
Skill Rolls
Depending on your rank in a particular skill, which is determined by how many points you invest in said skill, a scaling modifier will be automatically applied to d20 rolls when performing any task utilizing that skill. In addition your rank confers a generalized conception of your level of talent with that skill, rank 0 being unskilled. Skill rank modifiers are found in the graph
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Skill check rolls are often made against a challenge agreed to by the players involved, or imposed by Sim Staff. When on your own assigning a Challenge Rating, use the list to the right as a reference. If your modified dice roll for the skill check meets or beats the set challenge rating, the character is successful in their attempt. Sim Staff may apply additional modifiers to rolls given present circumstances in the RP or events. Most CRs should be in the 5-15 range.
Sometimes two characters oppose each other with the same, or different skill checks. This might be Perception versus Skullduggery, or two racing horse riders comparing Handle Animal checks. When two checks oppose each other, simply compare the modified results of each roll. The higher result indicates the character who succeeds. If the results are tied, the victor is the character with the higher Skill Rank. If their Skill Ranks are tied, re-roll the check.
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If a rolls has a direct counter listed in its description it will auto roll that dice, no addition rolls needed.
If there is a match up not provided use Normal Rolls and Roll Manually instead of the automated Opposed Role Feature.
The higher result indicates the character who succeeds, like normal.
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Hover over each skill to see examples.
Difficulty | Challenge Rating |
|---|---|
Easy | 5 |
Moderate | 10 |
Difficult | 15 |
Challenging | 20 |
Harrowing | 25 |
Extraordinary | 30 |
Impossible | 35 |
Skill Rank | Modifier | Skill Rank | Modifier |
|---|---|---|---|
0 | -4 (Unskilled) | 6 | +6 (Adept) |
1 | -2 (Novice) | 7 | +7 (Advanced) |
2 | +0 (Practiced) | 8 | +8 (Specialist) |
3 | +2 (Studied) | 9 | +9 (Expert) |
4 | +4 (Proficient) | 10 | +10 (Master) |
5 | +5 (Journeyman) | ||
Academia
Scholars are driven to understand the natural world, taking time to teach themselves, or else attend a learning institution of note. This skill allows a character to recall and research knowledge of culture, science, lore, history, and engineering from all corners. The applications of this skill are rather broad, and the main limitation is that it can not be used to claim the more specific expertise that other skills encompass.
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Examples: Researching a lost city that doesn’t show up on any maps (Suggested CR: 20), Guiding the construction of a typical siege weapon (Suggested CR: 10), Charting a shorter sea route to an area than an enemy ship (Opposed Check).
Influence
There are those individuals who affect the course of events by their mere presence. This skill can represent someone’s force of personality, their stunning good looks, or even their access to a reserve of gold coins or other useful resources they can exploit. Influence might be used to charm someone, or appeal to them through diplomacy with unmatched charisma. It might also represent an individual’s ties to a network of other powerful people.
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Bribing a guard to get you a short meeting with a low security prisoner (Suggested CR: 5), Convincing a group of downtrodden peasants to rebel against their lord (Suggested CR: 25), Negotiating a favourable contract (Opposed Check).
Perception
Being able to notice key details can be a major factor in survival in untamed wilds and ancient dungeons. Perceptive individuals have a keen sense of awareness about that which transpires around them. Searching an area for hidden valuables, being vigilant in detecting an impending attack, or greater insight into the intentions, truths, and falsehoods of those one engages with are all merits of someone with a finely honed perception skill.
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Examples: Collecting evidence from a crime scene (Suggested CR: 10), Determining enemy's point of attack from a collection of acquired intelligence reports (Suggested CR: 20), Spotting a hidden eavesdropper (Opposed Check vs Skullduggery)
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Animal Handling
For as long as there has been ways to record it, people have been coexisting with animals. Be it dogs to help hunt, horses to ride, birds to act as messengers, the taming and handling of animals has been a vital skill to keep society turning. This skill covers anything to do with animals: presenting yourself as non-threatening to a wolf, controlling a scared horse, driving a cart, or so much else besides.
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Examples: Showing a wild animal that you aren’t a threat (Suggested CR: 15), Getting a stray dog to eat from your hand (Suggested CR: 5), A horse race (Opposed Check).
Medicine
Understanding the nature of injuries and ailments is a complex task, one undertaken by those with mystical capacities to heal and those with naught but their own two hands. Medicine includes surgical procedures, identifying and curing (but not using) poisons, and the magical or mundane treatment of ailments.
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Examples: Closing a lethal stab wound (Suggested CR: 20), Making a treatment for a novel plague (Suggested CR: 35), Torturing a prisoner (Opposed Check vs Athletics).
Skullduggery
This is the skill of the streetwise rogue and the artful spy trained in espionage. It can cover knowledgeable expertise, such as operations of a city’s black market or how monsters protect their hordes of treasure. It can also be employed in matters of dexterity, such as stealth, and sleight of hand. Lastly it can encompass matters of deviousness and cunning when used to bluff, lie, or otherwise misdirect.
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Examples: Casing a store for security weaknesses (Suggested CR: 10), Carefully replacing an object in the hoard of a sleeping dragon (Suggested CR: 20), Trying to convince a mark that you are far more wealthy than you actually are. (Opposed Check vs Influence).
Athletics
​All manner of dangers exist in the wilds. Adventurers who are not physically fit when facing dangerous monsters or magical landscapes are little more than liabilities. This skill represents the physicality of a character; their strength, but also their agility and stamina. Whether you’re wrestling an ogre, holding your breath in a poison filled chamber, or traversing a narrow ledge, athletics is key.
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Examples: Scaling a 3 meter wall (Suggested CR: 5), Walking a day in the desert (Suggested CR: 20), An arm wrestling contest (Opposed Check).
Mystical Arts
While most scholars are happy to delve into the limits of the world, some wish to break those limits. Some reach out to higher powers, others study arcane formulae, but wherever the energy to bend reality to one’s will comes from, the study of it is a complicated and dangerous task, one marred by the deaths often caused because of it. This skill governs both the knowledge of various magical arts, as well as the practical application of them in non-combat situations.
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Examples: Disenchanting a magical ward protecting an archmage’s tower. (Suggested CR: 25), Correctly preparing a ritual casting of a known spell (Suggested CR: 10), Creating an illusion to fool someone (Opposed Check vs Perception).
Survival
Nature’s lessons are never easy, but they are useful. Those who pay attention, who revel in the challenge, can track down quarry passing through woodlands, can sustain themselves on the provisions they can hunt and forage, and can navigate through the densest of woods. This skill covers anything one would do to survive in the wild, from tracking to foraging to creating shelter.
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Examples: Following tracks through mud (Suggested CR: 5), Hunting a deer in a calm woods (Suggested CR: 10), Tracking an enemy who is trying to throw you off. (Opposed Check).
Skullduggery vs Perception also provided to allow a automatic check, if wanted.
Other players may choose to use perception if you do not choose to prompt a opposed roll while being a sneaky fucker.
"You little, scamp"

