Skills, Knowledge, & Training

The Character’s Skills and Knowledge are used to perform tasks or gain information outside of combat and while interacting with the world and other characters. Depending on the situation skills can be used in a variety of ways. Training is the Character’s proficiency with weapon and attack styles. The Character’s Skill is determined by the Ability Score associated with it. These scores can be increased by studying and training, putting Build Points to put into the Skills, as well as by gaining bonuses granted by the Verse Master or magical effects. Knowledge likewise can be increased by studying in game to learn more information, becoming more knowledgeable about various topics. Training can be increased with Build Points or by landing critical hits on targets with particular weapons. Characters gain skills from their Careers or by learning them in game.

The Character’s Training is used to determine how well trained they are in specific weapon categories. The more trained a Character is, the more accurately they can use the weapon. Any ranks put into a weapon category is added to the Attack and Damage dealt by any weapon that belongs to the weapon category, including spells. This also applies to Natural Attacks which are classified as Unarmed.

Various tasks have a Dice Check (DC) that must be overcome to perform. So long a character’s Skill meets the DC requirement, they can perform the task or skill without having to make a check. Other tasks do not require skill checks, as any creature can perform them, such as running, digging, swimming, and climbing. Instead, the rate at which they do these depends on their Movement Speed for each one.

All Skills, Knowledge, and Training are based off of the campaign’s Time Era but what a Character can and cannot learn or do is ultimately up to the Verse Master. Reason and logic must be used in determining the extent of a Character’s ability. For example, if a campaign takes place in a medieval time setting and the Verse Master decides that a time traveler arrives or an alien space ship crashes there then the Verse Master could conclude that it is unreasonable for a Character to be able to figure out how to use their technology using Knowledge Technology, or how to use the alien technology using Precision or Pilot or Training regardless of how high their score and roll is. In such cases the information is Unfathomable to them in the same way that the knowledge of deities could be.


Alchemy is the Character’s ability to create potions and elixirs and to use an alchemy lab to mix and create substances.

Appraise is the Character’s ability to determine the monetary worth of an object such as knowing how much an artifact, statue, painting, or even weapon is worth in order to sell it. This becomes increasingly important when stumbling upon treasures in ancient ruins or dungeons.

Acrobatics is the Character’s ability to perform risky maneuvers when jumping, balancing, swinging, or performing any other abnormal acrobatic feat. Performing these tasks may not necessarily require an Acrobatics check unless doing so has a high chance of failure, is done in dangerous conditions, or is being done in risky or unconventional ways.

Athletics is the Character’s ability to do high performance physical activities that require strength rather than dexterity. An Athletics check may be required if one is running through difficult terrain, swimming in turbulent waters, climbing slippery ledges or structures that are not normally climbed, or digging on difficult surfaces. It can also be done for acts of endurance and games.

Concentrate is the Character’s ability to remain focused while multitasking or when taking damage while casting or focusing on other tasks.

Craft is the Character’s ability to create or build an object specifically listed next to Craft. This can be used for wood working, blacksmithing, glass blowing, painting, weaving, knitting, trap making, cooking, jewelry making, lapidary, or making a product to sell out of any raw materials.

Disguise is the Character’s ability to hide their own identity in any way physically. This includes making themselves anonymous or unrecognizable to those who know their identity but does not make them physically hidden from sight. Disguise is countered against Investigate checks.

Enchant is the Character’s ability to create Runes and to enchant items with them.

Escape Artist is the Character’s ability to escape from traps or to get out of binding situations such as being hand cuffed and can also be used to get out of grapple combat maneuvers such as pin or tie up.

First Aid is the Character’s ability to mend wounds with bandages or creating stints. Successfully conducting first aid can prevent diseases, stop bleeding, and mend broken bones.

Identify is the Character’s ability to identify items, spells, poisons, and materials. Any time a new item or a magical aura is encountered, this skill is used to identify what it is but not necessarily how it works.

Insight is the Character’s ability to gain insightful information by pondering a situation over an amount of time. This allows the Verse Master to also give guidance to players with enough insight to think through their situations. Insight also can be used to solve problems, riddles, and puzzles.

Investigate is the Character’s ability to look around and explore a small area to find any hidden secrets or out of sight objects. By doing so, they can physically examine areas for something that has either been over looked or to look for something that is lost.

Linguistics is the Character’s ability to communicate with those who do not share the same language to get basic ideas across. Characters can also use this to learn new languages by studying languages. For every 5 points added into Linguistics, Characters can learn a new language.

Perception is the Character’s ability to focus and look for things within their viewing ranges. It is divided up into Vision, Hearing, and Smell. So long something is within their sense ranges, they are capable of observing or detecting it. It is used to determine if the character is paying attention and notices something happening within their sense range.

