Skills

Skills are suggestions for things your character is particularly good at. You are free to invent new areas of specialization.

When your character's skill would apply to a roll, add it to your target number.

[Sh]ine - Likeable and lucky. Use Shine to get a discount at a boarding-house, trick a suspicious sargento, or win a hand of cards.

  • Oration
    • Tell a good story, make a convincing argument, give a speech.
  • Music and Dance
    • Perform in front of others for rituals, money, or favor.
  • Bartering
    • Haggle for goods.
    • A successful Bartering test reduces all prices of a merchant by 1 die.
  • Carousing
    • Eat, drink, smoke, cook, and make merry. Live the good life.

[Wi]ts - Quick-thinking and erudite. Use Wits to remember the migratory patterns of ((geese)), calculate the amount of gunpowder needed to blow up a wall, or draw an accurate map.

  • Woodcraft
    • Track, hunt, trap, gather, and fish. Understand plants and animals.
  • History
    • Remember the past, through stories, songs, and legends.
  • Cultures
    • Recall details about other peoples and places in ((California)).
  • Crafting
    • Create, repair, or disassemble worked goods.
  • Science
    • Understand physics and mathematics, perform alchemy, create gadgets.
  • Medicine
    • Treat wounds and sickness, understand anatomy.

[Gr]it - Strong, tough, fierce. Use Grit to stare down a charging demon, break a jaw, or outlast a bout of weeping fever.

  • Brawling
    • Punch, wrestle, kick, bite, choke.
  • Axes and Clubs
    • Swing brutal and bludgeoning weapons.
  • Athletics
    • Climb, swim, jump, sprint.

[Qu]ick - Fast and accurate. Use Quick to palm a bead necklace, outrun a canoe, or shoot a deer.

  • Spears and Staves
    • Wield hafted weapons.
  • Knives and Swords
    • Stab and slash with precision.
  • Guns and Bows
    • Draw, aim, fire, reload.
  • Horsemanship
    • Ride well, tend to your mount, rope a calf.
  • Boating
    • Manage vessels large and small on the water.
  • Sneaking
    • Walk softly, pick a pocket, make an item disappear.

[Sp]irit - Supernatural, otherworldly. Use Spirit to perform a conjuring, banish a ghost, or find a path to the lower world.

  • Prayer
    • Invoke the blessings of beings from the Upper World.
  • Astrology
    • Predict the future and see the present through the stars.
  • Shape-changing
    • Take on the aspects of plants and animals.
  • Elementalism
    • Channel the energy of the natural world.

Magical Skills

Magical skills (marked in italics) require talents or spells to use to full effect, they are not a catch-all.

Being skilled in a school of magic or science grants minimal cosmetic abilities - like the ability to make a puff of air with elementalism or lengthen your nails with shape-changing. To perform true feats of magic you need the associated Talents.

Advancing Skills

Every time you fail a test you are skilled at, mark it down. At the end of the session, roll a D20. If it is less than your total failures, increase your skill by one (to a maximum of 20) and reset your failures.

Learning Skills

A character who is untrained at a skill may seek out a teacher. If they impress their teacher (by coin or by deed) and spend a few days in tutelage, they become trained in the skill and gain a point in it.

Your skill improves with failure as normal.


Dragonbane skills range from 3-14 with saves from 3-18. Blurry distinction between skills and saves. Can advance skills, not saves.

BSH has stats only, 8-14 (maybe 15?), stats used for both skills & saves. Can advance to 18.

Cairn has 3-18, stats for both skills + saves, no advancement.

Advancing skills:

  • Feeling of incremental progression
  • Range of strengths and weaknesses to a character
  • Some character sheet clues for actions to take when stumped

Downsides:

  • More numbers to keep track of, busier character sheet.
  • Longer character creation.
  • Can discourage creative thinking if a skill is covered.