The Core Mechanic
In a role-playing game, a great many scenes and situations may play out without needing to refer to any game mechanics whatsoever. However, there are also many situations in which characters will run into a moment where they are attempting to perform an action and there is:
- A non-zero chance for both success and failure
- Meaningful consequences for failure
If both conditions exist, and only if both conditions exist, it is time to roll dice to determine the outcome of the attempted action. In a situation where there is no chance for an action to fail, then the outcome is certain and no dice need to be rolled. In a situation where there is chance of failure but there are no consequences for failing, the entities involved can continue to try the action again and again without consequence until they eventually succeed. As such, the outcome is certain and no dice need to be rolled. In a situation where there is no chance for success, the outcome is also certain -- just less happy.
Whenever attempting an action in Epoch requires dice to be rolled, the following steps are taken to determine success or failure:
- The player references the Skill relevant to their attempt on their character sheet and grabs a number of dice according to the level of training they have in that skill. If no Skill is relevant, or the relevant Skill is untrained, the player will roll 3d10.
- The Chronicler (GM) will tell the player which of the three Attributes matching in category with the selected skill is relevant to the roll. For Physical skills, the Attribute will be one of: Strength, Agility, Durability For Mental skills, the Attribute will be one of: Logic, Mysticism, Instinct For Social skills, the Attribute will be one of: Presence, Insight, Psyche
- The player rolls the number of dice indicated by their Skill and adjusts the total on each individual dice by their modifier (if any). They then count the number of modified die results with a result equal-to or lower-than their relevant Attribute score. This count is the number of 'Marks' that the character achieved in their attempted action.
- The Chronicler compares the number of Marks achieved by the character against the difficulty of the action attempted. If the player's roll resulted in a number of Marks equal-to or greater-than the Marks required, the action succeeded. Otherwise, the action failed.
Brock’s character Malcom is dashing across rooftops, fleeing from some mysterious pursuers. He reaches a large gap between two rooftops and attempts to leap across it. Malcom has a chance to fail (not clear the gap) and consequences for failure (falling a significant distance to the ground level). Brock will roll Malcom’s Athletics Skill against his Strength Attribute. Malcom has some training in Athletics, so Brock will roll 3d10. Malcom’s Strength Attribute is 6, so the target is to roll 6 or below. The Chronicler has decided that the difficulty of clearing the gap will require 2 Marks for success.
Brock takes 3d10 and rolls, gaining results of 2, 4, and 10. Each the 2 and the 4 are less than or equal to 6 (Malcom’s Strength Attribute), resulting in 2 Marks. The 10 is greater than 6, so is not counted. Malcom has rolled the 2 Marks necessary and has succeed in his action, leaping from one rooftop to the other and leaving his pursuers behind.
During the course of gameplay, players and the Chronicler will collaboratively tell a story with the characters controlled by each player as the main protagonists of that story. Most of the time, when a character needs to roll a Skill to attempt an action, that roll can be made within the normal flow of the story. However, in some cases, several actions or events may be happening at nearly the same time and it is important to determine the order of events in order to correctly resolve the encounter. In these situations, the game enters Structured Play.
Structured Play operates much like normal play, with two important caveats: every participant in the encounter will make an Initiative roll to determine an order of action, and actions will take place in a series of Segments. Once Structured Play begins, it does not stop until the events that caused it have been resolved.
Segments represent the passage of time in Structured Play, with each Segment representing approximately 1 second. Every action attempted by a participant in Structured Play is assigned a Segment Cost. After a Structured Play participant performs an action, they must wait a number of Segments equal to the Segment Cost of that action before they can act again.
Initiative is a number representing a Structured Play participant’s initial order of action. This number is determined via a Skill roll (usually a Vigilance roll made against Insight), with the highest-value successful roll becoming that participant’s Initiative. If two or more participants tie for an Initiative result, each compares their next highest success with each other until one or the other participant comes out ahead. For example:
Eric’s character, Klik, is asked by the Chronicler to roll Initiative with Vigilance against Insight. Klik’s Vigilance Skill is 5d10 - 1 and his Insight score is 7. He rolls 6, 10, 8, 3, and 9. Those numbers are each reduced by 1 (5d10 - 1), giving the result of: 5, 9, 7, 3, and 8. The results of 9 and 8 are higher than his Insight score, so they are discarded. Of the three successful results: 5, 7, and 3, 7 is the highest value result. Klik’s Initiative for this instance of Structured Play is, therefore, 7. With a result this good, it is very likely that Klik will be the first to act.
