Sigil

Bleak Forest

Sigil

Character Rules: Skills

Created by Johnathan L Bingham

Skills

Skills & Focus Index

Skills represent broad areas of trained ability and expertise. They determine how likely a character is to succeed at various tasks and are associated with one of the three core attributes: Corpus, Anima, or Spiritus. Skills have a Core Skill and associated Focus abilities. The Core Skills are generalist areas that cover the broad spectrum of capabilities, while Focus areas amplify and add new capabilities on top of the abilities granted by a Core skill. You must first possess a Core Skill to be able to gain a Focus ability. Further, you cannot have more ranks in a Focus area than you possess in the Core skill.

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Skill Checks

To attempt a skill check, roll a d20 and follow these steps:

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Skill Progression

Skills use a five-rank system for base proficiency, with a separate three-tier Focus track. The base skill ranks are:

Focus tiers are Competent, Accomplished, and Adept. These provide additional abilities but cannot exceed the base skill rank.
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Skill Focus

Skill Focus grants extra benefits to a Core skill. To gain a Skill Focus, you must already possess the Core skill, and your Focus Rank cannot surpass your main skill rank (for example, an Apprentice in Alchemy cannot have a Focus beyond Competent).

Skill Focus benefits vary by skill, but they may include:



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Corpus, Anima, and Spiritus skills

Skills are broken down into skillsets under the three attributes. Within these skillsets, Skill Focus provide you with avenues for specialised expertise in areas such as Athleticism, Skulduggery, and Arcane. Skill Focus Ranks reflect increasing competence within the selected specialized focus area.

When you start the game, you don’t automatically have any weapon skills unless you choose Combat as one of your Corpus skills. You can still try to use weapons, but your ability is based on a BAM! check that uses only your Corpus attribute modifier for the result.

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Corpus Skills

Die Roll (d6) Skill
1-2 Athleticism
3-4 Combat
5-6 Endurance

Athleticism

Core: You train your body and mind for top performance and strength. Add your skill rank to physical actions like jumping, climbing, or escaping from danger. You also add your Athleticism rank to Corpus saves against physical effects such as being knocked down, grappled or thrown. This does not stack with Endurance; use the higher rank.

Focus: Chain Reaction

You can perform several different physical actions in one round, like moving, attacking, and retreating. As long as you don’t repeat the same action consecutively, you don’t add a mishap die for Diminishing Returns (See Diminishing Returns under Playing the Game). For each skill focus rank you have, you get the following advantages on these actions:

Focus: Defensive Manoeuvres

When you are targeted by an attack, you may make an opposing dodge check against the attacker’s successful roll. Roll d20 + Corpus modifier + Athleticism rank vs. the attacker's attack roll result. On a success, the attack is negated. You may use this reaction once per round regardless of focus rank. At each focus rank (Competent, Accomplished, Adept), you gain +1/+2/+3 to your dodge roll.

Focus: Iron Will

Iron Will functions as a damage reduction focus. It works as an armour replacement or enhancement. When unarmoured it works as follows:

If used with armour, you do not get the benefit of armour reduction, but you do retain the ability to mitigate or absorb critical damage.

Combat

Core: You add your Corpus and skill modifiers to Activity checks to hit, and you add your skill rank to damage (1 point per skill rank) with melee and ranged weapons.

Focus: Martial Arts

At the beginning of your attack, you may choose to make a specialized strike to either stun, disable, or lethal attack. On a successful hit, the target must make a save (d20 + relevant attribute modifier vs. Difficult (16)) or suffer stat damage equal to your skill focus rank directly to the affected ability: Disabling Strikes target Anima (Anima save), Stunning Strikes target Spiritus (Spiritus save), and Lethal Strikes target Corpus (Corpus save). On a successful save, the target still takes 1 point of stat damage (minimum effect). Armour does not reduce this damage.

Focus: Multiple Attacks

You gain advantage for each skill focus rank you possess when making successive melee attacks attempts per round to reduce the disadvantages posed by multiple action per round through Diminishing Returns (see Diminishing Returns under Playing the Game). The advantages are as follows:

Note: you cannot lower the BAM! of successive attacks lower than the BAM! of the first attack. Example: your first attack is against an opponent with a BAM! of Difficult (16). The normal progression for successive attacks would mean a second attempt is made at Challenging (19), a third at Formidable (22), and a Fourth at Inconceivable (25). If you have a Focus Rank of Accomplished, then you can reduce the BAM! of the second attack from Challenging to Difficult, and the Third Attack would be at Difficult as well (Major Advantage shifts two categories). Note: four attempts per round is the maximum attack attempts from all sources combined (Chain Reaction, Dual Wielding, Multiple Attacks, Quick Shot, and any special abilities).

