Mythras Revised Skills #
Notes
- (S) means Standard, meaning all characters have access to this skill.
- (P) means Professional, meaning you must specifically be granted access to it (such as by a culture or career for example).
- (M) means magical, magical skills are always professional. Separating them because they work very differently.
Acrobatics (P) (Str + Dex) #
Balance, gymnastics, juggling, tumbling.
Athletics (S) (Str + Dex) #
Suffers from armor penalty. Climbing, jumping, running, throwing (improvised).
Art (P) (Pow + Cha) #
Required choice of specialization, and subsequent forms are advanced individually.
Binding (M, Animism) (Pow + Cha) #
Animism skill to exert power over spirits and creatures of the underworld. Can be used by other magic users as well for more ‘magical’ entities.
Boating (S) (Str + Con) #
Not large sea craft (see: Seamanship). Mostly for finer manuevers. Not-so dangerous things don’t really need a check.
Brawn (S) (Str + Siz) #
Lifting, breaking, contests of strength.
Bureaucracy (P) (Int x 2) #
Understanding or dealing with administrative processes and navigating red tape.
Combat Style (S / P) (Str + Dex) #
Fighting with techniques proscribed by the combat style.
Commerce (P) (Int + Cha) #
Evaluate and appraise goods and get good deals on goods, legal or illegal.
Conceal (S) (Dex + Pow) #
Hiding things that aren’t people.
Craft (P) (Dex + Int) #
Required choice of specialization, used to craft things.
Culture (P) (Int x 2) #
Like the Customs skill, but for foreign groups. Required choice of specialization.
Customs (S) (Int x 2) #
Knowledge of one’s own community and their social codes, rites, rituals and taboos.
Deceit (S) (Int + Cha) #
Masking the truth or misleading people, as well as hiding emotions. Counterpart to the Insight skill.
Devotion (M, Theism) (Pow + Cha) #
A measurement of piety to a deity of pantheon, governing their abilities to work miracles.
Disguise (P) (Int + Cha) #
Create a convincing disguise, using appropriate tools.
Drive (S) (Dex + Pow) #
Control of wheeled or drawn vehicles, called for when you want to do something out of the ordinary.
Endurance (S) (Con x 2) #
Mostly used to resist physical ailments, in cases of physical stress, pain or fatigue.
Engineering (P) (Int x 2) #
The design and building of large-scale structures. Also assessing said things.
Evade (S) (Dex x 2) #
Getting out the way of hazards - avoiding ranged attacks, thwarting traps, evading a spell, manoeuvering in combat.
Exhort (M, Theism) (Int + Cha) #
Knowledge, history, myths, rituals, practices, prayers and powers of a specific god or pantheon. Essential for divine miracles.
First Aid (S) (Dex + Int) #
Treat minor injuries and stabilize larger ones. Can be used once per injury. Self-administration is possible, but can be more difficult. Takes 1d3 minutes.
Folk Magic (M, Folk Magic) (Pow + Cha) #
Minor, petty magic, charms, cantrips and blessings.
Healing (P) (Int + Pow) #
The ‘professional’ version of first aid, for treating serious wounds, diseases, poisons, and surgery.
Influence (S) (Cha x 2) #
Persuading others, often opposed against Insight, Willpower or Influence.
Insight (S) (Int + Pow) #
Sense motives and situations. Get hunches.
Invocation (M, Sorcery) (Int x 2) #
The core skill for sorcery, understanding of the spell, the mental state, the gestures and incantations and so on.
Language (P) (Int + Cha) #
Like Native Tongue, but for other languages. Requires choice of specialization. 51%+ is ‘good’ fluency.
Locale (S) (Int x 2) #
Understanding of the local environment.
Lockpicking (P) (Dex x 2) #
What it says on the tin.
Lore (P) (Int x 2) #
Knowledge. Required choice of specialization.
Mechanisms (P) (Dex + Int) #
Knowledge and skill to assemble and disassemble mechanical devices, such as traps. The ‘other part’ of Lockpicking.
Meditation (M / P, Mysticism) (Int + Con) #
Can be used to augment skills to superhuman levels via the Mysticism magic system. Has a few applications outside of that.
Mysticism (M) (Pow + Con) #
Core skill of the mysticism magic system.
Native Tongue (S) (Int + Cha) #
Speak one’s own language.
Navigation (P) (Int + Pow) #
Ability to not get lost, and get where you’re going. Required choice of specialization in a region or environment (ex. forests or the Stolen Lands).
Oratory (P) (Pow + Cha) #
Mass influence, or rather, one-sided persuasion, such as speeches.
Perception (S) (Int + Pow) #
Passive observation and focused detection. Covers all (physical) senses.
Performance (S) (Cha + *) #
Required choice of specialization. Specializations have different secondary characteristics they draw from.
- Acting (Cha) - Impersonate or portray a different character, whether on stage or just in general.
- Dance (Dex) - The ability to dance well.
- Musicianship (Dex) - Playing musical instruments. Required choice of (sub)specialization.
- Bow Strings (violin, cello, fiddle)
- Keyboards (piano, organ)
- Percussion (drums, tom-toms)
- Plucked Strings (harp, lyre)
- Strummed Strings (lute, guitar, banjo)
- Wind (pipe, flute, trumpet)
- Sing (Pow) - Singing.
