[Animal Handling] You can have one additional Hireling beyond your max, so long as it is an animal.

[Husbandry] Your animal Hirelings require one less ration to maintain, to a minimum of one per Hireling.

EXP Cost: 1 Skill Bonus: +1

EXP Cost: 2 Skill Bonus: +2

EXP Cost: 3 Skill Bonus: +3

[Tracking] You can find a Resource Node that yields carcasses when Surveying on any tile where wildlife could reasonably be found. The Resource Node disappears when you exit the tile.

[Navigation] When Scouting a tile you learn of one additional landmark and modifier affecting that tile, and gain the Forecast rest action. It reads as follows: Forecast allows you to learn of any temporary terrain effects (such as weather or the appearance of hostile forces) that will appear on adjacent tiles.

[Astronomy] You can never become nonmagically lost so long as you have clear view of the night sky.

Additionally, you reduce Travel for your entire group by 1 segment if not on a paved tile.

[Fauna] You can identify an animal by its appearance, tracks or remains; in doing so, you can identify its natural habitat. If entering a tile would trigger a hostile encounter with an animal, you know before committing to Travel.

[Botany] You can learn one true fact and one rumor about any plant you are inspecting. You are always aware if a plant is dangerous to consume.

[Alchemist] You gain access to crafting recipes with the 'Alchemy' Skill requirement. When taking the Drink a potion rest action, you can concoct and consume an additional Potion.

[Forage] While Gathering for rations, you harvest twice the normal amount.

[Stealth] Your Stealth Challenge Clocks gain 1 additional segment.

[Move Silently] If rolling for Stealth, outside of line of sight, roll with Advantage (1). When Scouting alone, you are impossible to ambush.

[Sleight of Hand] You can shift an item from one place within reach to another without being seen. The item remains hidden until you retrieve it.

Additionally, you gain Advantage (1) on Contests to Pickpocket.

[Lockpicking] You know the number of segments and DC for a lock you are attempting to pick. If unlocking it would trigger a trap, you identify that before rolling.

[Smuggling] You can prevent an item of Bulk (1), or less, from being seen, found, or taken against your will so long as it is on your person.

Additionally, you can Pickpocket an amount of Bulk (0) items equal to both your Finesse and Cunning.

[Disguise] You gain the Disguise self rest action. It reads as follows: Disguise self allows you to create a disguise that allows you to visually masquerade as a member of any faction.

[Mimicry] When disguised as another, pick two aspects: appearance, conduct, persona. Your chosen aspects will never arouse suspicion.

After performing the Disguise self rest action, the next Clue you leave leads back to a character of your choice.

[Vigilance] When you take the Guard the group rest action, 1 segment of the Challenge Clock is automatically filled.

Additionally, you can rest while wearing up to Bulk (3) of armor without penalty.

[Fortification] If a hostile character attempts an ambush after you successfully Guard the group, you can begin the encounter having surprised them instead.

Additionally, you can rest while wearing up to Bulk (6) of armor without penalty.

[Well-Informed] You tap into an informant network which gives you privileged access to information. Special insights will be revealed to you that are not available to the general public, and you will receive information on worldwide political developments faster.

[Forensics] You can identify the weapon type and damage type that inflicted a Wound on a body and the precise time when the Wound was inflicted. You gain the Theorize rest action. It reads as follows: Theorize allows you to identify all relevant details of a skirmish which occured on your current tile, including what parties were involved and how they exited the scene.

[First-Aid] When you take the Triage a Wound rest action, you can clear or reduce an additional Wound.

[Cooking] You gain the Cooking a meal rest action. It reads as follows: Cooking a meal allows you to spend one additional ration to cook a party member an invigorating meal. This grants them 2 additional AP, and raises their maximum AP by 1, for their first combat after this meal.

[Butcher] While Gathering carcasses, you harvest twice the normal amount.

Additionally, you can use carcasses in place of rations when resting.

[Jury-Rigging] You gain the Produce trinket rest action. It reads as follows: Produce trinket allows you to get a small, mundane object (a short length of rope, some nails, oil, small hammer, etc) for use on the next day. If not used by the next rest, the item is discarded.

[Blacksmith] You gain access to crafting recipes with the 'Blacksmith' Skill requirement. You also gain the Equipment maintenance rest action. It reads as follows: Equipment maintenance allows you to reduce the Damaged (#) property of one weapon or piece of armor by 1.

[Weaponsmith] You gain access to crafting recipes with the 'Weaponsmith' Skill requirement (Metal Unarmed, Mass, Axe, Dagger, Sword, Spear, Hook, and Flail weapons).

