this Check.
Characters with the Healer Background gain a +1 Circumstance Bonus to this Check.
Characters with the Treat Condition Skill Feature can use their Diagnose [Medicine] Proficiency to perform the Treat Condition Activity.


First Aid

First Aid - Skill Activity
CHECKCONCENTRATEEXPLORATIONHEALINGMANIPULATESKILL

Skillset: Medicine
Actions: Two Actions
Ability: WIS
DC: First Aid DC
Short Description: Give first aid to an Dying or Bleeding Creature.
Requirements: You are holding Healer's Tools, or you are wearing them and have a hand free.


You perform first aid on an adjacent Creature that is Dying or Bleeding. If a Creature is both Dying and Bleeding, choose which Ailment you’re trying to treat before you Roll. You can administer first aid again to attempt to remedy the other Effect. • Stabilise: Attempt a First Aid [Medicine] Check on a Creature that has 0 Hit Points and the Dying Condition. The DC is equal to 5 +[creature’s recovery roll DC] (typically 15 +[Dying Rank]). If successful, the Creature loses the Dying Condition (but remains Unconscious).
• Stop Bleeding: Attempt a First Aid [Medicine] Check on a Creature that is taking Persistent Bleed Damage, giving them a chance to make another Flat Check to remove the Persistent Damage. The DC is usually the DC of the Effect that caused the Bleeding. If successful, the Creature attempts a Flat Check to end the Bleeding.


Degrees of Success

Critical SuccessThe Creature loses the Dying Condition, gains Consciousness, and attempts a Check to end the Bleeding.
SuccessIf you’re trying to Stabilise, the Creature loses the Dying Condition (but remains Unconscious). If you’re trying to stop Bleeding, the Creature attempts a Flat Check to end the Bleeding.
FailureThe treatment has no effect on the Creature.
Critical FailureIf you were trying to Stabilise, the Creature’s Dying Ranl increases by 1. If you were trying to stop Bleeding, it immediately takes an amount of Damage equal to its Persistent Bleed Damage.

Lore Bonus Examples

Disease [Veneficium] for understanding disease vectors.
Pharmacology [Physiology] for understanding treatments.
Dietology [Physiology] for understanding immune system..

Special

The Battle Medicine Skill Feat allows you to Treat Wounds within combat using a Single Action.


Treat Disease

Treat Disease - Skill Activity
CHECKCONCENTRATEDOWNTIMEMANIPULATESKILL

Skillset: Medicine
Actions: 1 day per 5 DC
Ability: WIS
DC: Disease DC (Disease)
Short Description: Care for a Diseased Creature.
Requirements: You are holding Healer's Tools, or you are wearing them and have a hand free.


You spend 1 day per 5 DC Points caring for a Diseased Creature. Attempt a Treat Disease [Medicine] Check against the Disease’s DC. After you attempt to treat a Disease for a Creature, you can’t try again until after that Creature’s next Save against the Disease.


Degrees of Success

Critical SuccessYou grant the Creature Advantage on its next Saving Throw against the Disease.
SuccessYou grant the Creature Advantage on its next saving throw against the Disease.
FailureYour treatment is ineffective and has no effect.
Critical FailureYour efforts cause the Creature to gain Disadvantage on its next saving throw against the Disease.

Lore Bonus Examples

Toxicology [Veneficium] for understanding poison effects.
Pharmacology [Physiology] for understanding antidotes.
Anatomy [Physiology] for understanding poison pathways..

Treat Poison

Treat Poison - Skill Activity
CHECKCONCENTRATEENCOUNTERMANIPULATESKILLTENSE

Skillset: Medicine
Actions: Three Actions
Ability: WIS
DC: Poison DC
Short Description: Treat a patient to prevent the spread of a Posion.
Requirements: You are holding Healer's Tools, or you are wearing them and have a hand free.


You treat a patient to prevent the spread of a Poison. Attempt a Treat Poison [Medicine] Check against the Poison DC. After you attempt to treat a Poison for a creature, you can’t try again until after the next time that creature attempts a Saving Throw against the poison.


Degrees of Success

Critical SuccessYou grant the creature Advantage on its next Saving Throw against the Poison.
SuccessYou grant the creature Advantage on its next Saving Throw against the Poison.
FailureYour treatment is ineffective and has no effect.
Critical FailureYour efforts cause the creature to gain Disadvantage on its next Saving Throw against the Poison.

Lore Bonus Examples

Anatomy [Physiology] for understanding injuries.
Pharmacology [Physiology] for understanding healing substances.
Dietology [Physiology] for promoting healing..

Treat Wounds

Treat Wounds - Skill Activity
CHECKEXPLORATIONHEALINGMANIPULATESKILLTENSE

Skillset: Medicine
Actions: 10 minutes
Ability: WIS
DC: 15, can be increased to increase healing
Short Description: Treat the wounds of one injured living creature.
Requirements: You are holding Healer's Tools, or you are wearing them and have a hand free.


You spend 10 minutes treating one injured living Creature (targeting yourself if you so choose). The target is then temporarily Immune to the Treat Wounds activity for 1 hour, but this interval overlaps with the time you spent treating (so a patient can be treated once per hour, not once per 70 minutes). The Treat Wounds DC is usually 15, though the GM might adjust it based on the circumstances, such as treating a patient outside in a storm or treating arcane wounds. If you succeed at your check, you can continue treating the target to grant additional Healing. If you treat them for a total of 1 hour, double the Hit Points they regain from Treat Wounds.


Degrees of Success

Critical SuccessThe target regains 4d8 Hit Points, and its Wounded Condition is removed.
SuccessThe target regains 2d8 Hit Points, and its Wounded Condition is removed.
FailureThe target gains no Hit Points.
Critical FailureThe target takes 1d8 damage.

Lore Bonus Examples

Animal Husbandry [Zoology] for understanding animal behaviour.
Tactics [Warfare] for commanding beasts in battle.
Linguistics [Anthropology] for understanding animal communication.

Nature

Command

Command - Skill Activity
CHECKCONCENTRATESECRETSKILL

Skillset: Nature
Actions: Single Action
Ability: WIS
DC: Will (Target) + Command modifier (Feasability)
Short Description: Issue an order to an animal.
Requirements: You must be within <code>30 feet</code> of an animal that at least Familiar with you, and capable of performing the task you are commanding it to do.


When you command a Creature, you attempt to direct it to perform a specific task. You give the Creature a verbal command, a hand signal, or some other indication of your desire. The Command Animal DC is against the Will DC of the Creature, modified (at GM discretion) by the complexity of the command and how suited the Creature is to perform the task. You automatically fail if the Creature is Hostile or Unfriendly to you. If the Creature is helpful to you, increase your Degree of Success by one step.Most Creatures know the Drop Prone, Leap, Seek, Stand, Stride, and Strike Actions. You must spend multiple Actions to Command the Animal to perform that number of basic Actions on its next turn; for instance, you could spend 3 Actions to Command an Animal to Stride three times or to Stride twice and then Strike.


Degrees of Success

Critical SuccessThe Creature performs the task, and the Command takes 2 fewer Actions (at least a Free Action).
SuccessThe Creature performs the task as you requested on its next Turn.
FailureThe Creature doesn't perform the task, or it may perform a simplified version of the task.
Critical FailureThe Creature misbehaves or misunderstands, and it takes some other Action (determined by GM).

Sample DCs

Trivial (DC 5)Tell a dog to sit or direct a horse to move forward.
Easy (DC 10)Direct a dog to fetch an item or direct a horse to jump over a small fence.
Moderate (DC 15)Command a trained eagle to scout an area or direct a horse to charge into battle.
Hard (DC 20)Command a snake to slither into a small crevice or direct a horse to trample a group of enemies.
Severe (DC 25)Command a wolf to track a scent across a large distance or direct a horse to make a high jump while carrying a heavy load.
Extreme (DC 30)Command a bear to perform a specific task or direct a horse to gallop across a rickety bridge while under heavy fire.
Ridiculous (DC 40)Command a wild boar to perform a task outside of its normal behaviour or direct a horse to run across the surface of a lake while under heavy fire.
ImpossibleCommand a dragon to perform a task outside of its normal behaviour or direct a horse to fly.

Lore Bonus Examples

Animal Husbandry [Zoology] for understanding animal behaviour.
Sailing [Maritime] for mounting sea creatures.
Tactics [Warfare] for commanding beasts in battle..

Special

If you have the Animal Companion Feat, you can command your Animal Companion to perform additional tasks as if it had the Trained Animal Trait, and you gain Advantage on Command [Beastmaster] checks with your Animal Companion


Mount

Mount - Skill Activity
CHECKMOVESKILL

Skillset: Nature
Actions: Single Action Plus
Ability: WIS
DC: Will (Target) + Ride modifier (Feasability)
Short Description: Move onto a creature and ride it.
Requirements: You are adjacent to a creature that is at least one size larger than you and is willing to be your mount.


You attempt to Move onto a Creature and Ride it. A Mount [Nature] Check is made to define how easily you mount the Creature and defines your riding ability while you remain mounted on the Creature for the foreseeable future (i.e., only rechecked if the situation changes). If you’re already mounted, you can use this Action to Dismount, moving off the Mount into a Space adjacent to it. The DC of the check the Mount DC within the Creatures specifications, modified (at GM discretion) by the terrain and how well-trained the Mount is. You automatically Fail if the Animal is Hostile or Unfriendly to you. If the animal is Helpful to you, increase your Degree of Success by one step. Once mounted, you ride the Creature, controlling its movements and using its abilities to gain advantage in combat or travel more quickly.


Degrees of Success

Critical SuccessYou mount the creature within a Single Action, and you and your Mount work together in perfect harmony, gaining a +2 Circumstance Bonus to all Actions involving riding until the check is remade.
SuccessYou mount the creature using Two Actions istead of three.
FailureThe creature resists you mounting it, costing you Three Actions.
Critical FailureYou lose control of your mount, costing you Two Actions and you fall Prone in the process.

Lore Bonus Examples

Ecology [Ecology] for understanding animal habitats.
Zoology [Zoology] for understanding animal behaviour.
Anatomy [Physiology] for understanding animal anatomy..

Study Fauna

Study Fauna - Skill Activity
CHECKCONCENTRATESECRETSKILL

Skillset: Nature
Actions: 1 hour per 5 DC
Ability: WIS
DC: Study Fauna DC (GM, Rarity, Environment)
Short Description: Observe and study a creature to gain understanding
Requirements: You must have access to a Creature and be able to observe it for a prolonged period.


You observe and study the behaviour, anatomy, and habits of a Creature, with the goal of gaining a better understanding of the Creature. You must spend a significant amount of time observing the Creature in its natural habitat, either in the wild or in captivity. The time required to complete this Activity varies depending on the complexity and rarity of the Creature being studied. The GM will set the Study Fauna DC for the task based on the animal's rarity and strangeness, as well as the Character's ability to observe. The DC for a Study Fauna task will depend on the rarity and complexity of the animal being studied. In general, the more unusual or difficult to observe an animal is, the higher the DC will be.


Degrees of Success

Critical SuccessThe Character gains the Adept Rank in the Lore Topic related to the Creature.
SuccessThe Character gains a Trained Rank in the Lore Topic related to the Creature.
FailureThe Character does not gain a Rank in the Lore Topic related to the Creature.
Critical FailureThe Character does not gain a Rank in the Lore Topic related to the Creature and learns incorrect information about the Creature that could cause problems later.

Sample DCs

Trivial (DC 5)Study a common pet like a dog or cat.
Easy (DC 10)Study a farm animal like a chicken or cow.
Moderate (DC 15)Study a wild animal like a deer or a wolf.
Hard (DC 20)Study a rare or exotic animal like a giant squid or a giant eagle.
Severe (DC 25)Study an extremely rare or difficult to observe animal.
Extreme (DC 30)Study a legendary animal, like one of the Siriat.
Ridiculous (DC 40)Study a creature that is nearly impossible to observe, such as one that lives deep underground.
ImpossibleStudy a creature that is impossible to observe, such as a creature that exists only in legend or myth.

Lore Bonus Examples

Animal Husbandry [Zoology] for understanding animal behaviour.
Psychology [Physiology] for understanding animal emotions.
Etiquette [Anthropology] for building rapport..