Focus Area: Quick Shot

You gain advantage for each skill focus rank you possess when making successive ranged attacks attempts per round as follows:

Note: you cannot lower the BAM! of successive attacks lower than the BAM! of the first attack. Example: your first attack is against an opponent with a BAM! of Difficult (16). The normal progression for successive attacks would mean a second attempt is made at Challenging (19), a third at Formidable (22), and a Fourth at Inconceivable (25). If you have a Focus Rank of Accomplished, then you can reduce the BAM! of the second attack from Challenging to Difficult, and the Third Attack would be at Difficult as well (Major Advantage shifts two categories). Note: four attempts per round is the maximum attack attempts from all sources combined (Chain Reaction, Dual Wielding, Multiple Attacks, Quick Shot, and any special abilities).

Endurance

Core: You add your Endurance skill rank to your Corpus modifier for saves to resist Conditions and Fatigue. Fatigue will still occur as usual after 24 hours.

Focus: Hardened

This skill focuses on building stamina and toughness through regular physical training. Each Focus rank adds 2 to your maximum Vitality (maximum total bonus: +6). In addition, you apply your Skill Focus Rank to Corpus saves against critical damage.

Focus: Recovery

This focus reduces the recovery time for Vitality. For each focus point, you recover an additional point of Vitality per 10-minute rest, up to a maximum of 4 vitality per tick.

Focus: Resilience

For each skill focus rank you have in Resilience, you can travel one additional watch without checking for fatigue (maximum of 3 watches). At the end of your Resilience extension, you are subject to the normal travel rules and must immediately rest or check for fatigue every hour. Additionally, you can add your Skill Focus rank to your Corpus saves against Fatigue.

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Anima Skills

Die Roll (d6) Skill
1-2 Guile
3-4 Wiles
5-6 Wits

Guile

Core: Combat isn’t always necessary—persuasion, negotiation, and charm can resolve situations and avoid conflict. This skill improves your interactions with intelligent creatures (other than animals), letting you add your skill rank to the Activity Check versus their BAM! to influence their attitude. Persuasion checks are as follows:

Starting
Disposition
Influence to:
Helpful Friendly Curious Wary Hostile
Hostile Formidable
(22)
Challenging
(19)
Difficult
(16)
Average
(13)
—
Wary Challenging
(19)
Difficult
(16)
Average
(13)
— —
Curious Difficult
(16)
Average
(13)
— — —
Friendly Average
(13)
— — — —
Helpful — — — — —

Focus: Influence

You exert a powerful charismatic pull that can charm, intimidate, or taunt a creature. Choose one approach and make a Persuasion check, adding your Guile skill rank and Anima modifier. The BAM! is determined by the target's starting disposition for Charm and Taunt and by an opposed Persuasion (Anima) check against a BAM! of Challenging (19) for you and Average (13) for the target (Modified by your skill rank) for Intimidate. Apply Advantage based on your Influence Focus rank:

On a success, apply the chosen effect below:

Focus: Devoted Follower

To gain a Devoted Follower, the target must already be friendly or helpful. Then, succeed a Persuasion Activity Check against Formidable (22) BAM!, lowering difficulty with each skill focus rank:

Devoted Followers will go to any lengths for you. The maximum number of devoted followers you can have equals your skill focus rank, but combined companions (Devoted Followers and Soul Bound animals) cannot exceed your Skill Focus rank + your Anima modifier (minimum 1).

Focus: Soul Bound

You can bond with a friendly animal that has an Anima score higher than 1, making it your loyal companion. To gain a Soul Bound companion, the target must already be friendly or helpful and pass a BAM! Persuasion check at Formidable (22), but the difficulty drops with Devoted Follower ranks:

Soul Bound companions are loyal and will protect you. The maximum number of Soul Bound animals you can have equals your skill focus rank, but combined companions (Devoted Followers and Soul Bound animals) cannot exceed your Skill Focus rank + your Anima modifier (Minimum 1).

Wiles

Core: This ability governs how you move quietly, hide effectively, gain surprise in an encounter, or flee from combat. Your Anima modifier and Skill rank are added to activity checks and saves to determine if you succeed.

Focus: Ambush

When you make a physical attack against a creature that is unaware of you, either because you won surprise or because you were hidden at the start of your turn, the attack gains Advantage by Focus rank. If it hits, add your Wiles rank to its damage and inflict a Corpus Condition. The Condition is Bloodied; if the hit leaves the target at half its Vitality or less, it is instead the effect for your rank.
Rank Advantage At half Vitality or less Death Blow
Competent Moderate Bloodied, and the target loses its next Move action On a natural 20
Accomplished Major Wounded On a natural 20
Adept Extreme Maimed On any hit

Once the target knows you are there, Ambush no longer applies until you hide again.

