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
Navigation¶
(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