Tame

Tame - Skill Activity
AUDITORYCHECKCONCENTRATEEXPLORATIONSKILLTENSEVISUAL

Skillset: Nature
Actions: Variable
Ability: WIS
DC: Will DC (Target) + Tame DC Modifier (Environment)
Short Description: Tame a wild animal to make it more receptive.
Requirements: You must be able to communicate with the Animal.


Animals born and raised far from humanoid settlements rarely get along with two-legged beings, whom they assume to be dangerous predators. Despite this, you know how to approach and entreat a wild animal so that it's more receptive to your presence and requests. Choose a wild Animal that isn't actively Hostile to you, and which isn't confined to an area smaller than its Speed in diameter (animals held in place or trapped are typically too scared to be tamed). Attempt a Nature Check against the Tame DC, determined by the GM. This is usually the animal's Will DC, but circumstances might adjust the precise DC. This attempt usually takes 1 hour, but you can perform it in 10 minutes if you have Expert Proficiency in Nature, 1 minute if you have Master Proficiency, or as Three Actions if you have Legendary Proficiency.


Degrees of Success

Critical SuccessYou form a friendly bond with the Animal. If it isn't starving, the Animal won't attack you or Creatures obviously allied with you, even if they're Creatures the Animal would normally prey upon. This effect is permanent.
SuccessYou form a friendly bond with the Animal. If it isn't starving, the Animal won't attack you or Creatures obviously allied with you, even if they're Creatures the Animal would normally prey upon. This effect lasts for 1 month. If you or an Ally teach the Animal a basic Action during that time with the Train [Nature] Skill Activity, the effect is permanent.
FailureYou fail to make any kind of meaningful impression on the Animal.
Critical FailureThe Animal does its best to attack you and is immune to Tame [Nature] Checks for 1 month.

Lore Bonus Examples

Animal Husbandry [Zoology] for understanding animal training.
Tactics [Warfare] for training war animals.
Psychology [Physiology] for understanding animal learning..

Special

Rangers and those with the Hunter Background gain Advantage on Tame [Nature] Checks when dealing with Animals of a Type they have Favoured.</p If you have the Bonded Animal Skill Feature, you can spend 7 days of Downtime regularly interacting with a normal Animal (not a Companion or other special Animal) that is at least Indifferent towards you. Make a Tame [Nature] Check against the Animals Tame DC. On a Success or a Critical Success, the Animal becomes temporarily or permanently, respectively, Helpful to you instead of just Friendly, unless you do something egregious to break your bond. A Helpful Animal is easier to direct, always increasing any relevant [Nature] Check Result by one Degree of Success. Bonding with a new Animal ends any previous bond you had. You can't have both a bonded Animal and an Animal Companion.


Train

Train - Skill Activity
AUDITORYCHECKCONCENTRATEDOWNTIMESKILLVISUAL

Skillset: Nature
Actions: 1 day per 5 DC
Ability: WIS
DC: Train DC (GM, Complexity)
Short Description: Train an Animal in a specific Action or behaviour.
Requirements: An Animal that is not Hostile towards you and with which you can communicate.


You Train an Animal to perform a specific Action or behaviour by giving it clear commands and rewarding it for success. The Train DC depends on the complexity of the behaviour and how suited it is to the Animal's natural instincts and capabilities. Training an Animal means that the Command DC for the Animal to perform the Trained Activity is always 5 and can be activated with a Free Action.


Degrees of Success

Critical SuccessThe Animal learns the behaviour in half the usual time.
SuccessThe Animal learns the behaviour.
FailureThe Animal fails to learn the behaviour within the timeframe.
Critical FailureThe Animal becomes confused and fails to learn the behaviour. Additionally, the Animal may become less receptive to training attempts in the future.

Sample DCs

Trivial (DC 5)Teach a dog to fetch a ball or a cat to sit on command.
Easy (DC 10)Teach a dog to roll over or a bird to perform a simple trick.
Moderate (DC 15)Train a horse to jump a fence or a bear to perform a complex series of movements.
Hard (DC 20)Train a wolf to track a specific scent or a falcon to hunt with precision.
Severe (DC 25)Train an elephant to carry out complex commands or a monkey to perform a multi-step task.
Extreme (DC 30)Train a dolphin to perform a synchronised routine or a parrot to mimic human speech accurately.
Impossible (DC 50)Train a giant spider to behave like a loyal mount or a wyvern to take commands from a humanoid.

Lore Bonus Examples

Cartography [Geography] for understanding terrain.
Geology [Geography] for understanding landmarks.
Meteorology [Geography] for understanding weather patterns..

Navigation

Create Map

Create Map - Skill Activity
CHECKCONCENTRATEEXPLORATIONSECRETSKILL

Skillset: Navigation
Actions: 1 hour per 5 DC
Ability: INT
DC: Create Map DC (GM, Terrain)
Short Description: Create an accurate map of the surrounding area.
Requirements: A clear view or memory of the surrounding area, knowledge of mapmaking tools and techniques, and access to materials to create the map (such as parchment and ink).


A Skilled navigator can use their observations and knowledge of mapmaking techniques to create a detailed and accurate map of the surrounding area. The DC for this Skill depends on the complexity of the terrain being mapped, as well as the availability of helpful information such as local knowledge and nearby landmarks. In general, the DC for creating a basic map of a simple area, such as a small town or simple landscape, would be 10. For more complex areas, such as a dense forest or labyrinthine cave system, the DC could range from 15 to 25. The GM will determine the DC and time required based on the specifics of the situation.


Degrees of Success

Critical SuccessThe map is not only accurate but also includes useful annotations and details, such as nearby water sources, potential hazards, and other points of interest. Anyone using the map gains Advantage on Locate [Navigation] Checks and the Map is worth two times the Create Map DC.
SuccessThe map is accurate and useful for basic navigation and course plotting. Anyone using the map gains Advantage on Locate [Navigation] Checks and the Map is worth the Create Map DC.
FailureThe map contains errors or is incomplete, making it less useful for navigation or sale. The Map is worth only half of the Create Map DC to anyone who notices the errors.
Critical FailureThe map is completely inaccurate and unusable, potentially leading to dangerous navigation or lost time. Anyone using the map gains Disadvantage on Locate [Navigation] Checks and the Map is worthless to anyone who notices the errors.

Sample DCs

Trivial (DC 5)A house or small garden.
Easy (DC 10)A small town or open plain.
Moderate (DC 15)A dense forest, hilly terrain, or a small cave system.
Hard (DC 20)A large, complicated cave system or a mountain range.
Severe (DC 25)A dense jungle or a complex underground Labyrinth.
Extreme (DC 30)A treacherous mountain pass or a dangerous, twisting river.
Ridiculous(DC 45)A large, unexplored wilderness or a complex, multi-level dungeon.
ImpossibleAttempting to create a map of an area that is impossible to map, such as the shifting sands of a desert or the constantly changing terrain of a magically altered landscape.

Lore Bonus Examples

Astronomy [Maritime] for celestial navigation.
Cartography [Geography] for understanding maps.
Meteorology [Geography] for understanding weather patterns..

Locate

Locate - Skill Activity
CHECKCONCENTRATEEXPLORATIONSECRETSKILL

Skillset: Navigation
Actions: 1 minute
Ability: INT
DC: Locate DC (GM, Environment)
Short Description: Get a sense of your location and direction.
Requirements: You are outdoors and can clearly observe your surroundings or the stars.


Using the stars, the position of the sun, traits of the geography or flora, or the behaviour of fauna, you can stay oriented in the wild. Typically, you attempt a Locate [Navigation] Check only once per day, but some environments or changes might necessitate rolling more often. The GM determines the Locate DC and how long this activity takes (usually just 1 minute). More unusual locales or those you’re unfamiliar with might require you to have a minimum Proficiency Rank in Locate [Navigation].


Degrees of Success

Critical SuccessYou get an excellent sense of where you are. If you are in an environment with cardinal directions, you know them exactly.
SuccessYou gain enough orientation to avoid becoming hopelessly lost. If you are in an environment with cardinal directions, you have a sense of those directions.
FailureYou become disoriented and are unable to determine your location or direction. You must remain stationary for at least 1 hour to try again.
Critical FailureYou become convinced that you know exactly where you are and which direction to go but are in fact completely wrong.

Sample DCs

Trivial (DC 5)Determine a cardinal direction based on the sun or moon.
Easy (DC 10)Locate Yourself based on the position of the stars or local landmarks.
Moderate (DC 15)Locate Yourself when there is a cloudy sky or no visible landmarks.
Hard (DC 20)Locate Yourself in a dense forest or other terrain with limited visibility.
Severe (DC 25)Locate Yourself during a storm or other adverse weather Conditions.
Extreme (DC 30)Locate Yourself in an area with no visible celestial bodies and no landmarks.
Ridiculous(DC 45)Locate Yourself in a subterranean environment, such as a cave or dungeon.
ImpossibleLocate Yourself in a void or when all indicators are obscured.

Lore Bonus Examples

Astronomy [Maritime] for celestial navigation.
Cartography [Geography] for understanding maps.
Meteorology [Geography] for understanding weather patterns..

Special

• Rangers gain a +2 Status Bonus to this Skill when in their Favoured Terrain.
• A Compass provides a +4 Item Bonus to Locate [Navigation] Checks.
• Characters with the Cartographer Background gain a +2 Status Bonus to this Skill.


Plot Course

Plot Course - Skill Activity
CHECKCONCENTRATEEXPLORATIONSECRETSKILL

Skillset: Navigation
Actions: 1 minute
Ability: INT
DC: Plot Course DC
Short Description: Plot a course to be followed for up to 1 day.
Requirements: You have access to a map or other navigational aid.


Using a map or knowledge of the land, you can plot a course to be followed for up to 1 day. The GM determines the Plot Course DC based on the availability of helpful information, such as the quality of the map and/or the local knowledge of the area. The time required for the activity is determined by the DC (1 DC Point equals 1 minute) The complexity of the terrain being traversed also affects the DC, with more challenging terrain requiring a higher DC.


Degrees of Success

Critical SuccessThe Character plots an incredibly efficient and safe course, taking advantage of shortcuts and avoiding danger. Anyone following the course gains Advantage on Locate [Navigation] Checks made to avoid getting lost and their exploration movement speed is increased by 20% while they are on course.
SuccessThe Character successfully plots a course that will efficiently and safely take one to their destination. Anyone following the course gains Advantage on Locate [Navigation] Checks made to avoid getting lost.
FailureThe plotted course is no better than dead-reckoning. Anyone following the course makes Locate [Navigation] Checks as normal.
Critical FailureThe plotted course is deeply flawed, leading to complications and delays. Anyone following the course gains Disadvantage on Locate [Navigation] Checks made to avoid getting lost and their exploration movement speed is reduced by 50%.

Sample DCs

Trivial (DC 5)Familiar terrain, such as a well-known city or a frequently travelled road.
Easy (DC 10)Mildly challenging terrain, such as a forest with a clear path or a river with a known flow.
Moderate (DC 15)Difficult terrain, such as a dense jungle or a mountain range with multiple peaks and valleys.
Hard (DC 20)Treacherous terrain, such as a hazardous desert or a labyrinthine cave system.
Severe (DC 25)Extremely dangerous terrain, such as a volcanic wasteland or a frozen tundra with shifting ice floes.
Extreme (DC 30)Nearly impassable terrain, such as a deadly swamp with hidden bogs or a ruined city with unstable structures.
Ridiculous (DC 45)Terrain that is nearly impossible to navigate, such as a constantly shifting maze of sand dunes or a sprawling underground network of tunnels.
ImpossibleTerrain that defies all logic and reason, such as a chaotic plane of existence.

Lore Bonus Examples

Shipbuilding [Maritime] for understanding ship mechanics.
Oceanography [Maritime] for understanding sea Conditions.
Meteorology [Geography] for understanding weather patterns..

Special

• Rangers gain Advantage on Plot Course [Navigation] Checks when in their Favoured Terrain.
• A Map provides a Circumstance Bonus to Plot Course checks (+2 to +8) depending on its quality.
• You can purposely Critically Fail a Plot Course [Navigation] Check using a Deception Check against a DC of 10.


