Building Skill Actions #
When creating a skill for your character, you have the freedom to shape their actions in the game world. Skills allow your character to perform specific actions or exhibit unique talents. Creating a new skill can be as simple as writing down one example of what it could be used for, but it’s a good idea to write out a few to speed up gameplay later on. You should also brainstorm some consequences with your party and GM to have ideas for what happens when you get a Mixed Success or a Failure.
As you design the skill, it’s important to consider the challenge of performing different actions. The whole party and GM should participate in this discussion to keep the players balanced with each other and within the limits of the setting.
Non-Combat Action Target Guidelines #
For Non-Combat actions, use the following table as a guide. Keep in mind that this table sets the baseline, as the actions can be modified during use to make some or all of the Action Dice Lucky or Unlucky.
| Target | Example Action/Effect | Scope | Impact |
|---|---|---|---|
| [1] | Basic action or effect with limited scope | Single item or person | Minor consequences |
| [2] | Moderate action or effect with broader scope | Small area or group | Noticeable outcomes |
| [3] | Advanced action or effect with significant impact | Medium-sized area | Substantial effects |
| [4] | Complex action or effect with substantial consequences | Large area or community | Significant outcomes |
| [5] | High-level action or effect with extraordinary impact | Wide-ranging impact | Profound consequences |
Positive Effects Guidelines #
To determine the effect of an action that provides a positive effect to yourself or others, use the following chart to help decide on the target.
| Target | Effect |
|---|---|
| [1] | Heal or shield a creature for 1d6 or grant them +1 Lucky Dice |
| [+1] | +1 Lucky Dice |
| [+1] | +1d6 Healing |
| [+1] | +1d6 Shielding |
Combat Action Target Guidelines #
When creating a combat action, the Target will be based on the damage the action can inflict, whether it causes any status effects, and how many creatures can be affected.
In general, you can use this list of modifiers to decide the Target of a Combat Action:
| Target | Effect |
|---|---|
| [1] | Affect 1-3 creatures and cause a single status effect or 1d6 Damage Dice |
| [+1] | Affect 4-6 creatures |
| [+1] | Add a status effect to the attack (limit of 1 status effect) |
| [+1] | Add 1d6 Damage Dice |
Example Status Effects #
When creating status effects, the players work with the GM to decide what makes sense with the skill. In general, they should align with one of the following 5 categories:
- Ailments - Can cause 1d6 damage per turn. Different types stack, but same do not.
- Movement Effects - Cause limited or controlled movement
- Weakened - Affects Might and Agility
- Confused - Affects Mind and Spirit
- Cursed - Stamina and Charm
This means that the player can build an action with their skill that has a “Weakened” effect, but it is up to them to decide how the power manifests to have that effect. With your fire magic skill, you could cause a burning effect, light a fire under their feet, or blind them with a bright flash? The choice is up to you as long as the players and the GM agrees that the status effect makes sense.
Skill Template #
The following is an example of what a skill looks like. It comes down to which Ability Score it relates to, what the consequences of failures, and what is the Target for each action. The more important parts are to know which Ability Score the Skill will use and the consequences, but it is a good idea to come up with the Actions and their Targets before the game instead of during it. This will give everyone time to decide what would make the most sense for the character and the world they exist in. This is more of a guideline though because your character might come up with a clever new way to use their power during the adventure.
When you [describe how the character uses their skill or ability], choose one of the following actions:
- [Target] [Description of the action or effect]
- [Target] [Description of another action or effect]
- [Target] [Description of another action or effect]
- …
Roll [Relevant Ability Score Modifier]d6 + [Relevant Skill Modifier]d6. If you hit or exceed the Target, you successfully perform the action as planned. On a Mixed Success, you must pick 1 consequence from the following list:
- [Consequence 1]
- [Consequence 2]
- [Consequence 3]
- …
On a Failure, the GM will choose a the consequence based on how risky the action was.