The following skill list is designed with the intent of implementing a big distinction, and thus for either the absence of classes entirely, or their relative insignificance. Presume the intent that a player character can readily start with a few skills rated at 5+, but that skills of 8+ are exceptionally rare. Much of the structure of the system is inspired by a fundamental misreading of the Cyberpunk 2020 rules, which I realized many years ago was incorrect, but ever since have suspected would be better than Cyberpunk’s actual skill system. Most of the rules that would be required to make it playable are still missing or nonexistent—consider it to be more of an illustration of a setting and a mechanical idea, than a useful component.
Brawling encompasses combat at the closest range, usually unarmed but equally with knives and foreign objects. It is rolled both to attack and for the defence, but rarely if ever outside of combat. A character with Brawling 2+ is recognizably dangerous, if desired. A character with Brawling 5+ can safely block bladed weapons bare-handed. Brawling 10 is held by Admiral Rawan al-Dawla, commander of the Northern Fleet of the Sittishan Empire, and founder of the Sapphire Mirror wrestling school.
Celerity is a unique skill not associated with any attribute. It is added to initiative rolls in combat, and each rank of Celerity also grants an extra 1m of movement per action. Celerity 10 is held by the philosopher and novelist H. Vagabond, famed for their tales of alternate pasts.
Ceremony covers both the political and religious spheres, where the two differ. Ceremony 2 is sufficient to know all proper observances for ordinary occurrences, Ceremony 5 to lead major events or celebrations, and Ceremony 8 everything required of the leader of a major religion or a head of state. Ceremony checks might be made to improvise new rituals, follow foreign customs, or propitiate unknown spirits. Since the fall of the Last Caliphate, there has been no leader with Ceremony 10.
Command comprises charisma and force of presence, and is as well-loved by demagogues as on the battlefield. Command 1 can sway up to 10 people with a single check, and each subsequent rank doubles the scope affected, up to a mob of 5,000 with Command 10—presently held by Queen Esmeralda II, and used prominently in her unification of the Five Islands.
Fighting is weapon-work, from sword range out to the reach of a thrown axe. Like Brawling, it is rolled in combat to attack or defend, with suitable arms and range only. A character with Fighting 2+ is recognizably dangerous, if desired. A character with Fighting 8+ can parry musket fire with a blade. There are no current claimants to Fighting 10, and some occultists suggest that there may never be again.
Fortitude is primarily a resistive and defensive skill, and most notably is used as a save against poison, fear, and death. It can also be used to resist exhaustion. Each of Fortitude 2+, 5+, and 8+ also reduces the value of each die of damage taken by 1, to a minimum of 1. Fortitude 10 is held by the prophetess and alleged immortal Kiranna Makariy, currently in the court of Empress Eudoxia.
Insight is primarily used as a defence or save against deceptions, though it can also be rolled actively to analyze motivations. A character with Insight 5+ can only be ambushed if they are entirely unaware of the attacker’s presence. Insight 10 is currently held by Eliezer Belmonte, twice-convicted apostate and leader of the Irredemptionist movement.
Journeying is used to navigate, to make the best use of mounts and vehicles, and to understand and survive in the wilderness. Journeying 2+ is sufficient to reside indefinitely in suitably hospitable wilderness, building your own shelters and living off the land; and necessary to fight effectively from horseback or at sea. A character with Journeying 8+ considers all wilderness quite hospitable indeed! Journeying 10 has been passed down in direct patrilineal descent from its first bearer, Asmond Haaraldsson, and is now held by the Arctic explorer Aleks Gehardsen.
Law is a strange skill, encompassing both knowledge of legal systems and the ability to identify just outcomes; it can also be used as a defence against certain social and economic attacks, against attacks that threaten the integrity of the soul, and to prevent oneself from acting unjustly. Because of its role in balancing and regulating virtue, each of Law 2+, 5+, and 8+ provides a +1 bonus to all saves, and to any check rerolled with focus. Law 10 is currently held by the archangel Raguel.