Seafaring

Seafaring - Skill Activity
CHECKCONCENTRATEEXPLORATIONMANIPULATESKILLTENSE

Skillset: Navigation
Actions: Variable
Ability: INT
DC: Seafaring DC (GM, Environment)
Short Description: Navigate and operate a sea-faring vehicle.
Requirements: A boat or another sea-faring vehicle.


The Seafaring Activity represents a Character's ability to navigate and operate a sea-faring vehicle. This Skill enables the Character to handle different types of boats and ships, manoeuvre through dangerous waters, and read nautical charts to determine the ship's location. The DC to roll against is determined by the difficulty of the task at hand, such as navigating through a storm, avoiding an obstacle in the water, or docking the ship in a crowded port.


Degrees of Success

Critical SuccessYou expertly navigate through the dangerous waters, avoids any obstacles, and reaches your destination quickly and efficiently. Reduce travel time by 50% and gain a +2 circumstance bonus to the next Seafaring check.
SuccessYou successfully navigate through the waters, avoids most obstacles, and reaches your destination in a reasonable amount of time. Reduce travel time by 25%.
FailureYou face difficulty navigating through the waters, may hit an obstacle, or may take longer than expected to reach your destination. There may also be additional consequences, such as damage to the ship or loss of supplies.
Critical FailureYou fail to navigate the waters and may suffer significant consequences, such as being stranded at sea or crashing the ship. This may result in damage to the ship, loss of supplies, and even putting the crew in danger. The ship takes 4d6 damage and all further travel is at half speed.

Sample DCs

Trivial (DC 5)Docking the ship in a calm port with no other vessels around.
Easy (DC 10)Navigating through calm waters with no obstacles or weather interference.
Moderate (DC 15)Navigating through rough waters with moderate winds and waves or docking the ship in a moderately crowded port.
Hard (DC 20)Navigating through a storm or heavy fog or docking the ship in a crowded and chaotic port.
Severe (DC 25)Navigating through treacherous waters with strong currents or dangerous obstacles or docking the ship in a heavily fortified port.
Extreme (DC 30)Navigating through a hurricane or other extreme weather Conditions or docking the ship in a Hostile port with enemy vessels nearby.
Ridiculous (DC 45)Sailing through uncharted waters filled with dangerous sea monsters or docking the ship in a heavily guarded and fortified port with magical defences.
ImpossibleSailing through a portal to another plane of existence or navigating through a magical storm that defies all natural laws.

Lore Bonus Examples

Shipbuilding [Maritime] for understanding ship mechanics.
Oceanography [Maritime] for understanding sea Conditions.
Meteorology [Geography] for understanding weather patterns..

Study Locale

Study Locale - Skill Activity
CHECKCONCENTRATESECRETSKILL

Skillset: Navigation
Actions: Single Action per 5 DC
Ability: INT
DC: Study Environment DC
Short Description: Observe an environment to deduce its properties.
Requirements: A clear view of the local environment


You attempt to observe an environment and deduce its properties. The Study Environment DC depends on the complexity of the environment and your ability to accurately observe a sufficient part of it. For example, assessing a simple forest might have a DC of 10, while assessing a complex city might have a DC of 20.


Degrees of Success

Critical SuccessYou accurately assess the environment and all the potential dangers. Environmental Features or properties with the Hidden and Undetected Traits are revealed to you.
SuccessYou accurately assess the environment and can predict potential dangers. Environmental Features or properties with the Undetected Traits are revealed to you.
FailureYou are unable to accurately assess the environment and or make predictions about the weather or potential danger.
Critical FailureYour assessment is completely incorrect and any predictions or deductions you make are inaccurate.

Sample DCs

Trivial (DC 5)A clear and open field.
Easy (DC 10)A forest or small town.
Moderate (DC 15)A large city or dense forest.
Hard (DC 20)A complex city or dense jungle.
Severe (DC 25)A harsh desert or treacherous mountain range.
Extreme (DC 30)A volatile volcanic region or an uncharted wilderness.
Ridiculous (DC 45)An alien world, with completely unknown flora, fauna, and environment patterns.

Lore Bonus Examples

Ecology [Ecology] for understanding local flora and fauna.
Geology [Geography] for understanding terrain Features.
Meteorology [Geography] for understanding weather patterns..

Special

If you have the Predict Weather Skill Feature, then on a successful Study Environment [Navigation] Check, you also accurately predict the day's precipitation, temperature, and wind. You learn if a weather event will occur in the region within the next 24 hours, and if so, what the event is and approximately when it will occur. You gain a +2 Circumstance Bonus to Survival Checks made to prepare for this weather event. On a Critical Success, you also gain Advantage on these Survival Checks. On a Critical Failure, you come to a dramatically wrong conclusion. The GM provides information to you as though you had received a critical success, including the specifics of a weather event that will not occur that day (instead, a different event or no event may occur).



Performance

Act

Act - Skill Activity
AUDITORYCHECKCONCENTRATEEMOTIONEXPLORATIONLINGUISTICSKILLVISUAL

Skillset: Performance
Actions: Variable
Ability: CHA
DC: Crowd DC
Short Description: Entertain others with a dazzling display of acting.
Requirements: You must have a willing audience and any relevant tools.


You use your talents to impress a crowd or make a living by performing a play, reciting a monologue, or otherwise acting out a dramatic performance.Basic CompetenceSome performances require you to be more than just charismatic, and if you don’t meet the demands of the art form or the audience, the GM might apply a penalty based on the relevant Ability Score. For example, if you’re dancing and have a negative Dexterity Modifier, you might take a Status Penalty to your attempt at dancing. Likewise, if you are orating and have a negative Intelligence Modifier, you might have to hope your raw charisma can overcome the penalties from your intellectual shortcomings — or ask someone to help write your speeches! When you use an Action that utilises the Performance Skillset, it gains one or more traits relevant to the type of performance. The GM might change these depending on the circumstances.This Activity is most useful when you want to prove your capability or impress someone quickly. The duration of the Activity will depend on precisely what you want to perform. Performing rarely has an impact on its own, but it might influence the DCs of subsequent [Diplomacy] Checks against the observers or change their Attitudes if the GM sees fit. You must be at least Trained in the utilised Performance Activity to use it to Earn Income. See the rules for Earning Income for further details.


Degrees of Success

Critical SuccessYour performance impresses the observers, and they’re likely to share stories of your ability.
SuccessYou prove yourself, and observers appreciate the quality of your performance.
FailureThe audience is unimpressed by your performance and may become bored.
Critical FailureThe audience is insulted by your performance and may actively heckle or attack you.

Sample DCs

Moderate (DC 15)Audience of commoners.
Severe (DC 25)Audience of artisans.
Extreme (DC 30)Audience of merchants or minor nobles.
Ridiculous (DC 40)Audience of high nobility or minor royalty.

Lore Bonus Examples

Acting [Theatrics] for conveying emotions.
Music [Artistry] for creating atmosphere.
Literature [Artistry] for understanding dramatic structure..

Special

The benefits of performance CAN be stacked if the performance type is different.


Amuse

Amuse - Skill Activity
AUDITORYCHECKCONCENTRATEEMOTIONEXPLORATIONLINGUISTICSKILLVISUAL

Skillset: Performance
Actions: Variable
Ability: CHA
DC: Crowd DC
Short Description: Entertain others with a crafted piece of comedy.
Requirements: You must have a willing audience and any relevant tools.


You use your talents to impress a crowd or make a living by telling jokes, performing comedic acts, or otherwise amusing an audience.Basic CompetenceSome performances require you to be more than just charismatic, and if you don’t meet the demands of the art form or the audience, the GM might apply a penalty based on the relevant Ability Score. For example, if you’re dancing and have a negative Dexterity Modifier, you might take a Status Penalty to your attempt at dancing. Likewise, if you are orating and have a negative Intelligence Modifier, you might have to hope your raw charisma can overcome the penalties from your intellectual shortcomings — or ask someone to help write your speeches! When you use an Action that utilises the Performance Skillset, it gains one or more traits relevant to the type of performance. The GM might change these depending on the circumstances.This Activity is most useful when you want to prove your capability or impress someone quickly. The duration of the Activity will depend on precisely what you want to perform. Performing rarely has an impact on its own, but it might influence the DCs of subsequent [Diplomacy] Checks against the observers or change their Attitudes if the GM sees fit. You must be at least Trained in the utilised Performance Activity to use it to Earn Income. See the rules for Earning Income for further details.


Degrees of Success

Critical SuccessYour performance impresses the observers, and they’re likely to share stories of your ability.
SuccessYou prove yourself, and observers appreciate the quality of your performance.
FailureThe audience is unimpressed by your performance and may become bored.
Critical FailureThe audience is insulted by your performance and may actively heckle or attack you.

Sample DCs

Moderate (DC 15)Audience of commoners.
Severe (DC 25)Audience of artisans.
Extreme (DC 30)Audience of merchants or minor nobles.
Ridiculous (DC 40)Audience of high nobility or minor royalty.

Lore Bonus Examples

Comedy [Theatrics] for crafting jokes.
Literature [Artistry] for understanding comedic structure.
Sociology [Anthropology] for understanding humour..

Special

The benefits of performance CAN be stacked if the performance type is different.


Dance

Dance - Skill Activity
CHECKCONCENTRATEEMOTIONEXPLORATIONMOVESKILLVISUAL

Skillset: Performance
Actions: Variable
Ability: CHA
DC: Crowd DC
Short Description: Entertain others with a beautiful dance routine.
Requirements: You must have a willing audience and any relevant tools.


You use your talents to impress a crowd or make a living by performing a choreographed dance routine.Basic CompetenceSome performances require you to be more than just charismatic, and if you don’t meet the demands of the art form or the audience, the GM might apply a penalty based on the relevant Ability Score. For example, if you’re dancing and have a negative Dexterity Modifier, you might take a Status Penalty to your attempt at dancing. Likewise, if you are orating and have a negative Intelligence Modifier, you might have to hope your raw charisma can overcome the penalties from your intellectual shortcomings — or ask someone to help write your speeches! When you use an Action that utilises the Performance Skillset, it gains one or more traits relevant to the type of performance. The GM might change these depending on the circumstances.This Activity is most useful when you want to prove your capability or impress someone quickly. The duration of the Activity will depend on precisely what you want to perform. Performing rarely has an impact on its own, but it might influence the DCs of subsequent [Diplomacy] Checks against the observers or change their Attitudes if the GM sees fit. You must be at least Trained in the utilised Performance Activity to use it to Earn Income. See the rules for Earning Income for further details.


Degrees of Success

Critical SuccessYour performance impresses the observers, and they’re likely to share stories of your ability.
SuccessYou prove yourself, and observers appreciate the quality of your performance.
FailureThe audience is unimpressed by your performance and may become bored.
Critical FailureThe audience is insulted by your performance and may actively heckle or attack you.

Sample DCs

Moderate (DC 15)Audience of commoners.
Severe (DC 25)Audience of artisans.
Extreme (DC 30)Audience of merchants or minor nobles.
Ridiculous (DC 40)Audience of high nobility or minor royalty.

Lore Bonus Examples

Music [Artistry] for understanding musical theory.
Acting [Theatrics] for conveying emotions.
Literature [Artistry] for understanding song lyrics..

Special

The benefits of performance CAN be stacked if the performance type is different.


Play

Play - Skill Activity
AUDITORYCHECKCONCENTRATEEMOTIONEXPLORATIONMANIPULATESKILL

Skillset: Performance
Actions: Variable
Ability: CHA
DC: Crowd DC
Short Description: Entertain others by playing your instrument.
Requirements: You must have a willing audience and any relevant tools.


You use your talents to impress a crowd or make a living by playing a musical instrument.Basic CompetenceSome performances require you to be more than just charismatic, and if you don’t meet the demands of the art form or the audience, the GM might apply a penalty based on the relevant Ability Score. For example, if you’re dancing and have a negative Dexterity Modifier, you might take a Status Penalty to your attempt at dancing. Likewise, if you are orating and have a negative Intelligence Modifier, you might have to hope your raw charisma can overcome the penalties from your intellectual shortcomings — or ask someone to help write your speeches! When you use an Action that utilises the Performance Skillset, it gains one or more traits relevant to the type of performance. The GM might change these depending on the circumstances.This Activity is most useful when you want to prove your capability or impress someone quickly. The duration of the Activity will depend on precisely what you want to perform. Performing rarely has an impact on its own, but it might influence the DCs of subsequent [Diplomacy] Checks against the observers or change their Attitudes if the GM sees fit. You must be at least Trained in the utilised Performance Activity to use it to Earn Income. See the rules for Earning Income for further details.


