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The following Skills are divided into three groups, just as with Attributes. These are Mental, Physical, and Social.

●: Novice. Basic knowledge and/or techniques.
●●: Practitioner. Solid working knowledge and/or techniques.
●●●: Professional. Broad, detailed knowledge and/or techniques.
●●●●: Expert. Exceptional depth of knowledge and/or techniques.
●●●●●: Master. Unsurpassed depth of knowledge and or techniques. A leader in the field.


Mental Skills are applications of a character's insight, acumen and focus, such as examining a crime scene for clues, unraveling an enigma or diagnosing an illness. These Skills are almost entirely gained from a period of formal education, and most characters with high Mental Skills can claim a degree or even a doctorate in their field of study. These traits are generally associated with your character's Mental Attributes, but can also be paired with Physical Attributes for hands-on applications such as performing surgery (Dexterity + Medicine Skill) or computer repair (Dexterity + Crafts Skill).


Physical Skills are applications of a character's might, endurance and coordination, such as climbing a mountain, driving a car or shooting a gun. They are most often paired with a character's Physical Attributes in various combinations, but can also be paired with Mental Attributes when the character tries to draw on his Skill to identify an object or answer a question. Intelligence + Firearms Skill is required to identify a particular rifle, for example, or Intelligence + Survival Skill to read a map. Physical Skill scores represent a combination of personal experience and/or formal training rather than extensive schooling. You can't earn a degree in fist-fighting, but you can graduate at the top of your class in the school of hard knocks.


Social Skills are applications of your character's bearing, charm and poise, such as negotiating with a bank robber, wooing a crowd or telling a faultless lie. These Skills most commonly represent innate capabilities honed by years of experience rather than by any formal training. You can teach someone the basic principles of Persuasion, but true leaders are born rather than made. These Skills are generally paired with your character's Social Attributes, but can also be used with Physical and Mental Attributes in cases such as bodily threats (Strength + Intimidation Skill) or orchestrating a complex deal (Wits + Persuasion Skill).

Mental (-3 Untrained Penalty)

Academics Skill
Computer Skill
Crafts Skill
Investigation Skill
Medicine Skill
Occult Skill
Politics Skill
Science Skill

Physical (-1 Untrained Penalty)

Athletics Skill
Brawl Skill
Drive Skill
Firearms Skill
Larceny Skill
Stealth Skill
Survival Skill
Weaponry Skill

Social (-1 Untrained Penalty)

Animal Ken Skill
Empathy Skill
Expression Skill
Intimidation Skill
Persuasion Skill
Socialize Skill
Streetwise Skill
Subterfuge Skill


Though some skill rolls uses the basic skill roll rules, they possess a capping Skill. In essence, the character’s player (and those of any assistants, when using Teamwork) rolls Attribute + Skill or Attribute + secondary Skill, whichever is less. If the character does not possess both skills, his player rolls with the untrained Skill penalty. [1][2]


A skill specialty represents an expertise in one aspect of a type of skill, such as Hacking for the Computer Skill. A skill specialty adds +1 die to rolls involving that specialty.

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