Signed in as:
filler@godaddy.com
Signed in as:
filler@godaddy.com
This is a D20 system that also utilizes D12s and occasionally other dice. The Skills in this system are designed to be intuitive and to guide nearly every possible action that could be taken in the game. However, it should be noted that each game will be unique and Gms and players can decide which skills to use in a campaign.
There are many skills, too many for any one character to master all. Teamwork is encouraged.

Survival Skills
Combat Skills
Subterfuge Skills
Social Skills
Spellcasting Skills
Crafting Skills
Skill Tags:
*= Saving throw skill. (10 +(Skill)) These skills always ignore the -3 untrained and instead use a +0 Untrained.
^= Skill has passive (5 + (Skill)
~= Setting specific, Gm Optional
Skill Rank Bonus Notes
Skills can be improved in a few ways normally.
Survival
This is usually the character living through battles. Though this is not the only factor. Surviving encounters of various types also count. However, it is up to the Gm to determine if the encounter is worthy of gaining a skill point. Skilled gained in this way are skills used in the encounter and thus the point must be used on one of these.
Training
Characters can seek to improve their skills. This is a downtime minigame, involving dcs set by the GM. This can appear in several ways. Including Solo training arcs, finding and studying manuals, or finding GM made NPCs, that have higher ranks of skills. Tools for crafting dcs and npcs and other resources will be in its own section for GMs to use. These take small training arcs which the GM can set.
Quests
As characters complete quests they gain a skill point. It is recommended to place this in a skill they used to complete the quest, but these skill points are not limited to specific skills. Quests can be related to characters and their dynamic stories or beyond that with gm made quests or plot points.
Mastery
Skill Mastery is Locked behind a Quest of training. Gms design these difficult trials. These trials are meant to be difficult and take many attempts and fails. Because the bonus is large between expert and master, these trials are intentionally designed to take many attempts and to be difficult. More details will be given in Downtime.
With any trained skill of proficient or greater training level, a player can set that skill as a Favored specialization. To do this the player will detail what they want to specialize that skill in. Such as a focus in a sub-discipline, style, or technique. An example would be a specific weapon or armor. This Favored Specialization grants a +2 to any checks with that specialization. PCs innately can have 1 favored specialization and can gain more from age categories or GM milestones or training arcs.
Core Skills
Endurance*
Bushcraft^
Tracking^
Climbing
Swimming
Navigation^
Animal Handling^
Riding^
Fishing
Packcraft^
Medicine
Herbalism
Piloting~
Vehicles~
Core Skills
Defense*
Melee Combat
Ranged Combat
Unarmed Combat
Armored Combat^
Shield Combat
Grappling
Tumbling^
Tactics^
Calvary ^
Marksmanship
Demolition
Vehicle Combat~
Naval Combat~
Ariel Vehicle Combat~
Core Skills
Perception*^
Stealth^
Sleight of Hand^
Lockpicking
Trapwork
Escape Artist
Investigation^
Cordcraft^
Disguise^
Shadowing^
Sabotage
Appraisal^
Forgery
Interrogation
Cryptography^
Hacking^~
Core Skills
Insight*
Persuasion
Performance
Intimidation
Deception ▵
Charm ▵
Etiquette ▵
Speechcraft ▵
Literacy ▵
Bartering ▵
Folklore ▵
History ▵
Seduction ▵
Leadership ▵
Languages (Multi-Slots) ▵
Core Skills
Focus*
Spellcrafting
Countercasting
Wardcraft^
Divination
Enchanting^
Summoning
Restoration
Theology
Necromancy~
Biomancy~
Technomancy~
Core Skills
Engineering*
Smithing
Cooking ▵
Equipment Maintenance ▵
Invention ▵
Alchemy ▵
Leatherwork
Masonry
Woodcraft
Tailoring / Textiles ▵
Tinkering (Jury-Rigging) ▵
Siegecraft ▵
Mount Care ▵
Vehicle Maintenance ▵~
Jewelry Crafting ~
Glasswork ~
Saving throws and Skill Checks in this system rely on the following framework.
Base
Difficulty Level, how hard the check will be.
Simple/no save needed.
Easy/5-10
Normal/11-15
Hard/16-20
Very Hard/21-25
Near Impossible/26-30
Epic/31+ or potentially reversed 5 or below.
If a check is too high a gm can declare it to just be impossible.
After the Difficulty is set there can be +modifiers which could increase the save difficulty. this could be other variables and distractions.
Then -modifiers could be accounted for. Like taking more time or using tools. These variables reduce the DC.
This framework will be reflected later in crafting and casting and other systems.
Disadvantage and advantage both can stack and cancel each other out to 3 times each. Advantage and disadvantage can come from many sources especially in combat.
Advantage is roll additional dice and take the highest.
Disadvantage is roll additional dice and take the lowest.
If they cancel each other, then it's a straight roll.