Degrees of Success

Critical SuccessYour performance impresses the observers, and they’re likely to share stories of your ability.
SuccessYou prove yourself, and observers appreciate the quality of your performance.
FailureThe audience is unimpressed by your performance and may become bored.
Critical FailureThe audience is insulted by your performance and may actively heckle or attack you.

Sample DCs

Moderate (DC 15)Audience of commoners.
Severe (DC 25)Audience of artisans.
Extreme (DC 30)Audience of merchants or minor nobles.
Ridiculous (DC 40)Audience of high nobility or minor royalty.

Lore Bonus Examples

Music [Artistry] for understanding musical theory.
Acting [Theatrics] for conveying emotions.
Literature [Artistry] for understanding song lyrics..

Special

The benefits of performance CAN be stacked if the performance type is different.


Sing

Sing - Skill Activity
AUDITORYCHECKCONCENTRATEEMOTIONEXPLORATIONLINGUISTICSKILL

Skillset: Performance
Actions: Variable
Ability: CHA
DC: Crowd DC
Short Description: Entertain others with a sweet melody.
Requirements: You must have a willing audience and any relevant tools.


You use your talents to impress a crowd or make a living by singing a song, performing a ballad, or otherwise entertaining an audience with your voice.Basic CompetenceSome performances require you to be more than just charismatic, and if you don’t meet the demands of the art form or the audience, the GM might apply a penalty based on the relevant Ability Score. For example, if you’re dancing and have a negative Dexterity Modifier, you might take a Status Penalty to your attempt at dancing. Likewise, if you are orating and have a negative Intelligence Modifier, you might have to hope your raw charisma can overcome the penalties from your intellectual shortcomings — or ask someone to help write your speeches! When you use an Action that utilises the Performance Skillset, it gains one or more traits relevant to the type of performance. The GM might change these depending on the circumstances.This Activity is most useful when you want to prove your capability or impress someone quickly. The duration of the Activity will depend on precisely what you want to perform. Performing rarely has an impact on its own, but it might influence the DCs of subsequent [Diplomacy] Checks against the observers or change their Attitudes if the GM sees fit. You must be at least Trained in the utilised Performance Activity to use it to Earn Income. See the rules for Earning Income for further details.


Degrees of Success

Critical SuccessYour performance impresses the observers, and they’re likely to share stories of your ability.
SuccessYou prove yourself, and observers appreciate the quality of your performance.
FailureThe audience is unimpressed by your performance and may become bored.
Critical FailureThe audience is insulted by your performance and may actively heckle or attack you.

Sample DCs

Moderate (DC 15)Audience of commoners.
Severe (DC 25)Audience of artisans.
Extreme (DC 30)Audience of merchants or minor nobles.
Ridiculous (DC 40)Audience of high nobility or minor royalty.

Lore Bonus Examples

Music [Artistry] for understanding musical theory.
Acting [Theatrics] for conveying emotions.
Literature [Artistry] for understanding song lyrics..

Special

The benefits of performance CAN be stacked if the performance type is different.



Security

Coerce

Coerce - Skill Activity
AUDITORYCHECKCONCENTRATEEMOTIONEXPLORATIONLINGUISTICMENTALSECRETSKILL

Skillset: Security
Actions: 1 minute
Ability: CHA
DC: Will DC (Target) + Coerce Modifier (GM, Circumstance)
Short Description: Force a Character to do what you want.
Requirements: You must spend time in conversation with a Character that can either see or sense you.


You attempt to force a Character to do what you want, whether through veiled threats or overt force. Attempt a Coerce [Security] Check against the target’s Will DC, modified by any circumstances the GM determines.


Degrees of Success

Critical SuccessThe target agrees to your demands and will follow your directives for an amount of time determined by the GM, but not exceeding 1 day. Additionally, they become Frightened 1 if they are following your directives. After the duration expires, the target becomes Unfriendly (if they weren’t already) but will not retaliate against you in the short term due to their fear of your power over them.
SuccessThe target agrees to your demands and will follow your directives for an amount of time determined by the GM, but not exceeding 1 day. However, they do not become Frightened and may decide to act against you after the duration expires, such as reporting you to the authorities or assisting your enemies.
FailureThe target doesn’t do what you say, and if they were not already Unfriendly or Hostile, they become Unfriendly.
Critical FailureThe target refuses to comply, becomes Hostile if they weren’t already, and can’t be Coerced by you for at least 1 week.

Lore Bonus Examples

Psychology [Physiology] for understanding motivations.
Enforcement [Criminology] for understanding interrogation techniques.
Persuasion [Philology] for crafting compelling arguments..

Special

The Street Gangs Background gives a +2 per Proficiency Rank Status Bonus to Coerce [Security] Checks.


Demoralise

Demoralise - Skill Activity
AUDITORYCHECKCONCENTRATEEMOTIONFEARMENTALSKILL

b]Skillset: Security
Actions: Single Action
Ability: CHA
DC: Will (Target)
Short Description: Shake an enemy’s resolve.
Requirements: A creature within <code>30 feet</code> of you who can see and/or hear you


You intimidate your target with threats, insults, or other means, attempting to shake their confidence and lower their combat effectiveness. Choose a Creature within 30 feet of you who you're aware of. Attempt a Demoralise [Security] Check against that target's Will DC. If the target does not understand the Language you are speaking, or you're not speaking a Language, you take a -4 Circumstance Penalty to the Check. Regardless of your Result, the target is temporarily Immune to your attempts to Demoralise it for 10 minutes.


Degrees of Success

Critical SuccessThe target becomes Frightened 2.
SuccessThe target becomes Frightened 1.
FailureThe target is unaffected.
Critical FailureThe target is bolstered and gains a +2 Circumstance Bonus to Attack Rolls for 1 round.

Lore Bonus Examples

Psychology [Physiology] for understanding emotions.
Tactics [Warfare] for exploiting weaknesses.
Persuasion [Philology] for crafting insults..

Special

• Characters with the Intimidating Prowess Feat can use their Strength instead of their Charisma for this Check.
• Characters with the Scare to Death Skill Feature can use their Proficiency in Demoralise [Security] to perform the Scare to Death Activity.


Ocular Patdown

Ocular Patdown - Skill Activity
CONCENTRATESECRETSKILL

Skillset: Security
Actions: Two Actions
Ability: CHA
DC: Bluff [Deception] (Target) OR Divert Attention [Deception] (Target) OR Impersonate [Deception] (Target) OR Will (Target)
Short Description: Read the intentions of another creature.
Requirements: You must be able to observe and interact with the target, and the target must be capable of conscious thought and Action.


Ocular Patdown allows the Character to read the intentions and emotions of another creature. The DC is typically the Bluff [Deception], Divert Attention [Deception], or Impersonate [Deception] roll made by the creature being observed, although the GM may set a different DC based on the situation. A Character can also attempt Ocular Patdown [Security] Check on a target who is not actively deceiving them, in which case the targets Will DC.An Ocular Patdown [Security] Check is most often passively called by checking the opponents Bluff [Deception], Divert Attention [Deception], or Impersonate [Deception] check result against the Characters Ocular Patdown [Security] DC. If a player requests an active check in the case that they have already performed a passive check without knowing, take the better of the two results (such that the roll is always at least 10).


Degrees of Success

Critical SuccessThe Character accurately reads the target's intentions, emotions, and any hidden motives or agendas. The Character gains a +2 Circumstance Bonus to any further interAction with the target for 1 hour.
SuccessThe Character gains insight into the target's emotions and can make an educated guess about their intentions. The Character can ask the GM one question related to the target's motivations or feelings, which the GM must answer truthfully.
FailureThe Character cannot determine the target's intentions or emotions, and the GM may choose to provide misleading information if the Character attempts to act based on their faulty reading.
Critical FailureThe Character incorrectly reads the target's emotions and intentions and gains the opposite impression. The GM may provide false information, and the Character suffers a -2 Circumstance Penalty to any further interAction with the target for 1 hour.

Sample DCs

Trivial (DC 5)Determine if someone is feeling sad or happy.
Easy (DC 10)Determine if someone is lying in a casual conversation or is hiding something.
Moderate (DC 15)Determine if someone is lying in an important conversation or has a hidden agenda.
Hard (DC 20)Determine if someone is being coerced or manipulated, or if they have a particularly strong motive or agenda.
Severe (DC 25)Determine if someone is under a magical compulsion, or if they have particularly well-hidden motives or agendas.
Extreme (DC 30)Determine if someone is under the influence of a particularly powerful mind-altering effect, or if they have a particularly complex and layered set of motives and agendas.
Ridiculous (DC 40)Determine if someone is under the influence of a divine or cosmic power, or if they are completely immune to normal Ocular Patdown attempts.
ImpossibleOcular Patdown cannot determine the intentions or emotions of non-sentient creatures or objects.

Lore Bonus Examples

Psychology [Physiology] for understanding body language.
Sociology [Anthropology] for understanding social cues.
Enforcement [Criminology] for detecting deception..

Taunt

Taunt - Skill Activity
CHECKEMOTIONMENTALSKILL

Skillset: Security
Actions: Single Action
Ability: CHA
DC: Will (Target)
Short Description: Draw the focus of nearby targets.
Requirements: You must be in view of your targets, and they must be able to hear or see you.


You make a loud noise or gesture that draws the attention of nearby targets, making them focus on only you. Roll a Taunt [Security] Check against each target’s Will DC, modified by any circumstances the GM determines (such as distance or loudness of the noise).


Degrees of Success

Critical SuccessThe target becomes Fascinated towards you, and any attacks or abilities they use must target you for the next round
SuccessIf already in combat, the target is distracted by your Actions, but not fully focused. They take a -2 penalty to attack rolls against your allies for the next round. If not yet in combat, the target will seek you out first.
FailureYour attempt to draw attention fails, and the target remains focused on their current target/task.
Critical FailureYour attempt to draw attention backfires, and the enemy becomes even more focused on their current target. They gain a +2 bonus to attack rolls against your allies for the next round.

Lore Bonus Examples

Psychology [Physiology] for understanding emotional triggers.
Persuasion [Philology] for crafting taunts.
Comedy [Theatrics] for delivering insults effectively..

Special

Large and Beast-like creatures gain a +2 bonus to Taunt [Security] checks.


Motivate

Motivate - Skill Activity
AUDITORYCHECKCONCENTRATEEMOTIONLINGUISTICMENTALSKILL

Skillset: Leadership
Actions: Single Action
Ability: CHA
DC: Motivate DC (Respect)
Short Description: Motivate and inspire one or more creatures.
Requirements: You must be able to communicate with the ally and have a somewhat positive relationship with them.


You Motivate one or more Creatures through inspiring them or through positive reinforcement. If successful, the ally gains a Morale Bonus to their next Roll. Your encouragement inspires your ally to Succeed at a task. The GM might rule that you can't use this ability if the act of encouraging your ally would interfere with the Skill Check (such as a check to Sneak quietly or maintain a disguise). You can attempt to Motivate more than one Character at once, limited to your Proficiency Modifier (so 8 people with a +8 modifier) without incurring a +2 to the Motivate [Leadership] DC per Character as your motivation becomes less personalised.


Degrees of Success

Critical SuccessThe ally or allies gains a +2 Morale Bonus and Advantage for their next roll or a +2 Status Bonus to AC and Saving Throws (whichever occurs first).
SuccessThe ally or allies gains a +2 Morale Bonus for their next roll or a +1 Status Bonus to AC and saving throws (whichever occurs first).
FailureYou do not grant any bonus.
Critical FailureThe ally or allies does not gain a bonus and cannot be motivated again for 1 minute.

