Proficiencies
Languages
A character knows one language which it has used to communicate since birth. Additional languages can be learned by training with another proficient character or reading a primer in said language for 500 hours. Writing equipment and/or a tablet must be present to learn written languages.
Equipment
A character can gain proficiency in equipment such as weapons or armor from a competent character or by reading a primer after spending 300 hours. Weapons and armor are categorized by style and the character is assumed proficient with all related equipment of the relevant style.
A character proficient in a particular armor style will be able to use that style to better effect.
Skills
A character can learn a new skill from a competent character or by reading a primer after spending 400 hours.
The sample skill list below acts as a reference, remember to tailor skills to your players and setting.
Sample Skills List
Name |
---|
Lock Picking |
Smithing |
Fletching |
Agriculture |
Etiquette |
Empathy (Insight) |
Drinking |
Alchemy |
Medicine |
Ropes + Knots |
Hide |
Spot (Listen, Perception) |
Survival (Wilderness) |
Natural Law |
Animal Training |
Appraise |
Linguist |
Read Lips |
Acrobatics |
Sailing |
Cooking |
Tactics |
Carpentry |
Cartography |
Deception |
Stone Shaping |
Tailoring |
Lute |
Lyre |
Skill Ranges
The range of each of these attribute progress from:
Name | Skill Check |
---|---|
No Training | Roll 2d6 at disadvantage |
Competent | Roll 1d6 |
Expert | Roll 2d6 at advantage |
Master | Roll 3d6 at advantage |
Weapon Styles
All characters are permitted to use any weapon. If the character is not proficient in a weapon style they roll an additional damage die and take the lowest result. All characters are proficient with basic weapons. As an expert the character can reroll one damage die. As a master they can reroll two damage dice.
Armor Styles
All characters are permitted to use any armor. A character who is proficient with armor receives a +1 bonus to damage reduction of that style and reduces the movement penalty, if any, by 10’. An expert may reduce the noise penalty of the armor, if any, by one level.
A character must be at least proficient in the next lower tier of armor before they can become proficient in a heavier version.
Optional Rule: A character who doffs their chain or plate armor for recreation or rest may continue to wear the underlying padding as if it were leather armor.