- Overcome an obstacle: tackle a skill-related obstacle or hindrance
- Examples:
- Use strength to climb a steep cliff
- Use charisma to bluff at a hand of cards
- Use intelligence to recall an esoteric fact
- Examples:
- Create an advantage: use a skill to discover, create, or leverage an aspect which can help you succeed in your goals
- Examples (create/discover):
- Use strength to push over a bookcase to slow pursuers
- Use perception to gain information to leverage on a suspect
- Examples (known):
- Use endurance to ensure an out-of-shape pursuer is winded when you engage them
- Use charisma to appeal to a royal's famous ego
- Examples (create/discover):
- Attack: use a skill to harm another actor
- Examples:
- Use strength to stab an opponent
- Use charisma to intimidate an opponent into submission
- Examples:
- Defend: use a skill to avoid harm caused by another actor or to actively keep them from creating an advantage
- Examples:
- Use endurance to withstand a blow with a club
- Use perception to avoid submitting to intimidation
- Examples:
- Some actions will not be available to some skills (cannot typically Attack with intelligence)
- Two methods of initial allocation:
- Pyramid (default): each skill level must contain fewer skills than the level below
- Tower: each skill level may have no more skills than the level below
- Players start with pyramid/tower including 1/2 of the skills (rounding up)
- Skills are capped at starting max (determined by initial allocation)
- Upon advancement each skill level may have no more skills than the level below
- An ordered list of skills grant you better place in combat turn order
- Two skills (major and minor) by default
- Determine order by comparing skills in order - first turn goes to the first highest number, and so on
- Some skills may grant extra stress boxes and consequence slots. By default these skills give:
- 0: nothing
- +1/+2: 3-point stress box
- +3/+4: 3- and 4-point stress boxes
- +5/...: 3- and 4-point stress boxes, minor consequence slot