Sample DCs

Trivial (DC 5)A Character who already respects and follow you.
Easy (DC 10)A Character who is Familiar with you and your leadership.
Moderate (DC 15)A Character who is not Familiar with you or your leadership but are willing to listen.
Hard (DC 20)A Character who is initially sceptical or resistant to your leadership but may be won over.
Severe (DC 25)A Character who is actively Hostile or opposed to your leadership.
Extreme (DC 30)A Character deeply entrenched in their beliefs and unlikely to follow anyone outside their group.
Ridiculous (DC 45)A Character that belongs to a culture or group that is traditionally Hostile or opposed to your own, and who sees you as an outsider or enemy.

Lore Bonus Examples

Tactics [Warfare] for understanding strategic advantages.
Psychology [Physiology] for understanding group dynamics.
Business [Administration] for understanding resource management..

Special

You can retry a Motivate Check, but effects do not stack. Repetition can refresh the bonus or be used to apply the bonus to more Characters.



Society

Authenticate

Authenticate - Skill Activity
CHECKCONCENTRATEEXPLORATIONSECRETSKILL

Skillset: Society
Actions: Variable
Ability: INT
DC: Authenticate DC (item) or Forgery Result (Opponent)
Short Description: Determine whether a document is authentic.
Requirements: A written document with security Features (such as watermarks, wax seals, or specific types of paper) that you are trying to authenticate.


You attempt to determine whether a document is authentic or a forgery. To do so, you must examine the document closely, looking for signs of forgery, such as inconsistencies in handwriting, mismatched ink or parchment, or signs of tampering with security Features. The Authenticate DC for this Skill is specified by the document (if premade) or is equal to the result of the forger’s Forgery [Society] Check. If you are successful in your check, you can determine whether the document is authentic or a forgery.


Degrees of Success

Critical SuccessYou not only determine whether the document is authentic, but can also identify who likely wrote it, any specific materials used, and any other details about the document's creation.
SuccessYou determine whether the document is authentic or a forgery.
FailureYou are unable to determine whether the document is authentic or a forgery.
Critical FailureYou believe the document to be authentic, but it is a forgery (or vice-versa).

Sample DC Modifiers

Familiar Script-2 DC if the script is Familiar to the Character.
Unusual Ink+2 DC if the ink is unusual or difficult to analyse.
Damaged Document+2 DC if the document is damaged or faded.
Hidden Markings+4 DC if there are hidden markings or codes within the document.

Lore Bonus Examples

History [Archaeology] for understanding document provenance.
Linguistics [Anthropology] for understanding language styles.
Law [Criminology] for understanding legal formats..

Special

A Character with Proficiency in the Forgery [Society] Skill Activity gains half their Proficiency Bonus to Authenticate [Society] Checks when examining forgeries and may identify the specific techniques used in the forgery.


Decipher

Decipher - Skill Activity
CHECKCONCENTRATEEXPLORATIONSECRETSKILL

Skillset: Society
Actions: Variable
Ability: INT
DC: Decipher DC (item) or Encode Result (Opponent)
Short Description: Decode a written text that has been encoded.
Requirements: You have a detected written text that has been encoded using Encode, and you must be able to read the language in which it was written.


You attempt to decode a written text that has been encoded using Encode. The Decipher DC to decipher the text is given by the Decipher DC in the item entry or is equal to the Encode [Society] Result set by the author of the text. This Skill Activity can be used to decipher texts written in code, cipher, or other Encode systems.


Degrees of Success

Critical SuccessYou decode the text, gaining a full understanding of its contents.
SuccessYou decode the text, gaining a good but incomplete understanding of its contents.
FailureYou fail to decode the text and gain no useful information from it.
Critical FailureYou misread the text, gaining false or misleading information.

Lore Bonus Examples

Linguistics [Anthropology] for understanding language structure.
Cryptography [Ferrology] for understanding codes.
History [Archaeology] for understanding historical ciphers..

Encode

Encode - Skill Activity
CHECKCONCENTRATEEXPLORATIONMANIPULATESECRETSKILL

Skillset: Society
Actions: Variable
Ability: INT
DC: Encode DC (GM, Complexity)
Short Description: Create an encrypted message.
Requirements: You must have access to the appropriate tools and materials needed to create the Encode. The writing must also be in a language that only those with access to the appropriate key or method of decoding can understand.


Encode is the art of creating written messages that can only be deciphered by those with the appropriate key or method of decoding. To create Encode, you must first decide on a key or method of decoding that will be needed to read the message. This could be a simple substitution cipher, a more complex algorithm, or even a magical method of encoding the message. This affects the Encode DC. You then use this key or method to write the message in a way that is not immediately obvious to anyone who does not have access to the same key or method of decoding. The DC to detect that the message is not what it appears to be is equal to 10 + your Proficiency bonus. If the reader has the appropriate key or method of decoding, they can decipher the message with a Encode check.


Degrees of Success

Critical SuccessYou expertly create the Encode (Decipher DC is 5 Points higher than targeted).
SuccessYou successfully create the Encode with the targeted Decipher DC.
FailureYou fail to create the Encode, and the message is unreadable.
Critical FailureYou appear to create the Encode, but the message is easily decipherable (DC is a flat 5).

Sample DCs

Trivial (DC 5)A simple substitution cypher or a message encoded with a method that is easily decipherable.
Easy (DC 10)A more complex cypher or method of encoding that may take some effort to decipher.
Moderate (DC 15)A sophisticated cypher or method of encoding that requires some expertise to decipher.
Hard (DC 20)A very complex cypher or method of encoding that is difficult to decipher even with expertise.
Severe (DC 25)A cypher or method of encoding that is known only to a select few and requires significant expertise to decipher.
Extreme (DC 30)A cypher or method of encoding that is known only to a single individual or organisation and is nearly impossible to decipher without inside knowledge.
Ridiculous (DC 45)A cypher or method of encoding that is considered unbreakable by all but the most elite codebreakers.
ImpossibleA message that is completely undecipherable by any means.

Lore Bonus Examples

Linguistics [Anthropology] for understanding language structure.
Cryptography [Ferrology] for understanding codes.
History [Archaeology] for understanding historical ciphers..

Translate

Translate - Skill Activity
CHECKCONCENTRATEEXPLORATIONMANIPULATESECRETSKILL

Skillset: Society
Actions: Variable
Ability: INT
DC: Translate DC (GM, Complexity)
Short Description: Translate a Familiar written or spoken language.
Requirements: Written or spoken language to be translated must be known, and the text or conversation must be present and accessible.


Attempt to translate a written or spoken language that they are Familiar with into another language. The difficulty of the task is determined by the complexity of the language and text being translated. The GM assigns a Translate DC based on the difficulty of the task. The Translate DC may be influenced by factors such as the complexity of the language, the clarity of the text or conversation, and the Character's familiarity with the source language.


Degrees of Success

Critical SuccessThe translation is perfect, conveying all the nuances of the original language.
SuccessThe translation is accurate and conveys the basic meaning of the original language but may lack some of the nuances and subtleties.
FailureThe translation is flawed and may convey the wrong meaning or be partially inaccurate. The Character may need to try again or seek additional resources to get a better translation.
Critical FailureThe translation is completely incorrect and may convey the opposite of the original meaning. The Character may not attempt to translate the same text or conversation again without additional resources.

Sample DCs

Trivial (DC 5)Simple languages, such as pidgin or broken common.
Easy (DC 10)Common languages, such as Liric and .
Moderate (DC 15)Obscure or ancient languages.
Hard (DC 20)Extremely complex languages.
Severe (DC 25)Highly technical jargon, such as arcane or scientific terms
Extreme (DC 30)Esoteric languages or secret codes, such as those used by secret societies.
Ridiculous(DC 45)Languages so rare and difficult that only a handful of individuals in the world understand them.
ImpossibleLanguages or codes that are so complex or beyond the realm of reality that they cannot be translated.

Lore Bonus Examples

Linguistics [Anthropology] for understanding language nuances.
History [Archaeology] for understanding cultural context.
Etiquette [Anthropology] for understanding social customs..

Special

If you have the Read Lips Skill Feature, you can use your Translate [Society] Proficiency to read lips of others nearby who you can clearly see. When you're at your leisure, you can do this automatically. In Encounter mode or when attempting a more difficult Feat of lipreading, you're Fascinated and Off-Guard during each Round in which you focus on lip movements, and you must succeed at a Translate [Society] Check (DC determined by the GM) to successfully read someone's lips. In either case, the Language read must be one that you know.


Forgery

Forgery - Skill Activity
CHECKCONCENTRATEEXPLORATIONMANIPULATESECRETSKILL

Skillset: Thievery
Actions: Variable
Ability: INT
DC: Forgery DC (GM, Complexity)
Short Description: Create a convincing forgery of a document.
Requirements: A sample of the original document, knowledge of the document's content and purpose, access to appropriate tools and materials for the forgery, knowledge of the security Features and complexity of the document, and time to create the forgery.


You create a forged document, usually over the course of 1 day to 1 week. You must have the proper writing material to create a forgery. When you create a forgery, the GM rolls a secret Forgery [Thievery] Check against the Forgery DC, based on the desired complexity of the document and its security Features. If you succeed, the forgery is of good enough quality that passive observers can’t notice the fake. Only those who carefully examine the document and attempt an Authenticate [Society] Check against your Forgery [Thievery] DC can do so. If the document’s handwriting doesn’t need to be specific to a person, you need only to have seen a similar document before, and you gain Advantage on your check, as well as to your DC (the GM determines the bonus). To forge a specific person’s handwriting, you need a sample of that person’s handwriting.If your check result was below 20, the forgery has some obvious signs of being a fake, so the GM compares your result to each passive observer’s Perception DC or Authenticate [Society] DC, whichever is higher, using the Success or Failure Results below. Once the GM rolls your check for a document, that same result is used against all passive observers’ DCs no matter how many Creatures passively observe that document. An observer who was fooled on a passive glance can still choose to closely scrutinize the documents on the lookout for a forgery, using different techniques and analysis methods beyond the surface elements you successfully forged with your original check. In that case, the observer can attempt a Perception or Authenticate [Society] Check against your Forgery [Thievery] DC (if they succeed, they know your document is a forgery).


Degrees of Success

Critical SuccessThe forgery is indistinguishable from the original (Authenticate DC is 5 Points higher than targeted).
SuccessThe forgery is convincing (Authenticate DC is as targeted).
FailureThe forgery is flawed and easily spotted upon inspection (Authenticate DC is 5 Points lower than targeted).
Critical FailureThe forgery is poorly executed, leading to almost immediate detection (Authenticate DC is 5).

Sample DCs

Trivial (DC 5)Simple documents with no security Features, such as a handwritten letter with no official seal or signature.
Easy (DC 10)Common documents with basic security Features, such as a simple official seal or watermark, or a handwritten note with a signature.
Moderate (DC 15)More complex documents with multiple security Features, such as official seals, watermarks, and signatures, or a document with a complex layout and formatting.
Hard (DC 20)Documents with advanced security Features, such as embossed seals, intricate watermarks, and complex layouts with hidden text or images.
Severe (DC 25)Extremely complex documents with multiple layers of security, such as encrypted text or hidden messages, microprinting, or holograms.
Extreme (DC 30)Documents with highly advanced and sophisticated security Features, such as biometric authentication, nanotechnology, or other advanced technologies.
Ridiculous (DC 40)Documents that are considered nearly impossible to forge, such as ancient scrolls with unique writing and intricate seals, or highly classified government documents with multiple layers of security and encryption.
ImpossibleDocuments that cannot be forged, such as magical texts or divine writings.

Lore Bonus Examples

Chirography [Philology] for replicating handwriting.
History [Archaeology] for understanding document styles.
Law [Criminology] for understanding legal formats..

Special

Depending on the associated Lore Subject or Topic and the type of document being forged, the forger may receive a bonus to their roll. For example, a forger with the appropriate knowledge of nobility and heraldry may receive a bonus when forging a royal proclamation, or a forger with knowledge of ancient languages may receive a bonus when forging an old and rare manuscript.



Thievery

Disable

Disable - Skill Activity
CHECKCONCENTRATEMANIPULATESKILLTRAINED

Skillset: Thievery
Actions: Two Actions Plus
Ability: INT
DC: Disable DC (item)
Short Description: Attempt to disarm a Trap or another complex Device.
Requirements: Some Devices require you to use Thieves’ Tools when Disabling them.