Actions within Structured Play are similar to actions outside of Structured Play. Those that require Skill rolls continue to require Skill rolls, and those that do not require rolls still do not require rolls. The only difference is that each attempted action is assigned a Segment Cost. This cost may be set by the rules (such as the Segment Cost for attacking with a given weapon), or judged by the Chronicler in the moment (such as how long it might take to pick a lock). The results of most actions are determined immediately upon performing them, but the Chronicler may decide that the results of some actions will not be determined until a number of Segments equal to the action’s Segment Cost have passed (in the case of picking a lock, for example, it may add more excitement and tension to the game to require the result to be known only after the required time has passed).
Characters in Epoch are defined by seven different features:
The only of the seven features not relevant to game-mechanics, a character’s description is just that: a description of their appearance, mannerisms, personality, and anything else the player wishes to note down.
Every character has a Template that helps to define their initial attributes. In other role-playing games, the Template may be represented as a race (like Elf or Dwarf) or something similar. Epoch uses the word Template to allow for this basic representation of culture and heritage to be flexible beyond just the idea of fantasy or alien races.
There are nine Attributes by which all characters in Epoch are represented. Each of these nine attributes belong to one of three primary categories: Physical, Mental, or Social. The Physical Attributes are: Strength, Agility, and Durability. The Mental Attributes are: Logic, Mysticism, and Instinct. The Social Attributes are: Presence, Insight, and Psyche. Attributes play a vital roll in all dice rolls made within the game.
Skills represent a character’s level of proficiency in performing specific tasks or actions, such as persuading others, handling a sword, or administering medical care. Skills are organized by the same three primary categories as Attributes: Physical, Mental, and Social. When a player rolls dice to determine success or failure in attempting a Skill, they may be asked to roll this Skill paired with any Attribute belonging to the same primary category. Rolling a character’s Athletics Skill, for example, may be rolled with Strength if the character is trying to lift something heavy; or with Agility if the character is jumping from rock-to-rock while crossing a river; or even with Durability if the character is attempting to maintain a running pace for a long period of time.
As a character gains experience and increases their proficiency with various Skills, they will be awarded with Masteries related to these Skills. Masteries are special actions that a character may take when attempting the related Skill and which give special benefits to the results of these Skill attempts. A Sharpshooter, for example, may have a Mastery called Quick Aim that allows them to gain the benefit of aiming their shot without taking extra time to do so. Masteries can provide a lot of benefits to characters, but must be used judiciously, as using Masteries too frequently can cause a character to become exhausted and need rest.
While a player may (or may not) have offered a description of their character’s personality earlier, Traits will help to expand on this persona. A player will choose two traits for their character: one positive, one negative. Everyone has both strengths and weaknesses, and Traits are meant to help represent these. A character may, for example, be brave ... but foolish. Or a character might be observant, because they are avaricious and want to be sure they get the best of what is available around them. While each Trait has game effects, these effects are more minor than those provided by Attributes and Skills.
An individual without burdens is burdened by the fact that they have none. Every character will have at least one Burden, sometimes more. A Burden can be debts owed, responsibility felt to protect and care for family members, or being unable to return home due to being exiled for some heinous act (which may or may not be true). The Burdens that weigh on an individual character may grow stronger or weaker over time, or go away entirely and be replaced by new ones. While every character will always have at least one Burden, these Burdens do not necessarily need to be thought of in a negative light. For example, feeling the desire to protect and care for a younger sibling is often looked upon positively by others.
In life, every living creature has a set of characteristics that help to determine their natural aptitude when attempting to perform various tasks or actions. In Epoch, these characteristics are represented by nine Attributes, each with a value between 1 and 10. A value of 5 is considered to be the human adult average, with values following a Normal Distribution pattern so that a score as weak as 3 or as strong as 7 shows a significant deviation from the general population and scores of 2 or 8 are extremely rare. A Normal Distribution chart below shows all possible Attribute values and the rough percentage of the general human population that would have an Attribute score at the given value. Below the chart, each of the nine Attributes is described.