Lineage is almost never rolled, instead measuring the strength with which the character is influenced by their divine ancestor(s), if any. It also cannot normally be increased after character creation, though special circumstances may make this possible. Each bloodline has different benefits for different ranks of Lineage, with the only true commonality being that Lineage 8+ is required to wield divine artifacts. Lineage 5+ may instead represent an inheritor of multiple divine bloodlines—benefiting from one at a –1 penalty to rank and the other at a –4 penalty. Thus Lineage 10 is unique in having multiple existences associated with different bloodlines, namely those of Empress Eudoxia (blood of Pohjola), the Zhaohai Emperor (blood of Huangdi), the merchant-adventurer Lucie d’Isle (blood of Lilith), and the nameless Matriarch of the Blue Mountain Sect (blood of Simurgh).
Logistics is rolled to organize projects at scale, and particularly to manage businesses, make effective use of capital, and turn bureaucracies to desired ends. It also reflects the quantity of abstracted resources available to draw upon without risking overreach: Logistics 2+ ensures the character can trivially arrange transportation to any reasonable location, Logistics 5+ supplies a team of goons or specialists precisely where needed, and Logistics 8+ ensures essentially anything not unique and possible to purchase is ready to hand. Logistics 10 was forged by the economist Juma Manya, replacing the Handcraft skill and breaking the power of the guilds.
Lore encompasses all fields of theoretical, historical, and philosophical knowledge. Every two ranks of Lore permits a character to declare an additional specialty to which their Lore especially pertains. With Lore 2+ a character knows all common information in their areas of speciality. Lore 5+ includes comprehensive expertise in those areas, and Lore 8+ represents a world-class scholar in all such areas of speciality. Lore checks are rolled only for information surpassing this level or outside of a specialization. Lore 10’s most recent bearer, the philosopher Sophia Makropoulou, is said to have sealed it before her death, requiring the solution of a chain of puzzles before a worthy successor can attain it.
Mischief largely encompasses the classical thief-skills of stealth, sleight of hand, climbing, safecracking, sabotage, and such; though the more advanced sorts of mechanical trickery may instead fall under Technics. It also includes disguise and impersonation, the forging of documents, tradecraft, and other related matters. Mischief 2+ allows the character to freely choose whether or not they wish appear to be “up to no good.” Mischief 5+ allows all the normal functions of the Mischief skill to be performed fully silently. Mischief 8+ ensures that your calling-card, if you leave one, will be instantly recognized by detectives worldwide. Mischief 10 is likely unclaimed, though this remains difficult to verify.
Mysteries governs understanding and practice of what more subtle occult arts remain in the world, after the loss of Spellcraft. Each ritual will have a minimum Mysteries rank to allow its performance, and a character that begins with Mysteries 2+ will know one ritual at character creation. Mysteries 8+ is necessary to develop new rituals without the use of the Spellcraft skill, as is now necessary. None of the alleged current holders of Mysteries 10 are believed to be credible at this time.
Observation encompasses the timely detection of dangerous, misleading, or useful elements of one’s environs, the identification of clues, and the general honing of senses to excellence. It can also be used as a defense against being caught unawares, and often directly opposes Mischief. Observation 5+ is sufficient to guarantee that all necessary clues will be found and recognized as clues—though of course their interpretation is still a matter for cleverness! Observation 10 is currently held by Marinette Corail, one of the founders of the Sleepless Agency and former bodyguard to the President of the Grande Confédération.
Passions governs mastery of both your own emotions and those of others, as well as your ability to portray your emotions clearly. It is used primarily in performance and oratory, and can also be checked as a social defence. Like Command, the number of targets whose passions can be inflamed at once doubles at each rank, scaling from 10 up to 5,000. Passions 10 is held by the demagogue Victor Brand, vice-president of the Grande Confédération, generally understood to be the true political leader of the ruling Free Soil party.
