2.1 Trained skills

A character’s abilities are largely determined by their stats, but training also plays a role. An average person who studied history would logically know more about it than a highly intelligent person who didn’t. That’s why characters have a number of trained skills, representing areas that they have formal training in, or are particularly talented in. Trained skills grant you a +3 bonus on checks related to that skill.

Upon creation, every player character can choose two trained skills from the list below. They can also choose to take a single weak skill. A weak skill causes a -3 penalty on checks related to that skill. If you take a weak skill, you can get an additional trained skill in return, for a total of three trained skills and one weak skill.

Skills
Acrobatics: jumping, balance, other non-combat agi checks Arcana: knowledge of spells, magic items, magical creatures Athletics: climbing, swimming, other non-combat str checks Deception: stealth, sleight of hand, other non-combat dex checks Engineering: knowledge of technology, from common locks to steam engines History: knowledge of recent and ancient events Nature: knowledge of survival, animals, plants Perception: spotting hidden objects and creatures, initiative Religion: knowledge of gods, religious practices, undead, planar creatures