Skills and Domains
Contents
Skills and Domains#
This section covers the basic and advanced skill rules, and provides a list of generic skill nodes that should work as-is in most game settings and genres.
When making skill checks, you can add multiple skill nodes to your dice pool so long as you can justify to the GM the reason for the combination of skills you are adding to a dice pool.
List of Common Skill Nodes#
The skills listed in this section are some examples that you can use in your game settings.
Academic Skills#
Accounting
Architecture
Astronomy
Biology
Botany
Chemistry
Cryptography
Economics
Engineering
Geology
History
Law
Literature
Medicine
Physics
Kinetics
Psychiatry
Structural Engineering
Systems Engineering
Acumen#
The ability to make good judgements and take quick decisions.
Investigation
Command
Insight
Persuasion
Inspiration
Intimidation
Tactics
Art and Creativity#
Crafting
Dance
Drama
Music
Painting
Graphic Design
Creative Writing
Athletics#
Acrobatics
Balance
Climbing
Contortion
Running
Swimming
Wrestling
Subterfuge#
Deception
Disguise
Lipreading
Slight Of Hand
Stealth
Survival#
First Aid
Foraging
Survival
Tracking
Trapping
Environmental Biomes#
Desert Biome
Forest Biome
Jungle Biome
Tundra Biome
Marsh Biome
Mountain Biome
Plains Biome
Wasteland Biome
Asteroid Biome
Miscelaneous#
Animal Handling
Drone Operations
Driving
Piloting
Sensors
Domains and Specialisations#
Domains are special skill domains that give characters access to special abilities and feats. Characters have access to these domains via special training, specialisation or as a favour granted by a supernatural entity or force.
Mechanically domains work like skills, you add it to your dice pool when you are using the domain.
Characters can have access to more than one domain, so long as this makes sense for the character background and the game setting.
Think of the domains listed here not as fixed rules, but more as a guide or blueprint, something you can change to suit your game worlds, genre and settings.
Domain Features#
Every domain will give the character access to new Abilities, Damage Types, Boons and/or Conditions. We will call these Domain Features.
Characters can buy Domain Features with XP, within the following limitations:
You cannot have more domain features than the domain rank.
You can only purchase one feature per month (in-game).
Every domain feature will cost 2XP to train.
Activating or Using Domain Features#
The following common rules apply to activating or using domain features for any domain.
- Damage Types
To use a specific damage type in the domain, you can just channel the damage type through touch or, use any domain ability that can apply the damage in some other way.
- Abilities
Every ability will has it’s own energy cost, rules and roll requirements. Read the Ability description to find out how the ability works.
See
Shout (AB)orPulse (AB)as examples.- Boons and/or Conditions
Apply a boon to yourself by rolling
Focus › (Domain) » 1 Energy, where(Domain)is the governing domain for the boon.Apply a boon or condition to others by rolling
Control › (Domain) » 1 Energy, where(Domain)is the governing domain for the boon.When granting boons or conditions to others, the character must have a mechanism to do so, usually through an ability.
A Brawler for example, can use
a battle cryto grant all allies within earshotempoweror, they can use the battle cry toDazeopponents.- Traits
Some Domains can have traits as features. The are just boons or conditions that are permanently available to the character. They never decay, and will always be on
Rank 1.If for some reason a trait is boosted with higher ranks/stacks from another source, then those extra stacks will decay as normal back down to
Rank 1.
Custom Domains#
Creating your own custom domains for your settings is simple.
Characters can pick any intention as a domain feature, so long as they can justify a narrative or rational reason as to how/why they have access to that intention within the domain.
For example, it may be difficult to rationalise how you have
Cold Damage as a Fire Domain feature.
Tip
You can also convert plain skills into a domain of it’s own. This is between the GM and the player to figure out the details.
The system is flexible in this way by design. This way, it’s easy to create something unique for players.
List of Generic Domains#
Brawler (A)#
After upgrading this skill into a domain, the following domain features become available for purchase.
- Abilities
- Conditions
- Boons
Unarmed Combat (A)#
Tip
Unarmed combat count as Dual Wielding.
After upgrading this skill into a domain, the following domain features become available for purchase.
- Abilities
- Boons
- Conditions
- Traits
Marksman (A)#
After upgrading this skill into a domain, the following domain features become available for purchase.
