TRILHAMARGA

Skills

Skills are a character's primary statistics, defining how capable they are of performing tasks or overcoming obstacles. Each skill has a proficiency level, shown in the table below, that reflects how skilled the character is at actions related to that area.

Proficiency Levels

PROFICIENCYBONUS
Terrible–1
Mediocre0
Average+1
Good+2
Great+3
Incredible+4
Superior+5
Heroic+6

Skill List

The skill list below should cover the vast majority of situations that come up during play, but the GM and Players may create new skills for situations that aren't covered if they feel it's necessary.

Skills such as Fight with [Weapon] require specializations; that is, you must replace the word in brackets with an area of specialization for the skill. Some of these specializations are listed under their respective skills, but the Player may define new ones with the GM 's approval.

Skills marked with the symbol ⛊ are those that suffer a protection penalty . In addition, skills marked with the symbol ⛉ suffer a protection penalty only in specific situations.

ACADEMICS: Determines a character's knowledge in areas such as mathematics, the sciences, philosophy, history, linguistics, and the scholarly arts.

AGILITY⛊: Determines a character's ability to perform tasks that require dexterity, balance, and flexibility, such as climbing a steep wall, crossing a narrow log over a chasm, or squeezing through a tight passage.

ANIMAL HANDLING: Determines a character's ability to interact with and understand animals, using techniques to calm hostile creatures, train domesticated ones, and read the behavior of different species.

ATHLETICS⛊: Determines the level of physical training a character has for tasks such as jumping, running, climbing, and swimming.

CREATE [ITEM]: Determines a character's ability to make or repair a specific type of item. Some examples include weapons, armor, tools, food, and musical instruments.

DECEPTION: Determines a character's ability to lie, manipulate, disguise their intentions, or withhold information, whether through words, gestures, or calculated behavior.

DODGE: Determines a character's ability to avoid attacks and dangers through quick movements, sharp reflexes, and strategic positioning. With it, a character can defend against melee physical attacks or avoid physical spells such as Fireball .

EMPATHY: Determines a character's ability to understand the emotions of others. Used for tasks such as noticing when someone is lying or hiding something.

FIGHT WITH [WEAPON]: Determines a character's ability to wield a specific type of weapon in combat. Some examples include unarmed, knives, swords, axes, maces and hammers, flails, spears, quarterstaffs, bows, crossbows, and slings.

HEALING: Determines a character's knowledge of diseases, lingering injuries, and ailments in general, along with their various forms of treatment.

INTIMIDATION: Determines a character's ability to impose their will on others through threats, a menacing presence, or direct coercion.

INVESTIGATION: Determines a character's ability to gather information through careful observation, detailed analysis, and logical reasoning when examining an environment or object.

MECHANISMS: Determines a character's ability to understand and manipulate simple mechanisms, such as traps, locks, and other similar devices.

NAVIGATION: Determines a character's ability to find their way and plot routes using maps and navigation instruments, such as compasses and astrolabes, or by reading natural elements like the stars, ocean currents, and signs in the environment.

OCCULTISM⛉: Determines a character's knowledge of mystical and esoteric matters, such as alchemy, astrology, necromancy, demonology, and arcane symbolism. It also covers the ability to recognize supernatural creatures, interpret hidden signs, and deal with inexplicable phenomena. In addition, it can be used to cast spells . It suffers a protection penalty only when used to cast spells .

PERCEPTION: Determines a character's ability to instinctively notice subtle changes around them, such as sounds, smells, movements, or hidden presences.

PERFORM [TYPE]: Determines a character's ability to give a specific kind of artistic performance. Some common examples include singing and playing an instrument, dancing, and acting.

PERSUASION: Determines a character's ability to influence or convince others through argument, flattery, charm, or careful rhetoric.

PHYSIQUE: Determines a character's raw strength and endurance, including their capacity to lift weight, break sturdy objects, and withstand harsh physical conditions. It is used to calculate a character's Health and load capacity .

PILOT [VEHICLE]: Determines a character's ability to pilot a specific type of vehicle. Some examples include carts, boats, and balloons.