Example: The Nameless (Corpus +1, Combat Apprentice, Wiles Skilled, Ambush Accomplished) wins surprise against a bandit (BAM! Average 13, Vitality 12). Major Advantage drops the BAM! two steps, to Easy (10). They roll a natural 20: 20 + 1 + 1 = 22, a hit and a Death Blow. Dagger 1d3+1 (rolled 3), +1 Combat rank, +2 Wiles rank: 7 Vitality, leaving the bandit at 5 and Wounded. That’s under half, so the bandit saves against 22, rolls 14 and dies. Had a bandit assassin done the same to the Nameless, they would need 19 or more instead of 22.

Focus: Evasion

Your ability to stealthily pass through an area enables you to lower the area's Danger Die by 1 for each Skill Focus Rank you have, but it can't go below the baseline 1 Danger Die. Further, when attempting to Move Through (see Move Through under movement in Playing the Game) an area without being detected, attackers are at a disadvantage when using ranged attacks against you as follows:

Focus: Skulduggery

This is the ability to pick pockets, steal items, detect, disarm, and set traps. You apply your Anima modifier and Wiles skill rankl bonus to your Wiles Activity Checks and saves. For each skill rank in Skulduggery, you gain advantage as follows:

If detected, you are immediately under suspicious and target’s reaction shifts to Wary (or Hostile if already at Wary – see Parley under the Encounter Actions in the Playing the Game section).

Wits

Core: You have keen insight and intuitive knowledge that aids you in spotting things or understanding how items are crafted. Add your Anima modifier and Wits skill rank to the check to see if you succeed in spotting hidden objects, can determine how to repair items, or possess knowledge about unusual objects or creatures.

Focus: Repair

Your skill lets you make repairs to even complex or magical items more easily. Each skill focus rank gives you an Advantage for repairs as follows:

To affect repairs, such as maintaining armour and weapons, you must have a basic set of armourer’s tools (takes up 1 slot, costs 2sp). More advanced repairs require access to a forge, workshop, etc.

Focus: Survival

Survival aids in your ability to forage successfully and works in a couple of ways as follows:

In both Foraging scenarios, each Survival Focus rank also grants one additional Forage attempt per Watch (up to three for Adept) on top of the base 4 per watch (1 per hour). Note: within a watch you get one Forage Attempt per Mark (hour) and you must specify at the beginning of the Forage attempt if it is targeted or unspecified.

Focus: Lore

Your knowledge of history, craftsmanship, trade, and unusual objects allows you to assess an item. Examine the item and make a Wits check, adding your Wits skill rank and Anima modifier. Set the BAM! by the item's availability as follows:

The BAM! may be modified in certain circumstances. Some examples include: if the item is disguised, incomplete, badly damaged (Moderate Disadvantage applies) or if it is a historical, well-known item (Major Advantage).

Apply Advantage based on your Lore Focus rank:


On a success, you identify what the item is and determine its availability or rarity, approximate market value in the current region, normal maximum Durability, current Durability, and present condition, including visible wear, damage, defects, or signs of repair. For an item without a listed Durability, describe how fragile, sound, or damaged it is instead.
Lore can also reveal that an object is magical, cursed, enchanted, or otherwise supernatural when such qualities leave recognizable signs. It does not reveal the item's powers, command words, spells, curses, or magical operation, and it cannot read magical writing. Those details require the appropriate magical skill, Focus, spell, or other effect.
Lore’s Effects on Fragments: Fragments are evidence belonging to a specific Challenge or Ordeal and cannot transfer between events. Exploring for one requires a Wits check vs. Difficult (16) unless stated otherwise. A successful Lore check identifies which event an unidentified Fragment belongs to.
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Spiritus Skills

Die Roll (d6) Skill
1-2 Conjuration
3-4 Mysticism
5-6 Occultism

Conjuration

Core: Conjuration covers your knowledge of spirits and supernatural creatures, including Demonic, Elemental, Fae, and Undead beings.

To use Conjuration, you must carry a Codex. The Codex takes up 1 item slot and contains the True Names needed for Conjuration rituals. These may be Nominal or Resonant True Names. See Arcane Paths - Conjuration for details. At the start of the game, your Codex contains the Nominal True Name of one creature. Roll 1d6 to determine which creature:
  1. Brownie
  2. Fairy
  3. Goblin
  4. Imp
  5. Skeleton
  6. Zombie
When you summon, control, banish, or otherwise deal with one of these beings, make a Conjuration check using your Conjuration skill rank and Spiritus modifier.

Focus: Binding

Binding lets you control an entity (Demonic, Elemental, Fae, or Undead) if you know its Nominal or Resonant True Name (see Paths Arcane for more). For each Binding Skill Focus rank, you gain Advantage on Conjuration checks to bind an entity:

Refer to the Conjuration section under Paths Arcane for more information.

