Rolling Skills

The basic roll is 4dF, modified by your skill bonus. For example, if you had Fair melee, you would roll 4dF+2. If you have no points in a skill, you are assumed to be Mediocre, and add nothing to the roll (except possible situational modifiers).

For every step you exceed the DC set by the GM, you get one shift. The effect of a shift can increase the quality of the result or reduce the time the action takes. Opposed rolls rarely use shifts.

The Ladder

Skills follow the following ladder for both skills possessed by characters and for results of skill rolls.
8 Epic
7 Legendary
6 Fantastic
5 Superb
4 Great
3 Good
2 Fair
1 Average
0 Mediocre
-1 Poor
-2 Terrible

Buying Skills

Spend a total of 19 points, capping at 4 points per skill, bringing that skill up to Great. List only the skills you have spent points on your character sheet. Additional skills may be added, consult a DM if none of the following skills fit your character concept. Any skills approved by a DM must be added to the Skills List.


The ability to perform feats of physical prowess. These include acrobatics, feats of strength, and endurance.

Difficulties are set at a DM's discretion.


Practical knowledge of magic and/or technological devices. The ability to maintain, repair, build, modify, (and at high levels, design) technological/magical equipment.

Creating an item requires an extended period of time and DM supervision. Difficulties are set at multiple DM's collective discretions.

Guild Knowledge

Knowledge of the history, religion, lifestyle, magic, etc. of a guild and it's culture. Understanding of the way members of that guild function in society as well as societal behavior patterns associated with that guild. Take once for each guild. A character begins with a guild knowledge skill associated with their guild if they have one.

If a character possesses this ability, they may speak the language and may be assumed to possess at the very least a basic understanding of the cultural norms for a given guild. Rolls are made at a DM's discretion.

Average (+1): Acquainted
Fair (+2): Familiar
Good (+3): Knowledgeable
Great (+4): Native
Superb (+5): Expert


Knowledge of how to treat physical ailments, injuries, and infirmities. A character with Fair or higher in this skill has the knowledge to heal magically or otherwise.

In the event a character is physically damaged, a character with the healing skill may make a check over two continuous rounds in order to restore one point of health. The check is a rolled healing skill against the amount of health lost by the character. For example, if Player A had 3 points in healing, and Player B had lost two points of health, Player A would roll 4dF+3 and attempt to beat Player B's roll of 4dF+2. If that roll was successful (tying or beating the wound roll), the action would be repeated the next combat round (this time against 4dF+1). If Player A succeeds on both attempts, Player B regains a point of health. Neither the medic nor the patient may take any other actions in this time.

In other situations, use of the Medical skill is subject to the GM's discretion.


Awareness of the world around you, and those in it. This represents your ability to see what's happening in your vicinity, as well as your ability to read other people and get a feel for what they really mean. DCs are set at the GM's discretion. It's also used to oppose stealth and some persuasion checks. A high result can reveal Aspects of a scene, or even allow a player to declare a new aspect or detail in the scene, at the GM's discretion.


The ability to influence the actions of others. It includes lies, debate, rhetoric, and other attempts to change people's minds. It is rolled against a DC set by the DM, or against an opposed Perception roll in the case of lying. In general, it's not possible to convince someone of something obviously untrue or get them to do something against their beliefs without the use of a power.


Knowledge represents training in a particular field of learning. A character may select this skill multiple times, having skills such as Scholarship (Blacksmithing) and Scholarship (Barter). Dice costs remain the same.

Average in a Scholarship skill equates to a Bachelor's degree (or equivalent).
Fair in a Scholarship skill equates to a Master's degree (or equivalent).
Good in a Scholarship skill equates to a PhD (or equivalent).
Great in a Scholarship skill equates to at least some postdoctoral work (or equivalent).

Difficulties are set at a DM's discretion. A high result can reveal an Aspect of a scene, creature, or character, or even allow a player to declare an Aspect or detail that wasn't already present, at the GM's discretion.


The ability to disguise objects or people so that they blend into their surroundings. In a crowd, this could be as simple as appearing very generic - in an enemy installation, this could be disguising themselves as an enemy employee. This also includes the ability to pick pockets, conceal small objects on one's person, and the ability to move silently. Sneak checks are made by opposed rolls against Perception.

Street Sense

The ability to find something in a city when you need it. Street sense represents a character's knowledge of how to get along in a city, as well as his contacts in the area.


The ability to not only survive, but thrive in non-urban environments. Wilderness Survival not only enables you to find food and shelter, avoid hazards, identify plants and animals, but also enables you to identify what should and should not be in a natural environment, handle animals, and to follow tracks. When using Survival in the Outside, you cannot roll any higher than your Lore skill.

Combat Skills

Physical Defense

This skill is rolled whenever you are targeted by a hostile physical ability intending to inflict harm on you. It can represent sheer bloody-minded determination not to die as your body's shredded, the agility necessary to dodge incoming blows, or other methods of absorbing or deflecting harm.


This is your actual health, representing your ability to stay standing after getting hit. It isn't rolled, but is lowered every time you fail a physical defense roll or otherwise take damage. When this skill reaches zero, your character is incapacitated. If the character is attacked again, they are dead.

Mental Defense

This skill is rolled whenever you are targeted by a hostile mental ability intending to inflict harm on you. It is a function of your character's willpower and determination.


This is your mental stability, your mind's ability to continue to function after being attacked by outside forces. It isn't rolled, but is lowered every time you fail a mental defense roll or otherwise take psychic damage. When this skill reaches zero, your character is incapacitated. If your character is attacked again, it is fully open to the mental influence of whatever attacked it, possibly resulting in coma, possession, or death.

Attack Skills

Weapons modify uses of these skills with pre-defined parameters established at a GM's discretion. These skills may not be adapted to another skill: if the tool needed for a particular skill is not at hand, do not attempt to use your Gun Combat dice to deck someone, please.

Melee Attack

The ability to attack effectively with a hand-to-hand melee weapon, or unarmed. Opposed rolls are made against a target's Physical Defense.

Ranged Weapons

The ability to accurately throw weapons or objects at a target. Opposed rolls are made against a target's Physical Defense.