Manipulate a Trap or another complex Device, attempting a Disable [Thievery] Check against the Devices Disable DC. Often, a Device requires numerous Successes before becoming Disabled, depending on its construction and complexity. Thieves’ Tools are helpful and sometimes even required to Disable a Device, as determined by the GM, and sometimes a Device requires a minimum Proficiency Rank in Disable [Thievery].


Degrees of Success

Critical SuccessYou Disable the Device, or you achieve 2 Successes toward Disabling a complex Device. You leave no trace of your tampering, and you can rearm the Device later if that type of Device can be rearmed.
SuccessYou Disable the Device, or you achieve 1 Success toward Disabling a complex Device.
FailureYou are unable to Disable to Device
Critical FailureYou trigger the Device.

Sample DCs

Trivial (DC 5)A simple, easily accessible lock.
Easy (DC 10)A standard lock found on most doors or chests.
Moderate (DC 15)A more complex lock requiring some Skill to pick.
Hard (DC 20)A high-quality lock used to secure valuables.
Severe (DC 25)An intricate lock with multiple tumblers and safeguards.
Extreme (DC 30)A masterwork lock designed to resist tampering.
Ridiculous (DC 40)A lock of legendary craftsmanship, nearly impossible to pick.
ImpossibleA magically sealed lock or one protected by advanced technology.

Lore Bonus Examples

Mechanics [Natural Philosophy] for understanding trap mechanisms.
Smithing [Artisanry] for crafting tools.
Engineering [Natural Philosophy] for understanding complex systems..

Lockpick

Lockpick - Skill Activity
CHECKMANIPULATESKILLTRAINED

Skillset: Thievery
Actions: Two Actions Plus
Ability: INT
DC: Lockpick DC (item)
Short Description: Open a lock with Thieves' Tools.
Requirements: You possess sufficient Lockpicks or Thieves' Tools.


You attempt to open a lock with Thieves' Tools, attempting a Lockpick [Thievery] Check against the item’s Lockpick DC. The Lockpick DC is determined by the complexity and construction of the lock you are attempting to pick and can usually be found in the item description for the lock. Often, a Lock Requires numerous Successes before becoming Open, depending on its construction and complexity. Thieves’ Tools are required to Lockpick. Some locks require a minimum Proficiency Rank in Lockpick [Thievery] , since otherwise even an unSkilled burglar could easily crack the lock by attempting the check until they rolled a natural 20. If you lack the proper tools, the GM might let you use improvised picks, which are treated as shoddy tools, depending on the specifics of the lock.


Degrees of Success

Critical SuccessYou open the lock, or you achieve 2 Successes toward opening a complex lock. You leave no trace of your tampering.
SuccessYou open the lock, or you achieve 1 Success toward opening a complex lock. A keen observer might notice your tampering.
FailureYou fail to open the lock.
Critical FailureYou break your tools. Fixing them requires using the Repair [Crafting] Skill Activity or else swapping in replacement picks (costing 3 SP, or 3 GP for infiltrator Thieves’ Tools).

Lore Bonus Examples

Mechanics [Natural Philosophy] for understanding lock mechanisms.
Smithing [Artisanry] for crafting lockpicks.
Engineering [Natural Philosophy] for understanding security systems..

Palm

Palm - Skill Activity
CHECKMANIPULATESECRETSKILLTRAINED

Skillset: Thievery
Actions: Single Action
Ability: INT
DC: Perception DC (Target) + GM Circumstance Modifier
Short Description: Lift item(s) from another creature's person.
Requirements: The target creature is not in combat or on high alert. The object to be stolen has negligible Bulk and is on the target's person or in their immediate, unguarded possession (e.g., a pouch on a belt, an item on a table next to them). You must be adjacent to the target or the item.


You attempt to lift a small item from another creature's person (e.g., from an exposed pocket, a loose pouch) or from their immediate, unguarded possession without their notice. The DC is usually the target's Perception DC. If the item is in a more secured location (like a buttoned pocket, clasped pouch, or held loosely in hand), you might take a circumstance penalty (+2 to +5 to the DC). The GM also considers the Perception DCs of other nearby observers, potentially using the highest Perception DC among them if multiple creatures could spot the attempt.


Degrees of Success

Critical SuccessYou successfully steal the item. The target and observers are completely unaware. The target might take longer to realize the item is missing.
SuccessYou successfully steal the item. The target and observers do not notice the theft at the time.
FailureThe target or an observer notices your attempt before you secure the item. The GM determines their reAction.
Critical FailureYour attempt is clumsy and obvious. The target and observers notice, and you might drop the item, cause a commotion, or the item could be damaged in the attempt.

Sample DC Modifiers

Target Engaged/Distracted-2 to -5 DC.
Item Actively Guarded+2 to +5 DC (or impossible if held securely).
Multiple Alert Observers+2 to +5 DC.

Lore Bonus Examples

Psychology [Physiology] for understanding attention and distraction.
Sociology [Anthropology] for navigating personal space.
Enforcement [Criminology] for knowing common security measures..

Special

Formerly 'Steal'. This focuses on taking from a person.


Plant

Plant - Skill Activity
CHECKMANIPULATESECRETSKILLTRAINED

Skillset: Thievery
Actions: Single Action
Ability: INT
DC: Perception DC (Target/Observing Creatures) + GM Circumstance Modifier
Short Description: Surreptitiously place an item on a creature or in a location.
Requirements: You are holding a small item (negligible Bulk) you wish to plant. You must be adjacent to the target creature or location.


You attempt to secretly place a small item on another creature's person (e.g., slipping a note into a pocket) or in a specific location without being noticed (e.g., leaving false evidence at a scene). The DC is typically against the Perception DC of any creature who might notice the act (the target themselves, or nearby observers). The GM may apply modifiers based on the situation, such as the target's awareness or the subtlety required.


Degrees of Success

Critical SuccessYou plant the item perfectly. No one notices, and the item is placed securely and naturally, making it seem like it belongs or was always there. The target has Disadvantage on Seek [Investigation] Checks to notice the planted item for 1 hour.
SuccessYou plant the item without being noticed at the time.
FailureYour attempt to plant the item is noticed, or you fail to place it securely or naturally. The target is now aware that you are trying to plant something and gains a +4 circumstance bonus to further attempts to plant items on them.
Critical FailureYou fumble the attempt, making it very obvious, possibly dropping the item, placing it poorly, or clearly implicating yourself.

Sample DC Modifiers

Target Engaged/Distracted-2 to -5 DC.
Target Actively Searching/Suspicious+2 to +5 DC.
Complex Placement (e.g., inside a sealed container they hold)+5 DC or higher.

Lore Bonus Examples

Espionage [Criminology] for covert placement techniques.
Streetwise [Anthropology] for understanding public spaces and blind spots.
Psychology [Physiology] for predicting attention and reactions.

Bound

Bound - Skill Activity
CHECKEXPLORATIONMANIPULATESECRETSKILL

Skillset: Security
Actions: 1 minute Plus
Ability: CHA
DC: Application DC (GM, based on target and situation)
Short Description: Use ropes or other materials to securely bind a creature or object.
Requirements: You must have appropriate binding materials (rope, manacles, chains, etc.). If binding a creature, the target must generally be willing, incapacitated, helpless, or surprised. Attempting to bind a fully resisting creature in combat would typically involve Grapple or other combat maneuvers first.


You attempt to securely bind a creature or object using available materials. This Skill covers not only restraining captives but also securing cargo, lashing items together, or creating strong anchor points with rope. The effectiveness of your bindings depends on your Skill and the quality of the materials used.You make an Bound [Security] check against an Application DC set by the GM. This DC is influenced by the target's state (e.g., willing, struggling, size) or the complexity of securing an object (e.g., awkward shape, unstable position). The binding materials themselves have a Base Escape DC (for creatures) or a Base Strength/Holding DC (for objects). Your success on this check modifies that base value to determine the final security of the bindings.For example, standard rope might have a Base Escape DC of 15. A successful Bound check could increase the final Escape DC to 17, while a critical success might make it 20.


Degrees of Success

Critical SuccessYou apply the bindings with expert precision. The final Escape DC (or equivalent strength rating for objects) of the bindings is the material's Base DC +5. The bindings are applied efficiently and appear very secure.
SuccessYou apply the bindings securely. The final Escape DC (or equivalent strength rating for objects) of the bindings is the material's Base DC +2.
FailureYou manage to apply the bindings, but not effectively. The final Escape DC (or equivalent strength rating for objects) is equal to the material's Base DC, offering no improvement from your Skill.
Critical FailureYour attempt is clumsy. The final Escape DC (or equivalent strength rating for objects) is the material's Base DC -2 (to a minimum determined by the GM, e.g., 5). Alternatively, the materials may become tangled and unusable for this attempt, or the binding fails entirely.

Sample DCs

Application DC 10Binding a willing or fully incapacitated small creature with ample time and good materials; Securing a simple, stable object.
Application DC 15Binding a surprised or unresisting creature of average size; Securing a moderately heavy or somewhat awkward object; Applying bindings quickly to a compliant target.
Application DC 20Binding a creature offering passive resistance (e.g., squirming but not fighting Securing an unstable or complex object; Applying bindings under duress or in poor Conditions.
Application DC 25Binding a strong or agile creature that is making it difficult (but not actively attacking your efforts Securing a very heavy or precariously balanced object under pressure.
Application DC 30+Exceptional circumstances, such as attempting to apply intricate bindings to a subtly uncooperative and powerful entity, or securing something of immense size/complexity in a hazardous environment.

Sample DC Modifiers

Target Size/Strength+2 to +5 if the creature is significantly larger or stronger than average for its type.
Poor Materials+2 to +5 if using improvised or low-quality binding materials.
Complex Object+2 to +5 if the object being secured has an unusual shape or many moving parts.

Lore Bonus Examples

Sailing [Maritime] for complex and secure knots.
Anatomy [Physiology] for optimal placement of restraints on a creature.
Enforcement [Criminology] for effective restraint techniques.
Engineering [Natural Philosophy] for securing objects or creating load-bearing anchors..

Special

The GM determines the Base Escape DC or Base Strength of the binding materials (e.g., Simple Rope: Base Escape DC 15; Manacles: Base Escape DC 20; Masterwork Chains: Base Escape DC 30). This Skill can be used to set the DC for an Escape [Acrobatics] check or a Break [Manoeuvres] check against the bindings.



Stealth

Conceal

Conceal - Skill Activity
CHECKMANIPULATESECRETSKILL

Skillset: Stealth
Actions: Single Action
Ability: DEX
DC: Perception DC or Detect [Investigation] DC of observer(s)
Short Description: Hide a small item on your person or in the environment.
Requirements: You have a small item of 1 Bulk or less to hide.


You manipulate and conceal a small item on your person, attempting a Conceal [Stealth] Check against the Perception or Detect [Investigation] DC of any passive observer who might notice it. An Item Penalty is applied to the Conceal DC based on how difficult the object should be to conceal, based on the object’s visibility, size, shape, ability to make noise, etc. (see Special for sample penalties). Once the GM rolls your DC for a concealed object, that same result is used no matter how many passive observers you try to sneak it past. If a creature is specifically searching for the object, it can attempt a Seek [Investigation] Check against your Conceal [Stealth] Result.You can also Conceal An Object somewhere other than your person, such as among undergrowth or in a secret compartment within a piece of furniture. In this case, Characters Seeking in an area compare their Seek [Investigation] Check results to your Conceal [Stealth] DC to determine whether they find the object.


Degrees of Success

Critical SuccessThe object remains Undetected and would require a thorough search to find. The target has Disadvantage on Seek [Investigation] Checks to notice the concealed item for 1 hour.
SuccessThe object remains Undetected and would require a thorough search to find.
FailureThe object becomes Hidden but may be easily spotted by someone seeking it.
Critical FailureThe object becomes Observed and will be noticed even by those not actively searching for it.