RELIGION: Determines a character's knowledge of religious traditions, doctrines, sacred myths, rituals, divine symbolism, and the customs of cults or religious orders.

RIDE [ANIMAL]: Determines a character's ability to ride a specific type of animal. Some examples include horses, giant wolves, and flying animals.

SHIELD: Determines a character's ability to use shields effectively, whether to block attacks, deflect projectiles, or parry blows with precision. With it, a character can defend against melee or ranged physical attacks.

STEALTH⛊: Determines a character's ability to act without being detected, whether by hiding in the shadows, moving silently, or lifting objects discreetly and skillfully.

SURVIVE IN [ENVIRONMENT]: Determines a character's ability to apply survival techniques suited to specific environments. Some examples include forests, swamps, mountains, and deserts.

TREAT WOUNDS: Determines a character's ability to deal with injuries that require immediate attention, such as cuts, puncture wounds, fractures, and other physical trauma.

WILL: Determines a character's ability to resist external mental influences, whether magical, emotional, or psychological, such as enchantments, intimidation, or manipulation. In addition, it determines the maximum amount of Favor a character can accumulate.

Skill Kits

Instead of choosing skills individually, players can pick one of the following skill kits for their characters and then modify it however they like:

Arcanist

Arcanists are scholars of the occult and the forbidden. They cast spells, interpret hidden signs, and open strange paths by paying the price of knowledge. Some examples of arcanists are the Mage, Sorcerer, Warlock, Illusionist, Heretic, and Alchemist.

Artificer

Artificers are those who create tools and solve problems through those creations. They forge, repair, and improvise the decisive gear when no one else has an answer. Some examples of artificers are the Artisan, Blacksmith, Alchemist, Forger, Merchant, and Peasant.

Bastion

Bastions are the relentless front line that shields the group from the worst. They hold their position, protect their allies, and command respect when the fighting gets tough. Some examples of bastions are the Warrior, Mercenary, Sentinel, Lancer, Gladiator, and Knight.

Reaper

Reapers are predators specialized in taking down their targets efficiently. Their techniques are built on cold nerve and silence, leaving nothing but fear and rumors in their wake. Some examples of reapers are the Assassin, Spy, Smuggler, Forger, Thief, and Heretic.

Healer

Healers are the group's lifeline. They are the ones who stop the bleeding, treat ailments, and keep everyone on their feet when luck runs short. Some examples of healers are the Healer, Cleric, Druid, Priest, Shaman, and Peasant.

Untamed

The Untamed are made of instinct and brute force. They endure the impossible, advance without ever backing down, and shatter the enemy line on impact. Some examples of the Untamed are the Barbarian, Woodcutter, Gladiator, Mercenary, Peasant, and Hunter.

Oathbound

The Oathbound are beacons of honor and duty. They lead by blade and by word, holding the line of discipline even under pressure. Some examples of the Oathbound are the Knight, Paladin, Noble, Inquisitor, Diplomat, and Priest.

Swift Blade

Swift Blades are duelists with lightning reflexes. They rely on speed and precision above all else, always slipping away before any retaliation. Some examples of swift blades are the Duelist, Thief, Assassin, Spy, Gladiator, and Smuggler.

Sharp Tongue

Sharp Tongues are masters of intrigue and persuasion. They convince and manipulate with charm, logic, and threat. Some examples of sharp tongues are the Diplomat, Noble, Fallen Aristocrat, Merchant, Bard, and Heretic.

Ranger

Rangers are the explorers of the frontier and the unknown. They are trained to find trails, avoid ambushes, and guide the group through hostile territory. Some examples of rangers are the Scout, Hunter, Explorer, Guide, Exile, and Tamer.

Shadow

Shadows are silent, methodical infiltrators. They slip in where they shouldn't be, find what they came for, and vanish before the alarm is raised. Some examples of shadows are the Thief, Spy, Smuggler, Forger, Assassin, and Exile.

Anointed

The Anointed are unshakable, resilient devout. They resist terror, inspire faith, and channel the sacred power of their deities. Some examples of the Anointed are the Cleric, Paladin, Priest, Inquisitor, Druid, and Shaman.