Proficiencies

A person performing a handstand in a futuristic, neon-lit space or spaceship interior, holding a camera.

Physical Skills

FORCE

  • Brawl: Unarmed combat, grappling, shoving.

  • Athletics: Jumping, climbing, swimming, smashing doors.

  • Melee Weaponry: Swords, axes, clubs.

FRAME

  • Endurance: Long-distance running, holding breath, forced marches.

  • Resist: Withstanding poison, disease, or torture.

  • Haul: Lifting heavy machinery, carrying unconscious allies.

AGILITY

  • Acrobatics: Tumbling, balance, escaping grapples.

  • Sleight: Pickpocketing, card tricks, hiding small objects.

  • Piloting (Light): Motorcycles, hoverboards, horses.

Every action falls under one of the 12 Attributes. However, to differentiate a Barroom Brawler (Force) from a Master Swordsman (Force), we use a system of Proficiencies. A proficiency can be a Skill, or Power. Listed below are some suggested skills. Every World will have its own skills which you can devise. When using a Proficiency you receive a +1 Bonus to the roll. If you are an Expert you also add a d4 to your roll.

A fantasy archer woman with elf-like features, long black hair, piercing green eyes, wearing ornate leather and metal armor, holding a wooden bow, with a quiver of arrows on her back, standing in a misty forest.

Tactical Skills

WARDING

  • Block: Using shields or parrying weapons.

  • Armor Training: Moving quietly/effectively in heavy gear.

  • Vigilance: Passive perception, standing watch, guarding.

GUILE

  • Stealth: Hiding, moving silently.

  • Subterfuge: Disguise, forgery, blending into crowds.

  • Thievery: Picking locks, disabling simple mechanical traps.

FOCUS

  • Ballistics: Firearms, bows, thrown weapons.

  • Piloting (Heavy): Tanks, starships, naval vessels.

  • Tracking: Following footprints, blood trails, or tire marks.

A woman with long braided hair looking down at an open book, wearing jewelry and a dark top, with a blurred warm-toned background.

Mental Skills

METHOD

  • Medicine: First aid, surgery, diagnosis.

  • Mechanics: Repairing engines, crafting items, jury-rigging.

  • Forensics: Searching a room, analyzing physical clues.

DISCIPLINE

  • Concentration: Maintaining spells/hacks under fire.

  • Resolve: Resisting fear, insanity, or interrogation.

  • Meditation: Recovering Stress (Mental HP) during rest.

INTELLECT

  • Academics: History, sciences, law.

  • Systems: Hacking computers, deciphering magical runes.

  • Tactics: Knowing enemy weaknesses, military strategy.

A man dressed as Superman in a textured black suit with a red and gold Superman emblem, smiling and gesturing with his hand, speaking to another person.

Social Skills

PRESENCE

  • Command: Leadership, shouting orders, rallying morale.

  • Intimidate: Threatening violence or using authority.

  • Perform: Acting, music, distraction.

INSIGHT

  • Empathy: Detecting lies, sensing emotional states.

  • Negotiation: Persuasion, haggling, diplomacy.

  • Streetwise: Gathering rumors, finding black markets.

INSTINCT

  • Survival: Foraging, navigating the wild, handling animals.

  • Intuition: The "gut feeling," sensing magic/danger.

  • Attunement: Bonding with magical artifacts or alien tech.

The Proficiency Scale

Whenever a player makes a check, the GM determines if a specific Skill applies.

  1. Untrained: d20 + Attribute.

    • You are relying on raw talent.

  2. Proficient: d20 + Attribute + 1 PB (Proficiency Bonus).

    • You have trained for this. (PB starts at +2, scales to +6).

  3. Expert: d20 + Attribute + 1 PB + d4

    • You are a specialist. Add an extra d4 "Expertise Die".

A man dressed as a wizard with a hooded cloak, holding a staff, using magical circles and glowing symbols in a futuristic cityscape.

Mastering Skills: The Signature Move

At higher levels (Levels 3, 6, 9), players can turn a specific Skill into a Signature Move. This grants a unique mechanical bonus when using that skill. Sample signatures:

  • Signature: Ghost Walk (Stealth)

    • You can attempt to Hide even if you have no cover, by blending into the "social background" or moving in blind spots.

  • Signature: The Haymaker (Brawl)

    • When you hit with an unarmed strike, you can choose to deal -5 Damage to force the target to make a Frame Save or be Stunned.

  • Signature: Jury-Rig (Mechanics)

    • You can repair a broken item instantly during combat. It breaks again permanently after 1 minute, but it works for now.