SpiritD6 Skills in SpiritD6 | World Anvil

SpiritD6 Skills

Every character has skills, and these skills represent a combination of natural talents, learned expertise, and inborn powers.   Skills are divided into six categories.
Physical Skills represent feats of athleticism and manual dexterity.
Lore Skills represents formal knowledge.
Worldly Skills represent commonplace skills to those living in wild and rural places in the world.
Creative Skills represent those skills that involve making practical and artistic works.
Martial Skills are those skills related to fighting.
Social Skills represent the character's ability to navigate social circles in various ways.
  Some skills have an associated attribute, but many do not. Finally, Power and Spirit are special skills outside of these categories.  

Using Skills

To use a skill, roll an amount of d6s equal to your rank, and consult the success table of the skill you are using to determine what happens. If a task is so simple that the character should not be able to fail except under the most extraordinary circumstances, success should be assumed without rolling. In general, successes have the following pattern:

Successes Result
0 Complete Failure
1 Success at Basic Task
2 Success at Moderate Task
3 Success at Difficult Task
4 Success at Very Difficult Task
5 Success at Herculean Task

As any character may attempt any skill at rank 1, Basic Tasks are achievable half the time even for total amateurs. A novice with some amount of training is rank 2. Rank 3 implies some amount of experience and decent skill, while rank 4 implies expertise. Rank 5 characters are masters of their craft, and ranks beyond this suggest nearly superhuman skill. If making a non-opposed check without being threatened or disturbed, a rank 3 character may choose to automatically attain one success instead of rolling, while a rank 5 character may choose to attain 2 successes, and a rank 9 character may choose to attain 3.

Passive checks

In some cases, skills may need to be checked without actually rolling them. Typically, this applies to situations such as passive perception, where a character is not aware their skill is being contested and the player should not roll. In such cases, use half of the character's skill rank, rounding up as their success value.

In other cases, such as general knowledge, you may wish to use the rank directly without rolling. In such cases, use the aforementioned guidelines to determine the character's general level of knowledge or proficiency. Rank 1 is completely untrained, while rank 2 is novice, and 3 implies journeyman levels of skill. Rank 4 implies expertise and rank 5 and above imply rare levels of expertise.

  Physical Skills
Athletics[Might]: Jumping, Climbing, Running. For jumping, a 1.5m standing long jump is generally considered simple enough to not need a roll, with every additional success adding half a meter. A running start doubles these distances, and for a size -1 creature, these numbers can be reduced by a third.
Tumble[Agility]: Acrobatics, balancing, dodging
Ride: Riding an animal
Sleight of Hand: Magic tricks, palming items, pickpocketing
Stealth: Hiding from view, moving silently
Dance
Swimming
Social Skills
Bluff: Craft believable falsehoods, conceal the truth
Persuade: Convince someone of something
Intimidate: Threaten someone, have an intimidating presence
Instruct: Teach someone a skill
Insight[Sense]: Observe and understand social situations, catch someone in a lie, understand motives, read people. Insight is generally used to oppose Intimidate and Bluff attempts.
Streetwise[Sense]: Sift information from rumors, get the lay of the land, have a sense of constructed environments
Worldly Skills
Husbandry: Care for animals, domesticate animals, deal with animals
Medicine: Tend to wounds, cure illnesses
Cook: Make edible food
Appraise: Estimate the value of something
Hunt: Track creatures over land. Hunt animals
Farm: Cultivate edible plants.
Language: Speak a language. 2 Ranks equals basic proficiency.
Lockpicking: Open locks without a key.
Logistics: Organize personnel and tools.
Mechanics: Repair and manipulate mechanical devices, gears, clocks, pulleys.
Survival: Collect useful plants and materials from the wilderness. Know where you are.
Sailing: Control a watercraft.
Driving: Guide an animal-drawn wagon.
Perception[Sense]: Spot hiding creatures, take note of things.
Investigate[Sense]: Thoroughly search an area, look for clues.
Mining
Brewing
Woodcutting
Creative Skills
Masonry: Construction in stone.
Carpentry: Construction in wood
Shipbuilding
Woodcarving: Smaller-scale wood construction
Basketry
Smithing
Tailoring
Drawing
Musical Performance
: Music with an instrument
Singing
Musical Composition
: Designing musical pieces
Scribing: Writing texts
Bookmaking
Engraving
: Engraving patters/letters on hard and semi-hard materials
Glassmaking
Jewelling
Weaving
Tattooing
Painting
Cobbling
Pottery
Knitting
Lore Skills
Culture: This always applies to a specific culture, and includes knowledge of the traditions, customs, and mythology of that culture
Law: Also applies to a culture, this includes knowledge of the application of law and justice in a culture
History: Applies to a culture, and includes knowledge of the culture's history
Astronomy: The stars and their positions. Can also be used to navigate.
Shaftbuilder Lore
: Knowledge of shaftbuilder archeology and the use of shaftbuilder artifacts.
Monsters: Knowledge of supernatural monsters.
Magical Theory: Magical interactions
Theology: Theology of one's own and other religions
Natural Science: Basic physics, understanding the natural world
Philosophy
Martial Skills
Axes[Might]
Bludgeons[Might]
Light Blades[Might]
Polearms[Might]
Swords[Might]
Unarmed[Might]

Bows[Sense]
Crossbows[Sense]
Guns[Sense]
Throwing[Sense]
 

Special Skills

There are two special skills, Power and Spirit. Power is associated with supernatural or extraordinary abilities, either explicit magic or otherwise inhuman feats. Spirit represents the characters inner reserves, and can be used to resist some powers as well as to grant the the character a reserve of strength that they use to give themselves an edge.   Power: Select a power source. At rank 2, gain two powers from that power source. At every subsequent rank, gain one power. Power is usually rolled to determine the effect of using a power from that source. A character may sometimes have multiple power sources, but must purchase each separately.
Spirit: Spirit may be rolled to resist the effects of some powers (as stated in the power). In addition, for every two ranks in spirit (round down), the character may add a 1d6 to a roll that represents momentary effort once per adventure. At 6 ranks, this increases to 2d6, and at 10 ranks, this increases to 3d6. The choice to add spirit dice must be made before rolling.