In-game, a character’s Attributes provide a set of target numbers for dice rolls. When attempting a dice roll to perform an action, the player rolls a number of 10-sided-dice with the goal of rolling as many results as possible with a value less-than or equal-to their character’s relevant Attribute score. The probability of success is based on both the Attribute score (the higher the score, the greater the chance of success) and the number of dice rolled (the more dice rolled, the greater the chance of success).
Strength represents a character's physical power, muscle mass, and ability to exert force. A high Strength score translates to increased melee damage, greater carrying capacity, and improved performance in tasks requiring brute force, such as breaking down doors or lifting heavy objects.
Agility reflects a character's nimbleness, speed, and dexterity. A character with high Agility excels in tasks requiring precise movement, hand-eye coordination, and balance. This can result in better performance with ranged weapons, higher evasion chances, and improved abilities in activities such as lockpicking, acrobatics, or stealth.
Durability embodies a character's overall stamina, resilience, and ability to withstand physical challenges. A high Durability score grants the character more health points, increased resistance to physical harm, and faster recovery from fatigue or injuries. This attribute also affects the character's ability to persist through long journeys, harsh environments, or extended combat encounters.
Logic represents a character's ability to reason, analyze, and solve complex problems. A high Logic score translates to improved problem-solving skills, better performance in puzzle-solving, and the ability to craft intricate strategies during encounters. Characters with high Logic are adept at tasks requiring intellect, such as deciphering codes, understanding languages, or outwitting opponents.
Mysticism refers to a character's connection with arcane, divine, or supernatural forces, and their ability to manipulate these energies to achieve various effects. A character with a high Mysticism score excelx in casting spells, summoning creatures, or channeling divine power. This attribute also influences the character's understanding of magical lore, rituals, and the underlying principles governing the mystical world.
Instinct embodies a character's gut feelings, intuition, and natural talent in sensing the world around them. A high Instinct score grants the character a heightened awareness of their surroundings, an uncanny ability to detect danger, and a knack for making snap decisions based on intuition. Characters with strong Instinct excel at tasks that require quick thinking, improvisation, or an innate understanding of the environment, such as tracking prey, navigating through treacherous terrain, or sensing hidden threats.
Presence represents a character's charisma, personal magnetism, and ability to command attention or influence others. A high Presence score translates to improved social interactions, persuasive abilities, and the capacity to lead or inspire others. Characters with strong Presence excel at tasks requiring diplomacy, negotiation, oratory, or intimidation, and can often sway the opinions or emotions of those around them.
Insight refers to a character's capacity for empathy, perception, and understanding of the motives, emotions, or intentions of others. A high Insight score allows the character to read people more effectively, identify falsehoods, or sense hidden agendas. Characters with keen Insight excel at tasks that involve interpersonal understanding, such as detecting lies, interpreting body language, or discerning the true motives behind someone's actions.
Psyche embodies a character's mental fortitude, willpower, and resilience in the face of psychological or emotional challenges. A high Psyche score typically grants the character increased resistance to mental manipulation, fear, or other mind-affecting effects. Characters with a strong Psyche excel at tasks that require focus, determination, or mental endurance, such as resisting magical mind control, overcoming fear, or maintaining concentration under stress.
Throughout the course of the game, players will be awarded Experience Points that can be spent on their character to improve the character’s abilities. These points represent the natural progression of learning and improvement that occurs when an individual engages in challenging activities. Players can generally expect to receive somewhere between 3 and 6 Experience Points per scene/encounter. An entire session of play that includes five individual scenes/encounters might see characters earn approximately 20 Experience Points. Earned Experience Points may be spent by players immediately, or saved from session-to-session until the player wishes to use them.
The most common way in which players will spend earned Experience Points is in improving Skills. Each Skill has a value representing the number of dice that should be rolled when attempting that Skill, as well as any adjustment made to each result after making the roll. This value is generally represented as: xd10 - y, where x is the number of dice rolled and y is any adjustment made to the roll.
Skills increase in value in a series of predictable steps. Any Skill that has a dice value without any adjustment gains a -1 adjustment when trained. Any Skill that has a -1 adjustment loses that adjustment and gains an additional die to the Skill roll when trained. The levels of Skill improvement from untrained to 5d10 look like: 2d10 (untrained), 2d10-1, 3d10, 3d10-1, 4d10, 4d10-1, 5d10. There is no limit to how many times a player may choose to train any individual character Skill, though there is a point where success in most actions becomes all but guaranteed and further training is unnecessary. This level of training varies based upon the score of the relevant Attributes, but is usually somewhere between 7d10 and 10d10.
