
Attributes & Skills

Finesse
Finesse is the mastering of fine motor skills and nimbleness. A person with great Finesse is adept at deft hand movements, physical agility, and graceful control of their body
Finesse Weapons
Most Finesse Weapons do a smaller amount of damage, but are lighter and more versatile.
Finesse Armor
Finesse Armors are lighter, so they typically offer a small amount of damage prevention. Generally, Finesse equipment is most useful for anyone who wants to strike quickly, silently, or from a distance, such as an archer or rogue.
Dodge
Anyone may decide to use their Dodge to avoid taking a hit, instead of allowing their Armor to defend against it. Your Finesse determines how effective your dodge skill is, as well as a few other factors such as your size


Initiative
PASSIVE STAT
Your initiative represents your reaction time when beginning combat and turn-based situations. A higher Finesse will naturally increase your Initiative bonus, making it easier for you to take your turn earlier.
SKILLS
No training ⬧
UNTRAINED
You can perform only Untrained actions for this skill
1 training level ❱
NOVICE
+1 to skill tests
You can perform Novice actions
2 training levels ❱❱
INTERMEDIATE
+2 to skill tests
You can perform Intermediate actions
3 training levels ❱❱❱
EXPERT
+2 to skill tests
You can perform Expert actions
4+ training levels ❱❱❱⮞
SPECIALIST
Specialist Bonus
You gain a unique Specialization/Mastery Feature of your choice
Deftness
With a mastery in Deftness, you become skilled in the art of deception and misdirection, specifically related to hand-eye coordination. You can braid hair, tie knots, and play cards with ease, you can perform “magic” tricks that leave spectators in awe, and effortlessly slip items in and out of pockets undetected.
Hair & Skincare Routine
HOBBY
requires Personal Care Gear
Like the clothes we wear, one’s hair and skin act as a canvas for personality and flair, and you have refined the art of keeping these canvases as finely kept and conditioned as possible.
Duration: 1 hour
Make a
Deftness test [5], if you succeed, gain +1 Presence until your next rest.
Artistic Expression
HOBBY
Sometimes you must allow a moment for your subconscious to tell you what you’ve been missing through the artful expression of your internal needs.
Duration: 1 hour
Make a
Deftness test [5], if you succeed, gain a Small Piece of Art (barter) and a +1 bonus to all Presence checks until your next Sleep.
requires Painting Gear
Train with Skill Puzzles
HOBBY
Duration: 1 hour
Make a
Deftness test [5], gain a +3 bonus to any one Deftness or Handiness test until your next Sleep.
Perform Street Magic
SIDE JOB
Every town and village has its residents who will be amazed by the slight applications of street magic.
Duration: 6 hours
Make a
Deftness test [10], if you succeed, gain 1 Bird Leaf for each 10 points you score in your result.
Performance Sleight
UNTRAINED
⬧
You can hide, palm, move, and deposit any small item that fits in your palm (ex. card or coin). Make a
Deftness test costing 1 AP, this is opposed by any casual viewer’s
Awareness; if any chooses to be an active viewer, attempting to perceive the deception, they oppose with a
Detection test. If an observer succeeds, they become aware of the deception.
Pickpocket
NOVICE
❱
With ease and grace you can turn another’s property into yours with the flick of your hand. Make a
Deftness test costing 1 AP, if you are attempting to take a small or easily accessible item the test is DC10, if you are attempting to take a larger or more well concealed item, the test is DC15. Your target makes a
Detection test in opposition, if they win the roll they become aware of your attempt and may attempt to make a Dodge as though your
Deftness were the attack result if your roll succeeded. If you succeed and the attempt was not dodged, you successfully steal the object from your target. Factors such as large or heavy items or objects that project illumination may increase the DC of the Pickpocket attempt.
Forge Handwriting
INTERMEDIATE
❱❱
Inhabiting the hands of another is just another art that can be honed, allowing you access and entry to things held secure. Spending 5 minutes per page, make a
Deftness test and mark the result. Anyone attempting to scrutinize your forgery must make an
Appraisal or
Investigation test with a DC equal to the result of your
Deftness test result to discern the questionable nature of the item.
