Skill Limitations
To ensure fairness as listed in the rules characters skills are limited to race templates, this avoids drama between players when one person tries to be all powerful.
To make this clearer we have outlined the skill examples below.
SPEED
● ○ ○ ○ ○ ○ Common human: Average movement speed, moderate reflexes. Can jog, react to sudden noise or danger in a typical way.
● ● ○ ○ ○ ○ Peak human: Trained athlete, soldier, or dancer. Can sprint, dodge, and move with impressive quickness and grace.
(Max for Humans)
● ● ● ○ ○ ○ Moves faster than can, able to dodge thrown weapons.
● ● ● ● ○ ○ Seems to move so fast they become a visible blur.
● ● ● ● ● ○ Dodges bullets at close range, can cover ten yards in a breath. Only the most gifted Touched perceive their movement.
● ● ● ● ● ● Vanishes from sight entirely. Appears behind you before your nerves register the shift in air, eyes cannot track their movement.
STRENGTH
● ○ ○ ○ ○ ○ Common human: Can lift basic weight, carry loads, but struggles with anything beyond manual labor.
● ● ○ ○ ○ ○ Peak human: Can lift a person, swing heavy tools or weapons, break wood with effort.
(Max for Humans)
● ● ● ○ ○ ○ Snaps bones with bare hands.
● ● ● ● ○ ○ Crushes steel door hinges, rips iron shackles from walls.
● ● ● ● ● ○ Tears apart horse-drawn carriages, dents masonry with fists.
● ● ● ● ● ● Shatters stone, lifts wagons, splits a man in half with one strike.
SPIRITUAL
(Willpower, resistance to fear/possession, connection to the unseen)
● ○ ○ ○ ○ ○Common human: Easily frightened, highly suggestible, spiritually unaware.
● ● ○ ○ ○ ○ Willful human: Strong-minded, can resist fear, mild charms or spiritual disturbances.
(Max for Humans)
● ● ● ○ ○ ○ Feels the dead but cannot hear them, has an mild awareness of supernatural disturbances beyond a human.
● ● ● ● ○ ○ resists psychic intrusion, reads fate in ash or blood.
● ● ● ● ● ○ Communicates with spirits, holds darkness at bay, wards against corruption.
● ● ● ● ● ● Can banish entities with will alone, force visions into others, Enter the minds of weaker willed and read surface thoughts. (3 and below)
STEALTH
● ○ ○ ○ ○ ○ Common human: Loud walker, easily noticed when sneaking, unaware of their own presence.
● ● ○ ○ ○ ○ Trained human: Can move quietly, pickpocket, shadow someone with care.
(Max for Humans)
● ● ● ○ ○ ○ Touched: Melts into crowds, hides well in the shadows, rarely leaves a trace.
● ● ● ● ○ ○ Can pass through rooms in low light, makes no sound when walking with concentrated effort.
● ● ● ● ● ○ Can pass through rooms with no one seeing them even in full light.
● ● ● ● ● ● Has no scent, no sound, no presence. Appears only when they choose, so long as there is low light they are able to seemingly disappear entirely.
STURDINESS
● ○ ○ ○ ○ ○ Common human: Bruises easily, slow to recover, fragile under duress.
● ● ○ ○ ○ ○ Hardened human: Can endure pain, illness, basic injury.
(Max for Humans)
● ● ● ○ ○ ○ Takes a blade to the ribs and keeps walking.
● ● ● ● ○ ○ Bones knit overnight, resistant to common disease or fatigue.
● ● ● ● ● ○ Resists poisons, regenerates from broken limbs within hours.
● ● ● ● ● ●Must be seriously maimed or destroyed. Bleeds slow. Burns slow. Dies slower.
SENSES
● ○ ○ ○ ○ ○ Common human: Relies on daylight and sound. Average hearing and vision.
● ● ○ ○ ○ ○ Keen human: Can track, hear whispers through walls, notice changes in breath.
(Max for Humans)
● ● ● ○ ○ ○ Smells blood behind doors, sees in shadow, hears footsteps from floors below.
● ● ● ● ○ ○ Night vision, sense shifts in air pressure, detects emotional pheromones.
● ● ● ● ● ○ Reads truth in heartbeat, feels lies in temperature, knows when death is near.
● ● ● ● ● ● Tracks by taste of blood on wind. Can hear the hunger in another’s stomach and track loud sounds up to a mile away, once they have a scent they don't lose it