Sample DC Modifiers

Tiny Item-0: A tiny item, such as a coin or a key, in a pocket or pouch.
Small Item-5: A small item, such as a dagger or a potion, on your person or in a bag.
Medium Item-10: A medium sized item, such as a sword or a shield, on your person using special techniques.
Actively Searched Item-15: An item that is actively being searched for, or that is heavily guarded or scrutinised.
Impossibly Placed Item-20: An item in a location that is seemingly impossible to reach or access.

Lore Bonus Examples

Sleight of Hand [Thievery] for misdirection.
Anatomy [Physiology] for knowing good hiding spots on the body.
Streetwise [Anthropology] for blending Actions into a crowd..

Hide

Hide - Skill Activity
CHECKEXPLORATIONMOVESECRETSKILL

Skillset: Stealth
Actions: Single Action
Ability: DEX
DC: Perception DC of each observer
Short Description: Attempt to become Hidden from view using cover or concealment.
Requirements: You are in a square that contains Cover, Greater Cover, or Concealment.


You attempt to hide yourself from view, either by blending into your surroundings, using Cover, or otherwise Concealing yourself. The Hide [Stealth] Check DC is the observer's Perception but can be influenced by the quality and amount of cover or Concealment available, and lighting Conditions. The GM rolls your Hide [Stealth] Check in secret and compares the result to the Perception DC of each creature you’re observed by but that you have Cover or Greater Cover against or are Concealed from. You gain the Circumstance Bonus from Cover or Greater Cover to your Check. If a creature is specifically searching for other creatures, it can attempt a Seek [Investigation] check against your Hide [Stealth] Result.Remember the States Of Detection relative to each creature: Observed (in clear view), Hidden (location known, but unseen), and Undetected (location unknown).If you attempt to Strike a creature after Hiding, the creature remains Flat-Footed against that attack, and you then become Observed (unless you got a critical success on Hide). If you do anything else, you become Observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive Action without being noticed, possibly requiring another Hide check. If a creature uses Seek to make you Observed by it, you must successfully Hide to become Hidden from it again.


Degrees of Success

Critical SuccessYou remain Hidden from view and cannot be located by observers unless they take specific Actions to find you. You can take a Single Action that is not only Hide, Sneak, or Step without losing your Hidden status.
SuccessIf the Creature could see you, you’re now Hidden from it instead of Observed. If you successfully become Hidden from a Creature but then cease to have Cover or Greater Cover against it or be Concealed from it, you become Observed again. You cease being Hidden if you do anything except Hide, Sneak, or Step.
FailureYou remain Observed.
Critical FailureYou draw unwanted attention to yourself, and observers are likely to notice you and any companions in the area.

Lore Bonus Examples

Camouflage [Survival] for blending with natural environments.
Urbanism [Geography] for using cityscapes as cover.
Illusion [Magic] for understanding magical concealment..

Sneak

Sneak - Skill Activity
CHECKMOVESECRETSKILL

Skillset: Stealth
Actions: Single Action
Ability: DEX
DC: Perception DC of each Creature
Short Description: Move stealthily to remain or become Undetected.
Requirements: You can move at least half your Land Speed. You were Hidden from or Undetected by the target creature(s) at the start of your Movement.


You attempt to move to another place while becoming or staying Undetected. You Stride up to half your Speed (or use Sneak while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type; you must move at half that Speed). At the end of your Movement, the GM rolls your Sneak check in secret and compares the result to the Perception DC of each Creature you were Hidden from or Undetected by at the start of your Movement. If you have Cover or Greater Cover from the Creature throughout your Stride, you gain the +2 Circumstance Bonus from Cover (or +4 from Greater Cover) to your Sneak check. Because you’re moving, the bonus increase from Taking Cover doesn’t apply. You don’t get to Roll against a Creature if, at the end of your Movement, you neither are Concealed from it nor have Cover or Greater Cover against it. You automatically become Observed by such a Creature.You become Observed as soon as you do anything other than Hide, Sneak, or Step. If you attempt to Strike a Creature, the Creature remains Flat-Footed against that Attack, and you then become Observed. If you do anything else, you become Observed just before you act unless the GM determines otherwise. The GM might allow you to perform a particularly unobtrusive Action without being noticed, possibly requiring another Hide or Sneak check. If you speak or make a deliberate loud noise, you become Hidden instead of Undetected. If a Creature uses Seek and you become Hidden to it as a result, you must Sneak if you want to become Undetected by that Creature again.


Degrees of Success

Critical SuccessYou remain Undetected by the Creature at the end of your Movement. You can take a Single Action that is not only Hide, Sneak, or Step without losing your Hidden status.
SuccessYou remain Undetected by the Creature at the end of your Movement.
FailureA telltale sound or other sign gives your position away, though you remain unseen. You’re Hidden from the Creature throughout your Movement and remain so.
Critical FailureYou’re spotted! You’re Observed throughout your movement and remain so. If you’re Invisible and were Hidden or Undetected instead of being Observed, then you’re instead Hidden throughout your Movement.

Sample DC Modifiers

Dim Light+2 DC if the lighting is dim.
No Cover+4 DC if there is no cover available.
Target Alert+2 DC if the target is actively searching for you.

Lore Bonus Examples

Acoustics [Natural Philosophy] for understanding sound travel.
Anatomy [Physiology] for silent footfalls.
Scouting [Warfare] for covert movement..

Special

During Exploration, you can use your Proficiency in Sneak [Stealth] to perform the Avoid Notice Activity.


Signal

Signal - Skill Activity
CHECKCONCENTRATEMANIPULATESECRETSKILLVISUAL

Skillset: Stealth
Actions: Single Action Plus
Ability: CHA
DC: GM Determined (message complexity, familiarity)
Short Description: Communicate silently using gestures and body language.
Requirements: You must be Observed and within <code>30 feet</code> of a Creature you wish to communicate with.


This Skill allows you to communicate silently with another creature. You can use hand signals, body language, and subtle gestures to convey information without speaking aloud. The DC to communicate a simple message, such as 'wait here,' may be 5 while more complex messages may have a higher DC. Additionally, the DC may increase if the Creatures are not Familiar hand gestures or with each other's cultures or languages.


Degrees of Success

Critical SuccessThe message is conveyed perfectly, and the other creature understands it without any confusion or misinterpretation.
SuccessThe message is conveyed, but there may be some confusion or misinterpretation on the part of the other creature.
FailureThe message is not conveyed, and the other creature remains unaware of your intent.
Critical FailureThe message is misconstrued, and the other creature acts in direct opposition to your intent. Alternatively, your hand motions could alert other creatures to your presence.

Sample DCs

Trivial (DC 5)Communicating a basic command or emotion with a universal gesture, such as 'stop' or 'come here.'
Easy (DC 10)Communicating a simple message or instruction that consists of one clear idea, such as “enemy ahead” or “follow me”.
Moderate (DC 15)Communicating a message that involves a simple sentence or a single concept with details, like 'guard at the door, move quietly'.
Hard (DC 20)Communicating a compound message that combines two or three simple ideas, such as “Go around the building, then signal when safe”.
Severe (DC 25)Conveying a detailed message requiring understanding of context or abstract concepts, like “Create a distrAction at the front, then meet at the escape point in 10 minutes”.
Extreme (DC 30)Communicating intricate plans or messages that involve multiple steps or Conditions, such as outlining a covert operation plan with contingencies.
Ridiculous (DC 45)Communicating highly detailed and nuanced information that could normally require a lengthy conversation, such as explaining a detailed backstory or a complicated scientific theory.
ImpossibleAttempting to communicate a message so complex or abstract that it cannot realistically be conveyed through silent communication alone.

Lore Bonus Examples

Linguistics [Anthropology] for understanding non-verbal cues.
Theatrics [Performance] for expressive gestures.
Espionage [Criminology] for covert communication techniques..

Special

Characters that know Sign Language gain Advantage to their Check when communicating with creatures that can also understand Sign Language. The use of viewing glasses or binoculars can extend the Range that one can communicate silently.


Scout

Scout - Skill Activity
CONCENTRATEEXPLORATIONSECRETSKILL

Skillset: Stealth
Actions: 5 minutes per DC
Ability: INT
DC: GM Determined (guard Skill/attention, environment)
Short Description: Observe a group's patrol to plan a stealthy path.
Requirements: You must have a clear view of a group of people that you want to observe for at least one patrol loop. The group must be moving in a way that suggests they are guarding something, such as a castle perimeter or a caravan.


You observe the group and their movements, taking note of their patrol routes and the places they seem to be paying more attention to. You then use this information to plan a path that would allow you to move without being seen. The Scout [Stealth] DC is determined by the Skill and attention of the guards and the quality of hiding places on the way.


Degrees of Success

Critical SuccessYou can determine a path that is practically invisible to the guards. You can move along the path with ease. You gain Advantage Sneak [Stealth] Checks and the whole party gains +2 Circumstance Bonus to their Initiative Rolls.
SuccessYou can determine a path that provides good cover from the guards' line of sight. You can move along the path relatively easily. The whole party gains +2 Circumstance Bonus to their Initiative Rolls.
FailureYou are unable to determine a path that provides sufficient cover from the guards' line of sight.
Critical FailureYou misread the guards' movements and choose a path that may lead you directly into their line of sight. You gain Disadvantage on Sneak [Stealth] Checks.

Sample DCs

Trivial (DC 5)Group of guards who are not particularly attentive to an area with few hiding places.
Easy (DC 10)Group of moderately attentive guards guarding an area with some decent hiding places.
Moderate (DC 15)Group of highly attentive guards guarding an area with difficult-to-reach hiding places.
Hard (DC 20)Group of expert guards, actively looking for intruders in an area with very few hiding places.
Severe (DC 25)Group of elite guards who are guarding an area with no hiding places, and who are actively looking for intruders with magical assistance (such as scrying magic or familiars).
Extreme (DC 30)Group of legendary guards who are guarding a magically warded area with no hiding places, and who are actively looking for intruders with magical assistance (such as scrying magic or familiars).
Ridiculous (DC 40)Group of mythical guards who are guarding a magically warded area with no hiding places, who are actively looking for intruders with magical assistance, and who have supernatural senses such as blindsight or tremor sense.

Lore Bonus Examples

Tactics [Warfare] for understanding patrol patterns.
Architecture [Artisanry] for identifying structural hiding spots.
Psychology [Physiology] for predicting guard behaviour.

Survival

Forage

Forage - Skill Activity
CHECKCONCENTRATEEXPLORATIONMANIPULATEMOVESECRETSKILL

Skillset: Survival
Actions: 1 hour
Ability: WIS
DC: Forage Check DC (GM Determined based on Environment, Target Rarity/Quality)
Short Description: Gather useful ingredients or natural resources.
Requirements: You must be in an environment suited to the sought-after Natural Item.


You spend 1 hour attempting to find and gather useful Natural Items from the local environment. A party can typically Forage within a single distinct area up to four times per day.[strong]Targeting Categories of Items (e.g., 'Herbs', 'Edible Fungi', 'Hardwood'):[/strong] If you declare you are searching for a general category of Natural Items of a particular Rarity (and optionally, Quality), the GM first determines if such items could plausibly exist in the area. If so, you make a Forage [Survival] Check. The DC for this check is the Base DC from the Natural Item Rarity Table for the targeted Rarity, modified by your desired Quality and any environmental factors. The success of this check determines if you find items of that category, their quantity, and their specific nature (which the GM determines based on the environment and your roll).[strong]Targeting a Specific Named Item (e.g., 'Sunpetal Blossom', 'King Toad Mushroom'):[/strong] If you declare you are searching for a *specific named item*, the GM first determines if that particular item could plausibly exist in the area. If so, you make a Forage [Survival] Check. The DC for this check is the item's Rarity BaseDC (from Natural Item Rarity Table) +5, further modified by your desired Quality and any environmental factors. The success of this check determines if you find the *specific named item* you were seeking, and its quantity/quality. If you succeed, you find the named item; if you fail, you do not find that specific item, though the GM might rule you find something else of lesser value or a common item from the same category if your roll was close.[strong]Foraging for Anything:[/strong] If you are foraging for any useful items without a specific target, you make a Forage [Survival] Check. The GM sets a DC based on the general bounty and nature of the environment (see Sample DCs). The result of this check determines if anything is found, and if so, its Rarity, Quality, and quantity. Higher results yield rarer and better-quality items. The GM can use the Rarity tiers and their Base DC values from Natural Item Rarity Table as a guide to assign what's found based on your check result relative to those BaseDCs.If an item of a certain Rarity or a specific named item simply would not exist in the foraged area, you find nothing of that type, regardless of your rolls.


