Skip to content

Skill Levels

  • -2 (untrained)
  • 2 (novice)
  • 4 (apprentice)
  • 6 (journeyman)
  • 8 (expert)
  • 10 (master)

Training (Advancing) Skills

Learning a skill (raising to Novice) costs 5.
To advance a skill costs (current bonus x4).
To advance a skill to Expert the character must have access to advanced instruction, a guild, a tradition, rare texts, or equivalent institutional support.
To advance a skill to Master the character must train under a recognized master or enter an equivalent supernatural pact. Raising a skill to Master means that others now measure themselves by the standard set by this character along with other masters.
When you raise the skill given at Apprentice level by your Background, you "evolve" your background. See Background Evolution.

Observation / Perception

Kaernest does not use a dedicated Observation skill. Instead, characters notice different things based on how they are trained to see the world.

Each skill includes a Perception section describing what a character is likely to notice when that skill is relevant. Perception does not require an action unless time pressure or opposition exists.


Skill List

Acrobatics

(Attributes)
Balancing, dancing, escape artistry, feints, tumbling, and fluid movement.
Perception: Biomechanics, balance failures, overextension, hesitation, fatigue masked by motion

Athletics

(Attributes)
Climbing, jumping, lifting, swimming, wrestling, and feats of strength.
Perception: Physical strain, compromised footing, load limits, environmental hazards affecting strength

Channeling2

(Attributes)
Control, precision, and safety in spellcasting and ritual work.
Perception: Ka flow, magical instability, overchanneling risk, lingering spell residue

Chirurgeon

(Attributes)
First aid, long-term care, disease and poison treatment, trauma assessment, and medical triage.
Perception: Wound severity, cause of injury, illness, poison, physical deterioration

Con

(Attributes or Attributes)
Impersonation, deception, misdirection, manipulation.
Perception: False sincerity, behavioral tells, impersonation flaws

Counsel

(Attributes)
Guidance, emotional stabilization, trauma assessment, psychological care.
Perception: Emotional distress, fixation, burnout, coercion effects

Discipline1

(Attributes)
Mental composure and resistance to coercion.
Perception: Rhetorical pressure, manipulation attempts

Endurance1

(Attributes)
Physical resilience and tolerance for pain and strain.
Perception: Exhaustion thresholds, overreach, cumulative strain

Evasion1

(Attributes)
Avoiding harm through timing and movement.
Perception: Attack vectors, momentum shifts

Fiberarts

(Attributes or Attributes)
Creation and construction of flexible goods: textiles, leatherwork, rope, sails, clothing, and soft materials.
Perception: Stitch integrity, fiber tension, fabric wear, seam weakness, tanning quality

Folklore

(Attributes)
Oral traditions, hedge magic, ritual belief.
Perception: Symbolism, taboos, supernatural warning signs

Forge

(Attributes or Attributes)
Construction of rigid goods: metalwork, carpentry, masonry, structural tools, and hardened implements.
Perception: Structural flaws, stress points, metal fatigue, load-bearing weaknesses

Hermetics

(Attributes)
Formal magical theory and symbolic systems.
Perception: Spell structure, enchantments, ritual logic

History

(Attributes or Attributes)
Recorded events and institutional memory.
Perception: Historical inconsistencies, forged artifacts

Institution

(Attributes or Attributes)
Understanding formal power structures.
Perception: Authority chains, procedural choke points

Intimidation

(Attributes)
Coercion through threat or dominance.
Perception: Fear responses, resolve fractures

Leadership

(Attributes)
Directing allies and coordinating group action.
Perception: Morale shifts, hesitation

Melee

(Attributes)
Close-quarters weapon fighting.
Perception: Guard openings, overextension

Music

(Attributes)
Instrumental performance: rhythm, melody, accompaniment, and musical storytelling.
Perception: Tempo shifts, harmony errors, audience engagement

Nature

(Attributes)
Animals, plants, ecosystems.
Perception: Environmental imbalance, unnatural disturbance

(Attributes or Attributes)
Wayfinding and route planning.
Perception: Hidden routes, path efficiency

Negotiation

(Attributes)
Transactional persuasion and deal-making.
Perception: Leverage points, incentives

Oration

(Attributes)
Public speaking, storytelling, speechcraft, rhetoric, and vocal performance.
Perception: Audience attention, rhetorical weaknesses, crowd mood

Philosophy

(Attributes)
Ethics, logic, metaphysics.
Perception: Ideological assumptions, logical inconsistencies

Ranged

(Attributes)
Projectile weapons and distance attacks.
Perception: Wind drift, range distortion

Repair

(Attributes or Attributes)
Fixing damaged tools, equipment, structures, and devices. Repair restores function but does not create new goods.
Perception: Failure points, worn mechanisms, structural stress

Resolve1

(Attributes)
Mental resilience against fear, despair, and magical strain.
Perception: Psychological fracture points

Skullduggery

(Attributes or Attributes)
Lockpicking, sabotage, traps, illicit manipulation.
Perception: Tampering, hidden mechanisms

Society

(Attributes)
Etiquette, class norms, social hierarchy.
Perception: Status shifts, breaches of decorum

Stealth

(Attributes)
Avoiding detection.
Perception: Sightlines, patrol rhythms

Strategy

(Attributes)
Battlefield analysis and tempo control.
Perception: Tactical leverage, escalation thresholds
Special: Highest Strategy + Cunning decides initiative order.

Survival

(Attributes)
Tracking, foraging, hostile environment endurance.
Perception: Trail signs, resource scarcity

Throwing

(Attributes or Attributes)
Thrown weapons and improvised projectiles.
Perception: Release timing, arc, overcommitment

Unarmed

(Attributes)
Strikes and grappling without weapons.
Perception: Joint exposure, breathing rhythm


  1. Defensive Skill. 

  2. Requires Magical Gift granting access.