Physique governs the raw might and appearance of one’s physical form, and is used as a defence against displacement. It is also checked for feats of athleticism, and its rank determines the maximum weight one can lift, throw, and shove, and the sturdiness of objects one can easily destroy. Physique 10 is not currently extant in the world.
| Physique | Capabilities |
|---|---|
| 1 | Carry a heavy rucksack, throw a hammer. |
| 2 | Lift your own weight, check open a stuck door. |
| 3 | Throw a cannonball, pull a cart. |
| 4 | Kick down locked doors, carry twice your weight over a shoulder. |
| 5 | Lift a horse, throw a person, bend iron. |
| 6 | Shatter doors, lift boulders, pull a wagon like a team of horses. |
| 7 | Throw a horse, shatter chains by flexing, kick down brick walls. |
| 8 | Rip apart steel, lift a cannon. |
| 9 | Throw boulders, tear open city gates. |
| 10 | Tear down stone walls, carry a wagon on your back. |
Reflex governs evasive ability, and is used as a save against grenades and other area attacks, as well as many traps. It can also be used as a defence in place of either Brawling or Fighting. Against Shooting, it doesn’t apply as a defense directly, but each of Reflex 2+, Reflex 5+, and Reflex 10+ increases the moving target penalty for Shooting attacks by 1 point. Reflex 10 is held by the disgraced former Royal Champion of Laksonia, the musketeer Theron of Mnizous.
Shooting is used almost exclusively to attack with firearms and bows. Shooting 2+ is required to reload a firearm during combat, and Shooting 5+ to perform any kind of “trick shot” or effectively captain an artillery piece. Shooting 10 is said to be wielded by the quasi-mythical outlaw Panthère de l’Ouest, operating on the frontiers of the Grande Confédération.
Technics governs the invention, operation, and repair of industrial devices, the compounding of chemicals, and the practice of modern medicine. It is the youngest skill, having only recently supplanted Spellcraft, but while its place in the world is yet uncertain, it has already shaken the foundations of society. Of particular tactical relevance, Technics 2+ is sufficient to stabilize a critically injured character and Technics 5+ is required for effective field surgery. On the industrial side, Technics 2+ allows the operation of a steam carriage or locomotive, and Technics 8+ virtually guarantees a stream of patents with suitable Logistical support. The polymath inventor Manijeh-Khanum has held Technics 10 since its creation.
Will governs the ability to control one’s motivations; to want only what one finds reasonable to want, and make choices without regret. It is used primarily as a save against incorrect action and temptation. Each of Will 2+, 5+, and 8+ also increases a character’s maximum focus pool by one point. Will 10 is held by Reynard Winnow, the Living Saint of the Präedoxians.
Wordcraft governs facility with prose, verse, and rhetoric. Unlike Command and Passions, it faces no limits of crowd size nor must it influence all its targets simultaneously; the greatest works of Wordcraft continue the writer’s influence long beyond their death. Spoken, it is much more limited in its use, being largely restricted to situations of formal sophistry or poetic performance, where word-twisting talent overcomes more direct social ability. Wordcraft 2+ entails the ability to read and write in the languages of the classics. Wordcraft 5+ transforms from an almost exclusively active skill into a potent social defence, given sufficient time to react. Wordcraft 10 is currently vacant.
The twenty-one non-Celerity skills are divided into three attributes of seven skills each. The attribute of Competence encompasses the skills Command, Journeying, Lore, Logistics, Mysteries, Technics, and Wordcraft, associated with archetypal professions. The attribute of Righteousness encompasses the three traditional saves of Fortitude, Reflex, and Will; and the four quasi-defences of Insight, Law, Passions, and Physique. The atribute of Conformity encompasses the four social paradigms of Ceremony, Lineage, Mischief, and Observation; and the three fighting traditions of Brawling, Fighting, and Shooting. Attribute ranks are added to checks made with their corresponding skills, but do not modify the effective rank of the skill for threshold benefits.
Of the twenty-two skills, eighteen are considered to be in the domain of a particular gender. Ceremony, Fighting, Insight, Journeying, Mischief, Passions, Will, and Wordcraft are traditionally masculine; and Logistics has been adopted into masculinity as well. Command, Fortitude, Law, Lineage, Lore, Observation, Physique, and Shooting are traditionally feminine; and Technics is generally treated as feminine as well. Lore, Reflex, Brawling, and Celerity are considered to be androgyne. Some cultures may have locally different expectations, though variation is rarer than in other aspects of gender. A character with a total of 30+ ranks in matching gendered skills meets one of the cultural requirements to be perceived as that gender (the other requirements, naturally, vary locally). A character that fails to present a gender but has at least 20 ranks in androgyne skills will be perceived as a Sage outside of gendered concerns.
