Shattered Vistas: Skills

Characters are defined by their skills- what they are good at doing, what they are not so good at doing, and skills are defined by their ruling Arcana. The more points you have in a skill, the more dice you get to roll, and the more dice you get to roll, the higher your rolls are likely to be.

Ruling Arcana

Every skill is defined by its Ruling Arcana. This determines both the flavor of the skill- what it’s good for, and how it’s used, and what Arcana can be played as trump cards to increase the skill roll.

Coin Skills cover “low knowledge,” anything involving cunning, real-world applications, or street-smarts. Skills that involve a combination of physical action and mental ingenuity often fall into this category.

Cup Skills involve the social arts and interactions with others. If a skill involves manipulating or inspiring other people, it’s a Cup skill.

Staff Skills cover “high knowledge,” such as academia, scholarly learning, and advanced topics. Sorcerous knowledge is also covered under the Staff arcana, though these skills follow special rules.

Sword Skills are based on combat, physical conflict, personal might and martial prowess. If a skill involves fighting, or physical action of some kind, it’s probably ruled by the Sword Arcana.

Default Skills

Coins
Animal Handling
Awareness
Scavenge
Sleight of Hand
Sneak
Survival
Tinker

Cups
Barter
Court Contacts
Deception
Intimidate
Rhetoric
Seduction
Underworld Contacts

Staves
Arcane Lore
History
Medicine
Natural Philosophy
Research
Sorcerous Skill*
Technology

Swords
Athletics
Endurance
Gunnery
Hand to Hand
Might
Shooting
Weaponry

The Sorcerous Skill includes several different skills, such as Faustian Magic, granted by the different Magical Traditions. You may not have a Sorcerous Skill unless you have a Magical Traditions. Magical Traditions and their associated skills are explained in the chapter on magic.

Custom Skills

There’s no reason to be limited to this skill list. If you have an idea for a new skill, suggest it to your Gamemaster, along with what Arcana you think it falls under. New skills should be about as broad as the ones already in place, and fall under the same Arcana. It might be tempting to create a Dirty Fighting skill that falls under the Coins Arcana, but combat is the aegis of the Sword. (There are also other ways for characters to use their Coin cards in a fight.) A good example of new skills might be a different Contacts skill focusing on a different social class, or a Pirate Weapons (or Ninja Weapons) skill focusing on the types of weapons commonly used by Pirates (whatever you and your GM agree upon that those are.)

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