Focus: Exorcism

With this focus, you can drive out or banish entities of the supernatural type (Demonic, Elemental, Fae, or Undead) if you know its Nominal or Resonant True name (see Paths Arcane for more). For each Exorcism skill focus rank, you get a higher rank of Advantage on Conjuration checks to exorcise entities:

Refer to the Conjuration section under Paths Arcane for more information.

Focus: Summoning

With this skill focus, you can summon an entity (Demonic, Elemental, Fae, or Undead) if you know its Nominal or Resonant True name. For each Summoning skill focus rank, you get a higher level of Advantage on Conjuration checks for summoning an entity:

Refer to the Conjuration section under Paths Arcane for more information.

Mysticism

Core: You are finely attuned to the mystic forces that permeate the world. As such, you can use your Mysticism skill to detect if there are magical forces active within your vicinity (be it creature, item, or other). This does not grant the ability to detect what the magic effects are, just that there is magic present and what item, area, or entity is magical. Further, because of your ability to detect and understand magical forces, you can use your skill rank with your Spiritus modifier to add to saves versus magical effects and even create Focus Objects which store vitality that can be used to lessen Vitality costs required for Mystical effects such as Psionics and Healing. For more, see the Focus Object Section under Paths Arcane.

Focus: Mystic Channel

Mystic Channel allows you to absorb damage from arcane spells and abilities, converting it into temporary Vitality. Once per watch, when an arcane spell or ability would deal damage to you, make a save using your Mysticism rank. On a successful save, you absorb damage up to the limit allowed by your Focus rank and gain an equal amount of Vitality. This Vitality lasts for one Watch. At the end of the Watch, any Vitality above your normal maximum is lost; any absorbed Vitality that leaves you at or below your normal maximum remains. Your Vitality cannot exceed its normal maximum by more than the amount allowed by your Focus rank as indicated below.

Focus: Healing

You can focus your own vital forces into the healing of yourself and others You need the right ingredients (and, for 2nd and 3rd Order powers, a Healer’s Kit: 1 slot, 2sp) and must pass an Activity Check against the BAM! of the Healing Order ability you’re attempting. Use your Spiritus modifier and Mysticism skill rank for these checks. If you succeed, consume one Healing Herb and apply its healing effect. If you fail, no component is consumed; on a natural 1, roll on the Magical Misfire table. Each skill focus rank gives you an Advantage for spell casting as follows:

Focus: Psionics

You can channel raw mental force to perform remarkable feats without components or preparation. Roll d20 + Spiritus modifier + Mysticism skill rank vs. the power’s BAM!. Vitality is paid after a successful cast; on failure no Vitality is spent but roll on the Magical Misfire table. Each focus rank reduces the Vitality cost of psionic powers and unlocks use of a Psionic Focus Object at Adept rank. See the full Psionics rules in the Paths Arcane section for complete Vitality costs, Focus Object rules, and the full power list. Focus rank casting check bonuses are:

Occultism

Core: The base skill grants you the rudiments of magic and spell casting. You apply your Spiritus modifier and skill rank to your spell casting Activity Checks. To use Occultism, you must carry a Grimoire and have the alchemical formula, arcane sigils, or written spell in your grimoire. The Grimoire takes up 1 item slot and contains the base sigils that make up the magic vocabulary, the cantrips used to read magic, and the base formulae used for alchemical arts. See Arcane Paths - Occultism for details.

At the start of the game, you can cast cantrips (See Paths Arcane), these utility spells are the basis of your grimoire and foundational to use of the skill focus areas (Alchemy, Arcana, and Sigilcraft). For further information, see the Paths Arcane section on how to cast spells, create alchemical products, or craft and charge sigils.

Focus: Alchemy

You can craft potions, elixirs, oils, and powders that augment allies, debilitate foes, and transform the body. You need an alchemist’s kit, the right Alchemical Components, an alchemical formula in your Grimoire for the item being crafted, and must pass an Activity Check against the BAM! of the item you’re making. Use your Spiritus modifier and Occultism skill rank for these checks. Each skill focus rank gives you an Advantage for creating alchemical products as follows:

Focus: Arcana

You can cast powerful spells to help or harm. You need the spell in your Grimoire, the right ingredients and must pass an Activity Check against the BAM! of the spell you’re casting. Use your Spiritus modifier and Occultism skill rank for these checks. Each skill focus rank gives you an Advantage for spell casting as follows:

Focus: Sigilcraft

This skill reflects the research into the study of magic glyphs, sigils, and runes. To create a magical binding sigil, you must possess the appropriate sigil formations in your grimoire. Sigilcraft allows you to charge these symbols to create effects such as guards and wards. You may keep 3, 6 or 9 active imbued items at Competent, Accomplished or Adept, shared with Alchemy and using the higher of the two Focus ranks (see Paths Arcane). Each skill focus rank gives you an Advantage for Sigil Crafting as follows: