General Skills

COOL

In addition to Cool’s traditional uses, this skill is now used in opposed checks against the Charm skill.

COORDINATION

In addition to Coordination’s traditional uses, this skill is now used (instead of Ranged) for any checks involving throwing weapons. It can be thought of almost as a “Ranged (Light)” skill.

MECHANICS

The use cases of the Mechanics skill have been split into two new skills: Crafts and Engineering.

Crafts

The Crafts skill is used when making, repairing, disassembling, modifying, or examining smaller items like weapons, tools, pottery, etc.

Engineering

The Engineering skill is used when making, repairing, disassembling, modifying, or examining larger constructions like walls, defensive fortifications, siege engines, tunnels, and buildings.

SAILING

Firstly and most obviously, the Sailing skill is used when trying to control any watercraft. It is also used when one wishes to navigate on the sea, read air and ocean currents, recall lore concerning sea life, recognize and understand other ships, and when trying to survive in coastal or island environments. In essence, the Sailing skill is a combination of ship-lore and ocean survival. It should also be noted that the Sailing skill is linked to the Cunning characteristic.  

VIGILANCE

In addition to Vigilance’s use in Initiative rolls, this skill is now used in opposed checks against the Deception skill. Vigilance will also now be used as the “passive perception” skill (i.e., in order to observe something one is not actively looking for).


Magic Skills

Ranks cannot be purchased in any Magic skill unless that skill is counted as a career skill.

GLYPHS

Glyphs is a reskin of the Runes skill. It is used by those who write blood glyphs to enchant things and cast spells. The glyphs themselves are not inherently magical; instead, they are a means for a spellcaster to place their will and intent on something for a long period of time. Most carvers write their blood glyphs in Gindas, or the Characters, which was the script of Classical Paternic. See here for some examples of what Gindas looks like, though please note that the script is very unfinished.

INSTINCT

Instinct is a reskin of the Primal skill. It is used by those who go off gut feel when casting their magic.

RESOLVE

Resolve is a reskin of the Divine skill. It is used by those who cast spells through sheer willpower.

VERSE

The Verse skill is used by those who focus their magical abilities through song, poetry, and storytelling. 

WIT

Wit is a reskin of the Arcana skill. It is used by those who rely on study and practice to reliably cast their spells.


Combat Skills

GUNNERY

The Gunnery skill is used to aim, fire, and manage siege weapons like battering rams, ballistae, and catapults. Gunnery is linked to the Intellect characteristic.

COORDINATION

See Coordination above for this skill’s combat applications.


Social Skills

All social skills are unchanged from their original versions.


Knowledge Skills

ADVENTURING

The Adventuring skill represents practical knowledge, as well as an understanding of monsters, ruins, riddles, and similar dangers.

CULTURE

The Culture skill is used when one wishes to recall or intuit information about the language, customs, laws, and art of the peoples of Patrinor, Geminor, Empheros, the Sargāzat, Alensis, and the Once-Realm of Regimen.

EXOTICA

The Exotica skill is used when one wishes to recall or intuit information about the language, customs, laws, and art of all the peoples not covered by the Culture skill. This includes the peoples of the Sārmath Land, the Trogmunders of the Home Islands, the Kingdom under the Wall, the Hords, and the barbarian tribes of Relkor, Khōrgos, the Far North, and the Far South.

GEOGRAPHY

Geography concerns matters like the comprehension of maps and cartography, navigation by land, and the locations of landmarks, cities, and regions.

LORE

Lore encompasses history both recent and far-off, folktales, legends, religion, and knowledge of magic.

OCCULT

The Occult skill covers that which it is proscribed to know: dark rituals, prophecy, the calling up of spirits, and all magicks descended from the Mad One.