Saving Throws & Skills

Your saving throws are derived from your skills. For every 3 ranks you have in the associated skills you receive a +1 bonus on the appropriate saving throw. Your Active Saving Throws (APS ad AMS) represent a character making a conscious effort to repel or avoid an effect that would otherwise harm them. Passive Saving Throws (PPS and PMS) represent your body or mind resisting an effect you would otherwise not be able to actively prevent or are unaware of such as poisons or illusions.

All ranks in all skills have a uniform cost pattern of 5XP multiplied by the rank you are purchasing. So the first rank costs 5XP and the tenth rank costs 50XP. The maximum number of ranks in any skill is 10.

When testing skills the difficulty as determined by your Chronicler is measure in steps and may be known in advance or kept a secret depending on the situation. Combat maneuvers represents your characters ability to be tricky in combat. Whether that be disarming a foe, pushing them back, tripping them, or just grappling them, this skill covers all of your bases. Combat maneuvers are defended against via APS.

Ranged Combat represents your characters skill and air when attacking at distance. Whether it be throwing a dagger or firing a bow, this is the skill to use.

Stealth represents your characters ability to go unseen and unheard. When sneaking targets that are looking for you make opposed Observation check and targets that don’t even know your there make opposed passive mental saves.

Acrobatics represents your characters honing his dextrous skills and is used for circumstances such as jumping a ravine, balancing on a rope, tumbling when you fall to avoid damage. A medium Acrobatics test will allow a combatant to move through an opponents space on the battlefield with no ill effects.

Athletics represents your character honing his muscular skills and is used for circumstances such as climbing a cliff, swimming upstream or bashing a door down.

Melee Combat represents your characters skill with weapons in close quarters. Whether it be because of your musculature or swiftness is up to you, either way, this skill covers any situation where you want hit something close to you with something in your hand.

Knowledge represents your characters ability to gain, retain, and recall information. Whenever you want to figure something out this is the skill of choice.

Speech is a representation of your characters ability to talk others in helping in some way. Whether that be intimidating a guard into backing down or convincing a noble to supply you, if you are using this skill then you are flexing your gift of gab.

Spell Combat represents your characters skill this aiming his spells and piercing through opponents shrouds. For most spells that are direct attacks and wands this will be your skill to use.

Observation represents your characters ability to review his surroundings and pick out the unusual. Whether it be finding a sneaky thief, locating a secret room, or spotting a tripwire, this skill will keep you on your toes.

Survival is a representation of  your characters ability to escape or endure dangerous situations. Whether it be finding your way when lost, determining the safety of freshly found mushrooms, or bandaging a bleeding ally so they don’t die, this skill is for getting our of rough spots.

Thievery represents your character performing acts of skullduggery. Whether it be picking a lock, disarming a trap, or lightening a nobles coin purse, this is the skill of choice for underhanded tactics.