Different Skills

Skills are now being grouped into 12 distinct categories (2 categories for each ability score). Each skill category is affected by it’s respective ability score. Thus, when rolling the player adds both the ability score modifier and the points invested into that skill category. There are 6 common skills and 6 trained skills. All 6 common skills are available to players to invest into, whereas only 2 trained skills of the players choice may be ranked up. Players may choose any 2 trained skills to add to their list.

Ability Score Common Skills Trained Skills
Strength Combat Training Combat Mastery
Dexterity Stealth Thievery
Constitution Athletics Acrobatics
Intelligence General Knowledge Arcane Ability
Wisdom Perception Hunting/Survival
Charisma Social Skills Heroism

Characters may also choose to spend a skill point by specializing into specific skills. Each point invested into a specialized skill provides an extra +3 bonus when using that specific skill. However a skill can only be specialized into once before level 11, and once more after that.

e.g. Instead of investing a skill point into the Thievery Category, Roger the Rogue invests the point into Lockpicking under the Thievery Category for a +3 bonus whenever he tries to pick a lock.

Leveling Up

All classes start with 6 skill points to place wherever they choose, 3 +3 bonuses for specializations, and a +3 bonus for any skill that would fall under the Miscellaneous skill section. At each subsequent level, the character receives 2 more points to invest into a skill category, one more +3 bonus (that cannot be placed in a skill that already has a +3 bonus), and 1 more +3 bonus for a Miscellaneous skill.

Combat Training & Mastery

Strength

The maximum amount of hero chips can be increased by investing into the Combat Training skill. This added bonus is equal to your Combat Training skill divided by 2. A character’s Combat Mastery skill divided by 2 equals the extra number of Hero Chips you start with at the beginning of a battle.

Bonus Max HC = Combat Training / 2 (round down)
Bonus Start HC = Combat Mastery / 2 (round down)

Stealth & Thievery

Dexterity

Creeping silently down a hallway without being heard, or blending into the shadows of a rubble-littered alleyway are both simple examples of using your Stealth skill. Picking the lock on the master bedroom’s door in that hallway, or pickpocketing the unaware as they pass you by will draw on your skill in Thievery.

Examples of Stealth:

  • Move Silently
  • Move Unseen
  • Escape Artist

Examples of Thievery:

  • Pick Lock
  • Disarm Trap
  • Pickpocket

Athletics & Acrobatics

Constitution

Athletics and Acrobatics includes feats of brute strength or stamina, or even tasks that require acute balance that the character might need to perform. Such examples might be swimming across a river, attempting to push over the boulder or balancing on the branches of a tree.

Examples of Athletics:

  • Swimming
  • Jumping
  • Climbing
  • Running
  • Balancing

Examples of Acrobatics:

  • Entertaining Acrobatic Performances
  • Tumbling
  • Performing a fancy move in combat

General Knowledge & Arcane Mastery

Intelligence

Any knowledge of topics that wouldn’t be included into any of the other skill categories would fall under General Knowledge. A spell user’s mastery in the arcane arts is reflected in her Arcane Mastery skill. Identifying the magical properties of a wand, using that wand and identifying a spell all require a skill check from this category. Furthermore, you may choose to make the starting number of hero chips you may hold equal to your Arcane Mastery Skill.

Examples of General Knowledge:

  • Alchemy
  • History
  • Religion

Examples of Arcane Mastery Skills:

  • Use Magical Item
  • Spell Craft
  • Arcane Knowledge

Perception & Hunting/Survival

Wisdom

Hunting and Survival skills involve general knowledge of nature, travel, and tactics for surviving the harshness of the elements. A druid that attempts to predict the weather for the next few days, or a ranger that tries to set a trap to catch his prey would both be using skills from this category. Also included in this category are one’s awareness and perception of surroundings. Hearing a feint door creak around the corner of a hallway, or being able to spot that one loose brick in the wall are examples of these types of skills.

Examples of Perception:

  • Search
  • Spot
  • Listen

Examples of Hunting/Survival:

  • Set Trap
  • Track
  • Forage

Social Skills & Heroism

Charisma

Social skills, as the name implies, revolve around dealing and communicating with other individuals. Convincing a wealthy lord to lend you his carriage for an errand, or being able to tell truth from fact from the mouth of a captured assassin are fine examples of people skills. For each point invested into Heroism, a player may opt to re-roll any single die roll that he/she makes. Thus, with a Heroism of 5, a player may re-roll up to 5 dice in a single day.

Examples of Social Skills:

  • Bluff
  • Detect Motive
  • Perform
  • Gather Info
  • Acting

Miscellaneous Skills

Strength / Dexterity / Constitution / Intelligence / Wisdom / Charisma

Any specific skills that do not fall into any of the other categories skills falls under here. Each point invested is worth a +4 bonus, akin to specializing, althought there are no limits to how many points one may invest in a certain skill.

Examples of skills:

  • Armor Smithing
  • Art & Illustration
  • Engineering

Different Skills

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