Ability and Skill Traits

Ability Traits



Agility: How easy it is for a character to learn how to move about and engage in combat. The higher the Agility die, the easier it is to learn advanced physical skills.

Smarts: How easy it is for a character to learn knowledge-based subjects. The higher the Smart die, the easier it is to learn advanced mental skills.

Strength: How physically strong a character is. This determines how much melee damage a character can cause as well as how much stuff they can carry around.

Spirit: How strong a character’s will and personality is. This determines how easy it is to learn to persuade and intimidate people, as well as how easy it is to resist fear.

Vigor: How strong a constitution a character possesses. This determines how much damage a character can take before they are wounded, as well as how well they can soak wounds and resist poison, disease, and fatigue.


Skill Traits



Fighting: Agility based, how well a character knows how to melee fight

Locks: Agility based, how well a character knows how to pick locks

Riding: Agility based, how well a character knows how to ride a mount like a horse or stag

Shooting: Agility based, how well a character knows how to shoot a ranged weapon like a gun or bow

Stealth: Agility based, how well a character knows how to sneak around without being seen

Athletics: Agility based, how well a character knows how to swim, climb, or perform acrobatic actions

Throwing: Agility based, how well a character knows how to throw a ranged weapon like a knife or ax

Healing: Smarts based, how well a character knows how to patch themselves or others up after getting wounded

Research(Investigation): Smarts based, how well a character knows how to find answers in books, notes, and other research materials

Notice: Smarts based, how well a character is able to notice things that are out of place or that they are looking for

Intimidation (and Taunt): Spirit based, how well a character is able to strike fear (or anger) in an opponent. This can be used to attempt to garner information from NPCs that may be resistant to divulging the information and to initiate Tests of Will in combat. This is modified by negative Charisma, or negative and positive if a character has the Feared and Revered Edge.

Persuasion: Spirit based, how well a character is able to convince others of their arguments. This can be used to garner information from NPCs that may be resistant to divulging the information, as well as aid in bartering, and in most social interactions. Charisma modifiers are added or subtracted from the rolls, depending on whether the modifier is positive or negative, respectively.

Guts: Spirit based, how well a character is able to master their fear. Courage is not the lack of fear, it is perseverance in spite of it. This is doubly true for the characters. Those strong of will are more easily able to resist negative fear effects. Spirit die of d4 and d6 receive no modification for Guts rolls. Spirit die of d8 receive a +1, d10 a +2, and d12 +3.


Earth Skill Traits: All Earth Skills are Smarts based, and take the place of Knowledge skills. They are treated the same as all other Skill Traits, and are separated out in the game purely for flavor. Knowledge skills might have certain character archetypes that they are “most useful” for, but that does not mean they are not also useful for other character types.
We all hold information in our heads that is not very useful to our main profession, but it does help shape our personalities. A fighter character that only knows how to fight is both unrealistic and BORING! Knowledge skills give your character another way to flesh-out their personality (in addition to their Hindrances and Edges). If you want your fighter to know all about the Art History of the Restoration period (Pre-War History), by all means, take a point or two in it.


Earth Skills: Battle: Smarts based, how much the character has knowledge of battle tactics. These battle tactics are mostly used in large, massive battles, not in small party skirmishes. This does not modify a character’s fighting. This skill is most useful for military leader characters like generals or tribal chiefs and often combines with Leadership Edges.

Earth Skills: Biology: Smarts based, how much the character has knowledge of anatomy, biology, physiology, and botany of animal and plant life. This skill is useful in discovering useful information about various plants and animals, as well as advanced healing abilities for humans. This skill is most useful for doctors, scientists, and healers.

Earth Skills: Chemistry: Smarts based, how much the character has knowledge of chemicals, chemical compounds, and chemical reactions. This skill is useful in making pharmaceuticals, poisons, and explosives, as well as counteracting and/or disarming them. This skill is most useful for doctors, scientists, healers, and demolitions experts.

Earth Skills: Engineering: Smarts based, how much the character has knowledge of building, architecture, and/or designing advanced equipment. This skill is useful in designing more wear-resistant structures and items, as well as how to exploit such structures’ and items’ weaknesses. This skill is most useful for scientist, mechanics, and craftsmen.

Earth Skills: Languages: Smarts based, how much the character has knowledge of linguistics. This skill is useful for learning new languages, and deciphering information from languages that a character may not be fluent in. This skill is most useful for scientists, scavengers, bartering, and diplomats.

Earth Skills: Mechanics (Repair): Smarts based, how much the character has knowledge of repairing mechanical items and devices. This skill is useful for general equipment repairs as well as jury-rigging gadgets, repurposing equipment, and creating make-shift constructs.

Earth Skills: New Tech: Smarts based, how much the character has knowledge of items, equipment, and devices from the Industrial Age and beyond. Characters need to achieve Tech Level 2 or higher to take points in this skill. This skill is useful in knowing how to interact with technology like electricity, demolitions, computers, lasers, scanners, radios, advanced fire arms, etc. This is most useful for any characters desiring to use any technology created after 1900.

Earth Skills: Old Tech: Smarts based, how much the character has knowledge of items, equipment, and devices from before the Industrial Age. The most basic machines and equipment like smithing forges, masonry, manual ploughs, looms, gins, etc. are able to be used effectively. Many New Tech equipment items and machines have been repurposed into Old Tech by the Grounders. This skill is useful for knowing how to use non-modern items effectively as well as create equipment that can be used by characters at Tech Level 1. This is most useful for any characters desiring to use any technology created before 1900.

Earth Skills: Pre-War History: Smarts based, how much the character has knowledge of history pre-2052, the year a nuclear war wiped out almost all life on earth setting off the chain of events that lead our characters to the present day, 2349 C.E. (Now known as year 1 Arkfall, or 1 A.F.) This is useful in knowing and gaining knowledge about events that occurred previous to 2052. This is most useful for diplomats, leaders, historians, and scientists.

Earth Skills: Post-War Info (Streetwise): Smarts based, how much the character has knowledge of history post-2052 up to the current events of the present day, 2349 C.E. What version of post-war history and current events a character has knowledge of is determined by their starting race. A Grounder would know how the ancestors survived on the surface, banded together, formed the Clans, and became prey to the Mountain Men, but would have virtually zero knowledge of the Sky People until the Arkfall. An Arker or Sky Person would know how their ancestors survived in space, joined the stations together, and formed the society of the Ark, but would have zero knowledge of Grounders or Mountain Men until they encountered them after the Arkfall. A Mountain Man would know the basics of how their people survived underground for centuries, and would have passing knowledge of the Grounders – gleaned from hunting them for almost 300 years – and virtually no knowledge of the Sky People until the Arkfall. In addition to historical knowledge significance, this skill is also useful in learning new information about current events happening after the Arkfall. This skill is most useful for any characters desiring to know their own society’s history as well as the new “word on the street” about people, places, things, and events.

Earth Skills: Survival: Smarts based, how much the character has knowledge of survival tactics. This skill is useful for knowing how to forage for food, find shelter, locate water, keep warm/cool/dry/etc. in weather conditions, and navigate the terrain, and find direction without the aid of a compass or GPS. This is most useful for anyone needing to survive alone outside of a comfortable environment for longer than a day or two.

Earth Skills: Tracking: Smarts based, how much the character has knowledge of tracking things down. This skill is useful for knowing how to locate humans and animals in the environment without the aid of tech, as well as how to hide their own tracks from being followed. This skill is most useful for hunters, rangers, scavengers, and soldiers.

Ability and Skill Traits

ARKFALL Annerdan