Ride (S) (Dex + Pow) #
Control and remain mounted on creatures that can be ridden.
Seamanship (P) (Int + Con) #
Driving big boats and how they work.
Shaping (M, Sorcery) (Int + Pow) #
Manipulating or shaping invoked spells from the Sorcery system. Change range, targets, duration, etc.
Sleight (P) (Dex + Cha) #
Fine hiding of smaller objects, and taking things from people, or cause a visual distraction.
Stealth (S) (Dex + Int) #
Staying out of sight and being quiet.
Streetwise (P) (Pow + Cha) #
Knowledge of places and social contacts within a settlement, whether illicit or not.
Survival (P) (Con + Pow) #
Surviving in a rural or wilderness environment, foraging, building a fire, shelter, finding a safe place to sleep.
Swim (S) (Str + Con) #
Swim.
Teach (P) (Int + Cha) #
Pass on knowledge or techniques in a constructive manner.
Track (P) (Int + Con) #
Tracking things from signs of passing left behind.
Trance (M, Animism) (Pow + Con) #
Used by Animism magic.
Unarmed (S) (Str + Dex) #
Special “general” combat style for fighting without a weapon. Brawling and wrestling.
Willpower (S) (Pow x 2) #
Concentration, channeling one’s own force of will, and resist mental shock. Most often used in opposed tests.
All Standard #
Athletics (Str + Dex), Boating (Str + Con), Brawn (Str + Siz), Combat Style (any) (Str + Dex), Conceal (Dex + Pow), Customs (Int x 2), Deceit (Int + Cha), Drive (Dex + Pow), Endurance (Con x 2), Evade (Dex x 2), First Aid (Dex + Int), Influence (Cha x 2), Insight (Int + Pow), Locale (Int x 2), Native Tongue (Int + Cha), Perception (Int + Pow), Performance (Cha + *), Ride (Dex + Pow), Stealth (Dex + Int), Swim (Str + Con), Unarmed (Str + Dex), Willpower (Pow x 2)
All Professional #
Acrobatics (Str + Dex), Art (Pow + Cha), Bureaucracy (Int x 2), Commerce (Int + Cha), Craft (Dex + Int), Culture (Int x 2), Disguise (Int + Cha), Engineering (Int x 2), Healing (Int + Pow), Language (Int + Cha), Lockpicking (Dex x 2), Lore (Int x 2), Mechanisms (Dex + Int), Navigation (Int + Pow), Oratory (Pow + Cha), Seamanship (Int + Con), Sleight (Dex + Cha), Streetwise (Pow + Cha), Survival (Con + Pow), Teach (Int + Cha), Track (Int + Con)
All Magical #
Binding (Pow + Cha, Animism), Devotion (Pow + Cha, Theism), Exhort (Int + Cha, Theism), Folk Magic (Pow + Cha, Folk Magic), Invocation (Int + Cha, Sorcery), Meditation (Int + Con, Mysticism), Mysticism (Pow + Con), Shaping (Int + Pow, Sorcery), Trance (Pow + Con, Animism)
New Skill Rules #
Subskills #
Subskills: Boosting a skill that has a subskill allows you to increase the subskill by 1/2 the amount you boosted it by, as long as the subskill is lower than the skill you boosted. This is meant to represent skills that have common avenues / intersections.
- Example: Healing (P) has First Aid (S) as a subskill, if you have 30% Healing and 20% First Aid, and boost Healing by 4%, First Aid increases by 2% as well.
- The increase rounds up, and has a min of 1.
- If there are multiple subskills, you only pick one to get the increase. You can use a subskill increase to purchase a new specialty, but it has to make sense.
- Reminder that skill-subskill pairings do not always go both ways.
->denotes one way,<->denotes both ways.
Professional -> Standard pairings #
- Healing (P) -> First Aid (S)
- Seamanship (P) -> Boating (S)
- Sleight (P) -> Conceal (S)
- Oratory (P), Commerce (P) -> Influence (S)
Professional <-> Professional parings #
- Lockpicking (P) <-> Mechanisms (P)
Standard <-> Standard pairings #
- Athletics (S) <-> Swim (S)
Skills with large number of specializations pairings #
- Performance (S): All specializations
- Art (P): All specializations
- Lore (P): All specializations, Engineering (P), Streetwise (P), Bureaucracy (P) and vice versa.
- With the additional caveat that any subskill increase derived from increasing these skills has to make sense.
- e.g. increasing Bureaucracy as a consequence of working in the government of a nation called Xanthos would allow you to increase Lore (Xanthos History) or Lore (Xanthos) or Lore (Xanthos Nobility) so on, so forth, or if the nation was known for being a magocracy with a focus on rituals, then Lore (Rituals) might even be appropriate. You get the point.
Language #
Language (P) gives you a number of specializations equal to your Language / 20% (rounded up) all based on the same Language skill. You can still take multiple specialties, which gives you multiple ‘groupings’ of languages at the same mastery (%). In essence, they’re subskills but they get the full value, and you get more of them.
Removals #
- Seduction is removed. Both because it’s awkward and I don’t think it really adds anything.
- Literacy is removed because I don’t feel like dealing with it.
- Courtesy is removed.
- Gambling is removed because I did not write it down on my first pass, realized it was a skill and went “yeah, I didn’t miss much.”