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:

  1. DM sets goal and required successes (usually 3-5 before 3 failures)
  2. Players describe actions and choose relevant skills
  3. Roll checks against appropriate DCs
  4. Track successes and failures
  5. 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