A player may improve any one their character’s Skills by spending a number of Experience Points equal to the number of dice rolled for the next Skill level, multiplied by 5. For example, to train a Skill from 2d10 to 2d10-1 requires 2 * 5 = 10 Experience Points. Training from 2d10-1 to 3d10, however, requires 3 * 5 = 15 Experience Points. While a player may improve any individual Skill more than one level at a time, each level must be paid for individually. Therefore, increasing a Skill from 2d10 to 3d10 requires a total of (2d10 -> 2d10-1 = 10, 2d10-1 -> 3d10 = 15) 25 Experience Points. The following table offers a quick-reference for the Experience Point cost to improve a Skill each level from 2d10-1 to 10d10.
|Skill Level||XP Cost||Skill Level||XP Cost||Skill Level||XP Cost||Skill Level||XP Cost|
Importantly, a character receives a new Mastery for a Skill when that Skill reaches a new dice-level of training. These training levels are marked with an * on the table above. For more on Masteries, see that section of the game rules.
Another option for spending Experience Points is to use them to increase a character’s Attributes. This option can only be used a total of 3 times for any given character, and any Attribute can only ever be increased by 1 point, one time. The cost to increase an Attribute is 10x the new Attribute score. Therefore, increasing an Attribute from 6 to 7 costs 70 Experience Points. A table of all Attribute values and the cost to increase an Attribute to that value is provided below:
|Attribute Score||XP Cost||Attribute Score||XP Cost||Attribute Score||XP Cost|
Character Injury & Death
Choose a Template
Skills represent a character’s learned abilities and proficiencies, which enable them to perform specific tasks or actions. They play a crucial role in shaping each character’s unique strengths and weaknesses, directly influencing gameplay and interactions within the game world. Skills can range from combat abilities, like swordsmanship or archery, to non-combat talents, such as diplomacy, stealth, or magical prowess. As characters progress through the game, they can acquire and develop new skills, allowing players to adapt and refine their characters’ capabilities to meet various challenges and situations.
In Epoch, all Skills are divided into one of three primary categories: Physical, Mental, or Social. These are the same primary categories by which Attributes are sorted. When a player rolls their character’s Skill in order to attempt an action in-game, they will roll their Skill dice against one of the Attributes (chosen by the Chronicler) from the same primary category. For example, if a character were to try to bandage a wound with a medkit, they might roll their Medicine Skill against their Logic Attribute. However, if they were to try to use a magical charm to remove a disease, they might roll their Medicine Skill against their Mysticism Attribute. Even further, if the character were to try to gather natural herbs from the surrounding wilderness to treat an affliction, they might roll their Medicine Skill against their Instinct Attribute.
Skills are each assigned a number of dice that the player will roll whenever their character attempts an action requiring the Skill. If a character has no training in a Skill, they will roll 2d10 for that Skill. As a character gains levels of training in a skill, they will roll more dice when attempting actions. Generally, the dice associated with a Skill are written as: xd10 - y, where x is the number of dice and y is the adjustment to each dice roll that should be made. A Skill of 3d10 - 1 would indicate that the player should roll 3 10-sided dice and subtract 1 from the result of each roll (a roll of 4, 7, and 3 would result in values of 3, 6, and 2).
The following tables show the probability of succeeding in a Skill attempt based on the difficulty of the attempt, the character’s relevant Attribute score, and the character’s level of Skill training.
|Skill 2d10 -1|
|Skill 3d10 -1|
|Skill 4d10 -1|
|Skill 5d10 -1|
|Skill 6d10 -1|
|Skill 7d10 -1|
|Skill 8d10 -1|
|Skill 9d10 -1|
|Skill 10d10 -1|
The Athletics skill embodies a character's physical aptitude for activities that require strength, agility, and endurance. It is utilized when attempting tasks such as climbing, swimming, jumping, or running. Characters with a high Athletics skill are able to overcome physical challenges with ease, making them valuable assets in navigating various obstacles and hazards.