When you perform the Equipment maintenance rest action, you can reduce the Damaged (#) property on a weapon by 2, instead of 1.

[Artistry] You can add Embellishments to items you craft; this allows you to add lore text or give the item a colored name.

[Glassblower] You gain access to crafting recipes with the 'Glassblowing' Skill requirement (Alchemist's Tools, Glasswork, etc.).

[Jeweler] You gain access to crafting recipes with the 'Jeweler' Skill requirement (Amulets, Rings, and Bracelets).

When adding Embellishments to items, you do so without any additional difficulty to its Challenge Clock.

[Leatherworker] You gain access to crafting recipes with the 'Leatherwork' Skill requirement (Leather Armor, Tents, Travel Packs).

[Seamster] You gain access to crafting recipes with the 'Needlework' Skill requirement (Robes, Sails and Banners).

[Carpentry] You gain access to crafting recipes with the 'Carpentry' Skill requirement.

You can treat wood objects as if they were one Hardness lower, to a minimum of Hardness (1).

[Bowyer] You gain access to crafting recipes with the 'Bowyer' Skill requirement (Arrows, Bow and Crossbow Weapons).

[Engineering] Nonmagical objects you create have their Hardness (#) increased by 1.

Additionally, you reduce the segments for any structure you are involved in building by 1.

[Masonry] You gain access to crafting recipes with the 'Masonry' Skill requirement.

You can treat stone and brick objects as if they were one Hardness lower, to a minimum of Hardness (1).

[Mining] While Gathering working metals, iron, silver, and gold, you harvest twice the normal amount.

[Demolition] You treat all objects as if they were one Hardness lower, to a minimum of Hardness (1).

Additionally, you reduce the segments for any tile you are involved in clearing by 1.

[Athletics] The first time in a day you would gain Fatigue outside of combat, you ignore it.

[Hauling] The heaviest unequipped item you are carrying takes up one less Encumbrance, to a minimum of Bulk (1).

Additionally, the first time in a day you would gain a Wound outside of combat, you reduce it by 1 tier. If it is a Minor Wound, you ignore it.

[Dancing] You gain the Shake a leg rest action. It reads as follows: Shake a leg allows you to rally a group and increase morale. Anyone not taking a rest action gains an Inspiration, which is wasted if not used by the next rest. If another character takes the Work a crowd rest action, the bonus is increased to 2 Inspiration.

[Investigation] You can always notice previous attempts at lockpicking or disarming traps, as well as how long ago they were tampered with. If a lock was broken, you can tell by what.

Additionally, you can always tell if multiple Clues were left by the same person.

[Surgery] You can assist in the recovery of a Major Wound as a Project. The patient adds your Surgery Skill bonus to the recovery Challenge Clock rolls. If they succeed, instead of turning the Major Wound into a scar, they clear it. If the Major Wound cannot be cleared (such as an amputation or an Equivalency) you can reduce recovery by 1 segment.

[Armorer] You gain access to crafting recipes with the 'Armorer' Skill requirement (Shield weapons and Metal Armor).

When you perform the Equipment maintenance rest action, you can reduce the Damaged (#) property on metal armor by 2, instead of 1.

[Music] You gain the Work a crowd rest action. It reads as follows: Work a crowd allows you to sway a gathering and bolster spirits. Everyone who hears it can ignore the first Minor Wound they would gain from a failing a Challenge Clock. If another character takes the Shake a leg rest action, everyone can ignore the first 2 Minor Wounds from failing a Challenge Clock.

[Appraisal] You can learn an item's approximate region, culture, or time period of origin when observing it for the first time.

[Oration] You can have one additional Hireling beyond your max, so long as it is a human.

[Authority] Your human Hirelings roll Morale Saves with Advantage (1).

[Acrobatics] When you would take damage from Falling, make a Grace Save with the DC equal to the distance (in paces) fallen. On a success, take half damage.

[Literacy] You are literate and can read languages that you know how to speak.

[Language] You can speak an additional language beyond Common (Low Marathan) and your native tongue. You can take this skill multiple times, picking a new language each time.

[Lore] When choosing this skill, select an appropriate niche topic of study. Anytime this niche topic of study would be applicable, and no other bonuses would apply, you may apply a +5 bonus instead of the usual +1. You may take this skill multiple times, picking a new topic of study each time.

[Topics of Study]

  • Dialects
  • Religion
  • Occultism
  • High Society
  • Mathematics
  • Cryptography
  • Legal System
  • Codicology
  • Heresiology
  • Tidal Studies
  • Optical Theory
  • Painting
  • Calligraphy
  • Music Theory
  • Farming Techniques