Sudden Strike
EXPERT
❱❱❱
Striking faster than the speed of sight you catch your opponent off guard and unaware of your maneuvers. Make a
Deftness test costing 1 AP; on a success, you may make an attack with an Unarmed or Stealth weapon attack against a non-hostile creature, they are not offered the opportunity to dodge this attack. After you have rolled, all observers make a
Detection test against the result of your
Deftness test, if they succeed, they become aware of your actions.
Handiness
With mastery in the Handiness skill, your boundless curiosity has led you to design, invent, and manipulate objects with moving parts. You have a natural knack for understanding inventions and all their intricate mechanisms.
Customize an Outfit
HOBBY
Maintain your Equipment
HOBBY
With mastery in the Handiness skill, your boundless curiosity has led you to design, invent, and manipulate objects with moving parts. You have a natural knack for understanding inventions and all their intricate mechanisms.
Operate
UNTRAINED
⬧
Many of the magnificent and wonderful machines of the world leave people confused but you know that like all things they just require an understanding of how they are built. As an Action, make a Handiness check targeting a Device, the DC is set by the complexity of the Device; on a success you safely and properly activate the Device.
Repair
NOVICE
❱
Fixing mundane items is a simple task for your experienced hands, be it restringing a bow, reforming a crushed lantern, or mending holes in your travelware. As an Action, lasting at least 1 minute, make a Handiness check on a mundane item; on a success, repair all damage to the item.
Disable Device
NOVICE
❱
If you know how to construct contraptions, chances are you can figure out how to take one apart. As an Action, make a Handiness test on a target lock, trap, or other such Device, the DC of the check is set by the targeted Device; on a success, you set the device to its default state.
Improve
INTERMEDIATE
❱❱
One thing you have learned quickly is that everyone uses everyday items in unique ways and there are simple ways to customize a tool to better fit its owner. As an Action, lasting at least 1 hour, make a Handiness test on a tool, weapon, armor, or other such item. The most common Improvements include Honing a weapon (+1 Attack bonus for 1 Week), Reinforcing armor (+1 Armor rating and +25% weight), and Lightening an item (-25% weight); you may only apply one Improvement to an item at a time but can we swapped with an additional Improve check. Speak with your DM if you have any similar ideas for improving an item, larger changes may require a Tinker check.
Disable Advanced Device
INTERMEDIATE
❱❱
Just as some have discovered how to overcome simple Devices, some have learned to make said Devices even harder to manipulate and overcome. As an Action, make a Handiness test on a target Advanced lock, trap, or other such Device, the DC of the check is set by the targeted Device; on a success, you set the device to its default state.
Tinker
EXPERT
❱❱❱
Constant trial and error can teach you more than any scholastic scroll, you have learned how to modify items in ways no school can teach. As an Action, lasting at least 3 hours, make a Handiness test on a tool, weapon, armor, or other such item. Tinkering with an item can have more dramatic results than Improving an item, such as adding or modifying a damage type, attempting to camouflage an item as mundane, or making an item look much more powerful and deadly than its true nature. The DC for a Tinker test varies with your requests but always is a DC 15 at least.
Disable Magical Device
EXPERT
❱❱❱
When security is paramount, many trust the mysterious means of the arcane to be the final defense against talented opposition. As an Action, make a Handiness test on a target Arcane lock, trap, or other such Device, the DC of the check is set by the targeted Device; on a success, you set the device to its default state.
Mobility
With high skill in Mobility, you can become a nimble acrobat, flipping and twirling through the air with grace and agility. You effortlessly perform daring stunts, like backflips and somersaults, as if you were a circus performer in a magical show.