Degrees of Success

Critical SuccessYou find an increased quantity of Natural Items (e.g., 1d4+1 units). If targeting specifics, the items are of the targeted Rarity and one Quality Rank higher than aimed for (or typically found if no specific quality was aimed for). If foraging for anything, items found are one Rarity Rank higher than a normal success would yield for your check result, or you find a particularly valuable/useful selection of appropriate Rarity and Quality.
SuccessYou find a standard quantity of Natural Items (e.g., 1d2 units). If targeting specifics, the items are of the targeted Rarity and Quality. If foraging for anything, the items are of a Rarity and Quality determined by your check against the environment's DC.
FailureIf targeting specifics, you find only 1 unit of a Common Quality item of the targeted Rarity (or one Rarity Rank lower if Common is not applicable/available for that Rarity). If foraging for anything, you find nothing of significant value, perhaps only some basic kindling or common non-edible plants.
Critical FailureYou find nothing useful. Alternatively, you might briefly think you've found something valuable, but it turns out to be mundane, or you misidentify something common as rare. You might also attract unwanted attention from local wildlife or disturb the area, making future foraging attempts here more difficult.

Sample DC Modifiers

Poor Weather Conditions+2 to +5 DC
Area Recently Foraged+5 DC
Using Appropriate Tools (e.g., trowel, basket)-2 DC

Lore Bonus Examples

Botany [Ecology] for identifying plants.
Mycology [Ecology] for fungi.
Geology [Geography] for useful stones or minerals.
Herbalism [Pharmacology] for medicinal plants..

Special

In Downtime, you can use your Proficiency in Forage [Survival] to perform the Subsist Activity. When targeting specific items or rarity, your Forage [Survival] Check determines if items are found, their quantity, and quality. The DC is based on the item's Rarity. When foraging for anything, the Forage [Survival] Check result directly determines what is found. The GM should describe findings narratively. On a Critical Failure for the Forage [Survival] Check, especially if foraging for anything, the GM might describe finding something seemingly valuable that is actually worthless or even mildly hazardous upon closer inspection (e.g., pretty but poisonous berries mistaken for edible ones, revealed with a later Study Flora or upon consumption).Natural Items with the Perishable Trait lose 1 Natural Item Quality rank per day.


Cook

Cook - Skill Activity
CHECKCONCENTRATEEXPLORATIONMANIPULATESECRETSKILL

Skillset: Survival
Actions: 1 minute per final Cook DC point
Ability: INT
DC: Final Cook DC (calculated from Desired Meal Quality, Ingredient Quality Modifiers, and Tool Modifiers)
Short Description: Prepare a meal using available ingredients.
Requirements: You must have access to fresh ingredients, cooking equipment, and adequate cooking space.


You use your culinary Skill to prepare a meal. The time required (1 minute per final Cook DC point) and the difficulty of the Cook [Survival] Check are determined by the final Cook DC.To calculate the final Cook DC:• <strong>Base Meal DC:</strong> Start with the 'Cook DC' from the Meal Quality Table that corresponds to your <em>desired</em> final meal quality.
• <strong>Ingredient Quality Modifiers:</strong> For each of up to three key ingredients used, apply a DC modifier based on that ingredient's own Quality. Refer to the Natural Item Quality Table for these specific DC modifiers (e.g., high-quality ingredients might decrease the DC, while poor-quality ingredients might increase it).
• <strong>Tool Modifiers:</strong> The availability and quality of your cooking tools also adjust the DC. Poor or missing tools will increase the DC, while excellent tools or tools with a high Proficiency Rank can decrease it (see Sample DC Mods).
A meal can feed up to 5 Medium Creatures, unless effort was put into making a larger amount. A Large Creature counts as two Medium Creatures, and a Giant Creature counts as two Large Creatures (and so on).Despite being crafted, Meals count as a Natural Item for assessing their Quality Rank and generally have the Perishable Trait unless prepared specially with preservatives (e.g., salted, dried, pickled). Adding preservatives typically decreases the final Quality Rank of the meal by 2 (unless a specific ingredient or recipe states otherwise).Successfully creating a meal allows you to impart the unique culinary benefits of some of the ingredients used (see Degrees of Success). The specific effects are detailed in each ingredient's description and may depend on the ingredient's own Quality Rank.


Degrees of Success

Critical SuccessThe meal's Quality increases by one rank for every 10 points your check exceeds the Cook DC. You also gain the benefits of up to three ingredients used.
SuccessThe meal achieves the targeted Quality. You also gain the benefit of one ingredient used.
FailureThe meal's Quality decreases by one rank for every 5 points your check falls short of the Cook DC. You gain no benefits from any ingredients.
Critical FailureThe meal's Quality decreases by one rank for every 2 points your check falls short of the Cook DC. If the Quality drops below zero, the meal has negative effects, such as indigestion or sickness.

Sample DC Modifiers

Poor/No Cooking Tools+2 to +5 DC
Excellent Cooking Tools-2 to -5 DC (or use Proficiency Bonus of tools as a DC reduction)
Ingredient Quality (Example Poor)+X DC (Modifier from <code>Natural Item Quality Table</code>, per ingredient, up to 3)
Ingredient Quality (Example Excellent)-Y DC (Modifier from <code>Natural Item Quality Table</code>, per ingredient, up to 3)

Lore Bonus Examples

Gastronomy [Artistry] for complex or artistic meals.
Dietology [Physiology] for nutritional benefits.
Herbalism [Pharmacology] for incorporating beneficial herbs.
Butchery [Zoology] for preparing meat..

Study Flora

Study Flora - Skill Activity
CONCENTRATEEXPLORATIONMANIPULATESECRETSKILL

Skillset: Survival
Actions: Single Action Plus
Ability: INT
DC: Study Flora DC (item)
Short Description: Examine a Natural Item to determine its identity and properties.
Requirements: You must have access to the Natural Item in question and be able to observe and handle them.


You examine a Natural Item and determine its identity, potential uses, and any special properties they possess. The DC of the Study Flora [Survival] Check is determined by the Natural Item and can be found in the items entry. This DC is usally determined by the items Rarity as well as any disguising properties it may have. The special properties of an item are given in that items entry. Each successful Study Flora [Survival] Check provides one special property of the item, and you can continue to study the item until you have identified all of its special properties. However, You can only identify a specific Natural Item once, unless you gain an additional Proficiency Rank.


Degrees of Success

Critical SuccessYou superbly identify the Natural Item and all of its special properties in one attempt. Add this ingredient and its learned properties to your known Natural Item list.
SuccessYou accurately identify the ingredient and can add it and one of its special properties from its entry to your known Natural Items.
FailureYou are unable to identify the ingredient. You do not gain any information about its properties or potential uses.
Critical FailureYou misidentify the ingredient as something else and may even mistake it for something harmful or poisonous. You gain false information about its properties and potential uses or may even ruin it in the process. Add this ingredient and its learned (false) property to your known Natural Item list.

Sample DCs

Mundane (DC 5)Extremely common plants, basic weeds.
Common (DC 7)Common plants, basic fungi.
Uncommon (DC 10)Less common plants, specific types of edible fungi.
Rare (DC 15)Rare herbs, unusual fungi.
Valuable (DC 20)Plants with significant properties, valuable fungi.
Exotic (DC 25)Extremely rare or magically-influenced flora.
Fabled (DC 30)Legendary plants or fungi with unique properties.
Unique (DC 35)One-of-a-kind, never-before-seen flora.

Sample DC Modifiers

Disguised/Mimicking Plant+2 to +5 DC
Previously Encountered Plant Type-2 DC

Lore Bonus Examples

Botany [Ecology] for plant identification.
Herbalism [Pharmacology] for medicinal properties.
Toxicology [Veneficium] for poisonous plants.
Mycology [Ecology] for fungi.

Cover Tracks

Cover Tracks - Skill Activity
CONCENTRATEEXPLORATIONMOVESECRET

Skillset: Survival
Actions: Variable
Ability: DEX
DC: N/A (User's Survival check result or static value sets DC for trackers)
Short Description: Obscure your trail to make it harder to follow.
Requirements: You must be at least Trained in the Cover Tracks Activity.


You cover your tracks, moving up to half your Travel Speed. Anyone tracking you must Succeed at a Track [Survival] Check against your Cover Tracks [Survival] DC


Degrees of Success

Critical SuccessYour Cover Tracks DC is 10 + twice your Proficiency Bonus.
SuccessYour Cover Tracks DC is equal to 10 + your Proficiency Bonus.
FailureYour Cover Tracks DC is decreased by 5.
Critical FailureYour Cover Tracks DC is decreased by 10, or you inadvertently leave more obvious signs.

Lore Bonus Examples

Tracking [Scouting] for knowing what trackers look for.
Camouflage [Survival] for blending disturbances with the environment.
Geology [Geography] for understanding how different terrains hold or obscure tracks..

Special

Covering Tracks in an Encounter: If you are in an Encounter, you can use your Proficiency in Cover Tracks [Survival] to cover your tracks. You can attempt a Cover Tracks [Survival] Check against the Track DC of any Creature that is tracking you. The DC is determined by the GM based on how obvious the signs are.


Track

Track - Skill Activity
CONCENTRATEEXPLORATIONMOVE

Skillset: Survival
Actions: Variable
Ability: WIS
DC: GM Determined (freshness of trail, weather, ground type, or Cover Tracks DC of target)
Short Description: Follow the trail of creatures or individuals.
Requirements: You have clear visibility on your surroundings.


You follow tracks, moving at up to half your travel speed. After a successful Track [Survival] Check, you can continue following the tracks at half your Travel Speed without attempting additional checks for up to 1 hour. In some cases, you might Track in an Encounter. In this case, Track is a Single Action and doesn’t have the Exploration Trait, but you might need to roll more often because you’re in a tense situation. The GM determines how often you must attempt this Check.You attempt your Track [Survival] Check when you start tracking, once every hour you continue tracking, and any time something significant changes in the trail. The GM determines the DCs for such checks, depending on the freshness of the trail, the weather, the type of ground, or if tracks were actively covered (vs. the Cover Tracks [Survival] DC of the target).


Degrees of Success

Critical SuccessYou easily find the trail or continue to follow the one you’re already following, moving at your full Travel Speed for the next hour (or duration of encounter tracking).
SuccessYou find the trail or continue to follow the one you’re already following, moving at your half your Travel Speed for the next hour (or duration of encounter tracking).
FailureYou lose the trail but can try again after a 1 hour delay.
Critical FailureYou lose the trail and can’t try again for 24 hours.

Sample DCs

Trivial (DC 5)The path of a group of people or animals following a road.
Easy (DC 10)Relatively fresh tracks of a large mammal through a forest.
Moderate (DC 15)Older tracks, tracks in less ideal terrain (e.g., rocky ground, light rain).
Hard (DC 20)A nimble panther through a jungle, tracks after moderate rain, or tracks that someone attempted to poorly cover.
Severe (DC 25)Very old tracks, tracks in difficult Conditions (e.g., heavy rain, some snow), or well-covered tracks.
Extreme (DC 30)Tracks after a winter snow, tracks of a mouse or smaller creature, or expertly covered tracks.
Ridiculous (DC 45)Old tracks through a windy desert’s sands, tracks after a major blizzard or hurricane.

Sample DC Modifiers

Fresh Tracks (<1 hour)-2 to -5 DC
Old Tracks (>1 day)+2 to +10 DC
Ideal Ground (Soft Earth, Snow)-2 DC
Poor Ground (Hard Rock, Heavy Debris)+2 to +5 DC
Heavy Rain/Snowfall during tracking+5 DC or more

Lore Bonus Examples

Zoology [Ecology] for identifying animal tracks and habits.
Scouting [Warfare] for tracking humanoids or military units.
Meteorology [Geography] for understanding how weather affects trails.
Anatomy [Physiology] for deducing creature movement from tracks..


Cover image: Painted Map of Arora by cheesemijit

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