Precision is the Character’s ability to handle things delicately or to make precise movements or actions such as disabling devices, pick pocketing, or even performing surgery. Any action that requires careful movements or skillful precision within Verse Master’s discretion is covered here.

Perform is the Character’s ability to put on a performance or conduct a type of ritual or ceremony such as acting, singing, playing an instrument, or conducting music. Often a career will explain what performance is required. Common performances include act, dance, instrument, oratory, song, and ritual.

Pilot is the Character’s ability to control a Ride of any kind from any era. Piloting is required to pilot a ship, drive a car, or ride a horse. The DC required depends on the Ride and varies with each time era.

Sense Motive is the Character’s ability to detect other characters intentions and motivations during social interactions. This is typically used against Wordsmith in order to determine if someone is lying or to learn what someone’s motive is.

Scribe is the Character’s ability to scribe spell formulas and make scrolls, wizard books, and sigils.

Spell Craft is the Character’s ability to learn new spells by reverse engineering spell formulas from scrolls, wizard books, and ancient Runes, sigils, and texts.

Stealth is the Character’s ability to move silently, hide, or perform any action quietly or unnoticed. Stealth is countered against Perception checks.

Survival is the Character’s ability to make temporary shelters, campsites, hunt for food in the wild, and track animals. Overall, any task that requires surviving in the wild or in difficult situations will require a Survival check.

Use Magic Device is the Character’s ability to use items crafted by or enchanted with magic such as wands, scrolls, and enchanted items. The DC for the item must be overcome once per item.

Wordsmith is used for linguistic use and is divided up into Bluff (the ability to lie or deceive), Diplomacy (the ability to convince others and change minds), Intimidate (the ability to threaten and instill fear in others), and Flirt (the ability to charm others or make them attracted to the Character).


Arcana is the Character’s knowledge of all things magical and is used for understanding the deeper aspects of Mana and how others use it such as classes, spells, and magical items or artifacts.

Common is the Character’s common sense and common knowledge. This is used for anything that might be learned on the grapevine, from general understanding, or common intuition. This can be used for any knowledge to gain the most basic and lowest information on the topic.

Cosmic is the Character’s knowledge on space, planets, and the cosmos at large but not necessarily the science behind it. This may also be time era specific or setting specific such as identifying planes of existence, spheres of the heavens, or planetary systems.

Divine is the Character’s knowledge of deities, religions, and all divinely associated information including religious practice, holidays, and holy relics.

History is the Character’s knowledge in accurate and specific historical events, people, or places.

Nature is the Character’s knowledge on natural things including wild life, weather, plants, geography, and fungus. This can be used in identifying creatures encountered in the wild or in knowing where certain plants might grow.

Science is the Character’s knowledge in mathematics, physics, chemistry, and biology and the specifics that go with it. This can also vary depending on the time era and setting.

Technology is the Character’s knowledge on technological devices, engineering, architecture, and other artificially constructed objects. This can be used to identify man-made structures, weapons, or other gear or to even figure out how they work. This is time era and setting dependent. High knowledge in technology does not grant the Character knowledge of technology beyond their time era and setting.

Urban is the Character’s knowledge on how to navigate urban settings and to find specific locations such as locating an inn, library, or shop. It can also be used to know where other cities are located or to know where black markets and underground groups are or it can be used to know how to navigate man-made structures and dwellings such as mines, ruins, dungeons, or large ships.

Xenosocial is the Character’s ability to interact with other races and knowing their cultures, social norms, and understanding how to properly interact with them. This also provides general knowledge about other races and the ability to identify them or clothing and artifacts that belong to a specific culture or race.


Dual is the Character’s ability to use more than one weapon at once either by using the Dual Wielder feat or weapons in the Dual weapon category.Exotic is the Character’s ability to use weapons that are in the Exotic weapon category.

Improvised is the Character’s ability to use non-traditional weapons found in their environment such as chairs, pottery, or equipment. It also is their ability to use weapons in the Improvised weapon category.

One-Handed is the Character’s ability to use weapons in the One-Handed weapon category.

Ranged is the Character’s ability to use weapons in the Ranged weapon category.

Spear is the Character’s ability to use weapons in the Spear weapon category.

Spell Attack is the Character’s ability to cast spells and accurately hit their intended targets. All spell attacks are made against the target’s Spell Armor Class.

Thrown is the Character’s ability to use weapons in the Thrown weapon category.

Two-Handed is the Character’s ability to use weapons in the Two-Handed weapon category.

Unarmed is the Character’s ability to accurately use their Natural Attacks or weapons in the Unarmed weapon category.