Skills
Skills represent training and expertise beyond raw attributes.
Total Skills: 20 skills covering post-apocalyptic needs
Skill Check: d20 + Attribute Modifier + Proficiency Bonus (if proficient)
Physical Skills (MIG/AGI/END)
Athletics (MIG)
Climbing, jumping, swimming, breaking objects, physical contests
- Example DCs: Climb rough wall (DC 10), Leap 10-foot gap (DC 15), Swim in rough water (DC 15)
Acrobatics (AGI)
Balance, tumbling, escaping grapples, flexibility
- Example DCs: Balance on narrow beam (DC 12), Tumble through enemy space (DC 15), Contortion escape (DC 18)
Stealth (AGI)
Hiding, moving silently, shadowing targets
- Example DCs: Hide in shadows (DC 12), Sneak past guard (contested), Stalk through open wasteland (DC 20)
Sleight of Hand (AGI)
Pickpocketing, planting items, manual dexterity, lockpicking
- Example DCs: Pick pocket (contested), Pick simple lock (DC 12), Disable trap (DC 15-20)
Endurance (END)
Resisting fatigue, forced marches, holding breath, withstanding pain
- Example DCs: March extra hours (DC 10), Hold breath 2 minutes (DC 15), Resist torture (DC 18)
Mental Skills (INT/WIS)
Technology (INT)
Understanding, repairing, and operating pre-war and modern tech
- Example DCs: Repair broken device (DC 12), Hack terminal (DC 15-20), Rewire system (DC 18)
Science (INT)
Physics, chemistry, biology, engineering principles
- Example DCs: Identify chemical (DC 10), Calculate trajectory (DC 15), Synthesize compound (DC 20)
Arcana (INT or WIS)
Understanding magical theory, identifying spells, magical research
- Example DCs: Identify spell being cast (DC 15), Recall magical lore (DC 12), Understand ritual (DC 18)
Investigation (INT)
Searching for clues, logical deduction, analyzing evidence
- Example DCs: Find hidden clue (DC 12), Deduce culprit (DC 15), Reconstruct events (DC 18)
Medicine (WIS or INT)
Treating wounds, diagnosing illness, surgery, first aid
- Example DCs: Stabilize dying character (DC 10), Treat disease (DC 15), Field surgery (DC 18)
Perception (WIS)
Spotting hidden things, noticing details, awareness
- Example DCs: Notice hidden door (DC 12), Hear approaching enemy (DC 10), Spot distant movement (DC 18)
- Passive Perception: 10 + WIS modifier + proficiency (if proficient) - used when not actively searching
Insight (WIS)
Reading body language, detecting lies, understanding motives
- Example DCs: Sense ulterior motive (DC 12), Detect lie (contested), Read emotional state (DC 15)
Survival (WIS)
Tracking, foraging, navigation, weather prediction, wilderness lore
- Example DCs: Find food/water (DC 12), Track creature (DC 15), Predict storm (DC 10), Navigate wasteland (DC 15)
Social Skills (PRE/WIS)
Persuasion (PRE)
Convincing others, diplomacy, honest negotiation
- Example DCs: Convince guard (DC 12), Negotiate treaty (DC 18), Rally troops (DC 15)
Deception (PRE)
Lying, disguise, misdirection, creating false impressions
- Example DCs: Tell convincing lie (contested), Maintain disguise (DC 15), Fake credentials (DC 18)
Intimidation (PRE or MIG)
Threats, coercion, inspiring fear
- Example DCs: Threaten information (contested), Demoralize enemy (DC 15), Cow crowd (DC 18)
Performance (PRE)
Entertaining, oratory, acting, musical skill
- Example DCs: Entertain crowd (DC 10), Deliver rousing speech (DC 15), Impersonate specific person (DC 20)
Specialized Skills
Piloting (AGI or INT)
Operating vehicles, mounts, spacecraft
- Example DCs: Routine driving (DC 10), Dangerous maneuvers (DC 15), Combat piloting (DC 18)
Craft (INT or WIS)
Creating and repairing items (specify: weapons, armor, electronics, etc.)
- Example DCs: Simple repairs (DC 10), Create quality item (DC 15), Master craftsmanship (DC 20)
Handle Animal (WIS or PRE)
Training, calming, commanding beasts
- Example DCs: Calm frightened beast (DC 12), Train simple trick (DC 15), Command war beast (DC 10)
Knowledge (INT)
Specialized lore (specify: history, geography, factions, pre-war, etc.)
- Example DCs: Common knowledge (DC 10), Obscure fact (DC 15), Rare/secret information (DC 20)
Skill Proficiency
Proficient: Add proficiency bonus to skill checks Not Proficient: Add only attribute modifier
Gaining Proficiency:
- Archetype starting proficiencies
- Background proficiencies
- Spend 2 AP to learn new skill proficiency
- 8 weeks training + 200 credits instructor fee (downtime activity)
Expertise: Double proficiency bonus on specific skill
- Requires proficiency first
- Costs 4 AP or specific class features grant it
Group Checks and Aid
Group Check
Everyone rolls the same skill.
- Success Threshold: If half or more succeed, group succeeds
- Used for: Group stealth, mass knowledge checks, collective tasks
Aid Action
Help another character with their skill check.
- Requirement: Must be proficient in the skill or DM allows situational help
- Benefit: Target gains advantage on their check
- Multiple Helpers: Only one helper grants advantage (doesn't stack)
Skill Challenges
Complex situations requiring multiple checks over time.
Structure:
- DM sets goal and required successes (usually 3-5 before 3 failures)
- Players describe actions and choose relevant skills
- Roll checks against appropriate DCs
- Track successes and failures
- Outcome based on final tally
Example: Escaping a Collapsing Ruin
- Required: 4 successes before 3 failures
- Players might use: Athletics (dodge debris), Perception (find exit), Technology (override blast door), Acrobatics (leap gap)
- Failure: Trapped or injured; Success: Escape with minor wounds