Go Dancing
HOBBY
Stretching Session
HOBBY
Dodge
UNTRAINED
⬧
As a Swift Action, make a Mobility check; if you succeed, you may jump across a gap of 5 feet, increasing the DC by 2 for each additional foot you attempt to jump. If you moved at least 10 feet in the direction of your jump just before, you gain a +2 bonus to the check. If you are Expert trained or better you may reduce the DC increase to 1 for each additional foot attempted to cover.
Leap Gap
UNTRAINED
⬧
As a Swift Action, make a Mobility check; if you succeed, you may jump across a gap of 5 feet, increasing the DC by 2 for each additional foot you attempt to jump. If you moved at least 10 feet in the direction of your jump just before, you gain a +2 bonus to the check. If you are Expert trained or better you may reduce the DC increase to 1 for each additional foot attempted to cover.
Maneuver
NOVICE
❱
Navigating a dangerous battlefield can be the difference between survival and failure. As a Swift Action, during a Movement Action, make a Mobility check; if you succeed, you may ignore a Reprisal Attack during this movement, for every 2 points your result surpasses the DC, you may ignore an additional Reprisal during this movement. If you are Expert trained or better you may ignore an additional Reprisal for each point your result surpassed.
Gymnastics
NOVICE
❱
You have trained the body’s movement when it comes to agility and coordination. As a Swift Action, during a Movement Action, make a Mobility check; if you succeed, you may ignore the effects of Hazardous Terrain and Low Cover. Increase the DC by 5 if attempting to ignore the effects of Lethal Terrain.
Bound Upwards
NOVICE
❱
As a Swift Action, make a Mobility check; if you succeed, you may jump vertically 3 feet, increase the DC by 3 for each additional foot you attempt to jump. If you moved at least 10 feet just before, you gain a +2 bonus to the check. If you are Expert trained or better you may reduce the DC increase to 2 for each additional foot attempted to cover.
Acrobatics
INTERMEDIATE
❱❱
Flying through the air with grace and poise, you challenge gravity itself. As a Swift Action, during a Movement Action, make a Mobility check; if you succeed, you may travel your Movement speed both vertically and horizontally; you must have a vertical surface or object to ascend.
Contortion
INTERMEDIATE
❱❱
Manipulating your body into strange shapes you can challenge the expectations of others. This check usually helps an explorer in escaping binding, squeezing through tight spaces, or worming out of the grasp of an opponent. As an Action, make a Mobility check against a Device or opponent, the DC of the test is set by the Device or the opponent’s Brawl check; if you succeed you escape the Device or the Brawl. You may also use this check to squeeze through difficult spaces, the DC of the test is set by the size and state of the space you are attempting to traverse.
Stealth
With exceptional Stealth, you may become a shadowy phantom, seamlessly blending into your surroundings. You can move silently and effortlessly, like a ghost, avoiding detection even in the most challenging situations. You leave others baffled as to how you manage to disappear without a trace.
When hiding, your Stealth checks are opposed by other creatures’ Awareness. If a creature was previously aware of you, or if you make them aware of you by attacking or acting conspicuously, they may make an active Detection check on their turn to attempt to find you.
Engage in Mischief
HOBBY
Eavesdropping
HOBBY
Hide
UNTRAINED
⬧
As an Action, you may move up to 5 feet before hiding, then make a Stealth check; you must have a location in which you can logically hide. Any individuals who pass your location check their Awareness against your result, active viewers check their Detection against your result. If the viewer’s result surpasses your result they become aware of your presence. If you are at least Basic trained, you may move 10 feet before hiding. If you are at least Veteran trained, you may use this check as a Swift Action. If you are at least Expert trained, you may use this check as a Reaction.
Sneak
UNTRAINED
⬧
As an Action, make a Stealth check, then you may move up to 10 feet quietly; check your result against the Awareness of anyone within perception. If you are at least Basic trained, you may move up to half your movement speed. If you are at least Veteran trained you may travel your full movement speed. If you are at least Expert trained, if you are discovered during your Sneak, you may immediately make a Hide check with a maximum movement distance of 5’.
