- Abilities:
- Conditions:
- Traits
Melee Arms (A)#
After upgrading this skill into a domain, the following domain features become available for purchase.
- Abilities
- Boons
- Conditions
- Traits
Guardian (A)#
Requires: A handheld shield or buckler, or any defensive weapon that can act as a shield.
After upgrading this skill into a domain, the following domain features become available for purchase.
- Abilities
- Boons
- Conditions
Cantrips (A)#
Create temporary illusions and sounds.
The distance at which you can create these effects depend on the amount of energy you use with this ability.
After upgrading this skill into a domain, the following domain features become available for purchase.
- Abilities
- Boons
- Conditions
Death Domain (A)#
You have control over the death domain.
- Damage Types
- Abilities
- Conditions
Earth Domain (A)#
You can manipulate geology and earth. You can damage them by making rocks fly at them or smash into them from below. In the same way you can cripple or stagger them by making the ground shift break beneath your opponents.
Defensively you can use this to create armour of rock and stone around yourself or allies.
- Damage Types
- Abilities
- Boons
- Conditions
Fire Domain (A)#
You have the ability to create and manipulate fire or plasma.
- Damage Types
- Abilities
- Conditions
Glamour Domain (A)#
- Damage Types
- Abilities
- Boons
- Conditions
Protection Domain (A)#
- Abilities
- Boons
- Conditions
Life Domain (A)#
- Abilities
- Boons
- Conditions
Light Domain (A)#
- Abilities
- Damage Types
- Boons
- Conditions
Shadow (A)#
You have knowledge and control over darkness and shadow.
- Abilities
- Boons
- Conditions
Technomancy (A)#
- Abilities
Aura (AB),Beam (AB),Detection (AB),Explode (AB),Implode (AB),Pulse (AB),Shape (AB),Split (AB),Timer (AB),Wave (AB),
Combat Stances#
Combat stances are domain specialisations that are difficult to obtain initially, but once you have them they can become a game changer on the battlefield.
Stances are difficult to obtain for two reasons.
They always require that a character have a prerequisite skill on at least
Rank 2.The character needs training and guidance from someone that mastered the combat form in question.
Unlike other domains, characters do not have access to all the stance features all the time. Characters must first use an action “enter” or “activate” the stance before the stance features become available.
If a player have more than one stance trained, they can only use one stance at a time.
When looking at the stance examples below, notice that the majority of the stance features are Trait (T). This is the reason why stances are so powerful, since they can instantly give the character a number of traits.
Note
The stances below are some quick examples. We will add more over time, but in the meantime these will serve as examples on how to create your own.
List of Combat Forms and Stances#
Aggressive Stance (A)#
Rank 2 and, you must have the Intimidation skill on at least
Rank 1.When using this combat stance, your body language and movements are of such a nature that enemies within your melee range feel threatened, even when you don’t intend to attack them directly.
- Abilities
- Boons
- Conditions
- Traits
Butterfly Dance (A)#
Rank 2 and, dancing, acrobatics or any other similar skill on
Rank 1 at minimum.You are light-footed and flow unpredictably between your opponents while taking deceptive and opportunistic strikes at your enemies.
- Abilities
- Traits:
Agile Striker (E),Ambidexterous (E),Blur (E),Combat Awareness (E),Mobility (E),Vigilant (E)
Defensive Stance (A)#
Focus your attention and awareness on your opponents to anticipate their attacks.
- Abilities
- Conditions
- Taits
Alert (E),Vigilant (E),Endurance (E),Keen Sense (E),Natural Defender (E),Resilience (E),Valour (E),Vigilant (E)
Gun Kata (A)#
Note: While in the stance you have a lesser penalty to all melee actions.
Your stance and movement while in this form have been carefully developed to make it harder for ranged attackers to hit you, while also increasing your own accuracy with pistols.
When using this stance you get the following accumulating effects, based on the stance rank:
- Abilities
- Conditions
- Traits
Ambidexterous (E),Blur (E),Combat Awareness (E),Deadeye (E),Point Blank (E),Mobility (E),Vigilant (E)
Shield Warden (A)#
Developed for those wielding shields to defend themselves or allies, this form allows for a strong but mobile stance, that can quickly adapt to using even the largest shields.
- Abilities
- Conditions
- Traits
Alert (E),Combat Awareness (E),Empowered (E),Endurance (E),Fleet Foot (E),Natural Defender (E),Valour (E),Vigilant (E)