The Brawl skill represents a character's proficiency in unarmed combat and close-quarters fighting techniques. This skill is used to determine the success of hand-to-hand combat actions, including grappling, punching, and kicking. A high Brawl skill reflects a character's ability to effectively defend themselves and overpower opponents without the use of weapons.
Coordination is a skill that measures a character's agility, balance, and fine motor control. It comes into play when attempting tasks such as picking locks, juggling, or maintaining balance on narrow surfaces. Characters with a high Coordination skill are adept at executing precise movements and avoiding mishaps in delicate situations.
Gunnery is a skill that represents a character's proficiency in operating and maintaining heavy weapons and artillery, such as mounted machine guns, cannons, catapults, missile launchers, or trebuchets. This skill is used to determine the accuracy and effectiveness of attacks made with these types of weapons. Characters with a high Gunnery skill are expert marksmen and can provide valuable support during combat by delivering powerful, long-range firepower.
The Melee skill represents a character's expertise in using close-combat weapons such as swords, daggers, and axes. It is used to determine the effectiveness of attacks and parries with these weapons. Characters with high Melee skills are skilled warriors, capable of delivering powerful blows and deftly defending themselves in hand-to-hand combat.
The Pilot skill denotes a character's expertise in navigating and operating various types of vehicles, such as cars, boats, or aircraft. It is used when attempting tasks that involve maneuvering, evading obstacles, or engaging in vehicular combat. Characters with a high Pilot skill are skilled drivers or pilots, able to expertly navigate complex terrain and outmaneuver opponents during high-speed chases or battles.
Ranged is a skill that denotes a character's proficiency with ranged weapons like bows, crossbows, and firearms. This skill is used when determining the accuracy and effectiveness of attacks made with such weapons. Characters with a high Ranged skill are accurate marksmen, able to strike targets at a distance with ease and precision.
Resilience is a skill that reflects a character's physical toughness, endurance, and ability to withstand pain, injury, or adverse conditions. This skill is typically used to resist the effects of poisons, diseases, or extreme environments. Characters with high Resilience are hardy and difficult to incapacitate, often pushing through hardships that might cripple others.
The Skullduggery skill encompasses a character's aptitude for deception, thievery, and underhanded tactics. It is used when attempting tasks such as pickpocketing, forgery, or setting and disarming traps. Characters with a high Skullduggery skill are cunning and resourceful, adept at manipulating situations to their advantage through guile and trickery.
Stealth is a skill that represents a character's ability to move silently and remain unnoticed. This skill is used when attempting to avoid detection, hide from enemies, or perform actions without drawing attention. Characters with a high Stealth skill are adept at blending into shadows, moving quietly, and evading the notice of others.
The Alchemy skill represents a character's knowledge and understanding of the mystical art of transforming, combining, or manipulating substances through magical processes. It is used when attempting tasks such as creating potions, elixirs, or enchanted items. Characters with a high Alchemy skill are adept at discovering and utilizing the hidden properties of various materials, making them valuable assets in both adventuring and crafting.
Arcana is a skill that denotes a character's knowledge and mastery of magical lore, principles, and rituals. It is used when attempting tasks related to the understanding or manipulation of magical energies, such as identifying magical items, deciphering arcane symbols, or casting spells. Characters with a high Arcana skill are well-versed in the workings of magic, able to wield its power effectively and uncover the secrets of the arcane.
Technomancy is a character skill that represents a character's proficiency in understanding, operating, and manipulating technology, machines, and mechanisms across different eras, from medieval contraptions to advanced futuristic devices. Characters with a high Technomancy skill can analyze and troubleshoot various forms of technology, as well as harness their innate or magical abilities to influence or control these devices. This skill is essential for characters who wish to excel in roles such as inventors, engineers, or magic-wielding technologists, adapting to any setting and technological level.
Divine represents a character's understanding of and connection to the dominant divine powers of the world, as well as their ability to harness these powers for their own purposes. Characters with a high Divine skill excel in roles of religious authority, and are adept at channeling divine energies to perform various magical effects or invoke the protection and guidance of their deity. This skill is crucial for characters who rely on divine intervention or wish to navigate religious hierarchies and use their faith as a source of power.
The Knowledge skill encompasses a character's general understanding and expertise in a wide range of subjects, such as history, geography, and culture. It is used when attempting tasks that involve recalling information, deciphering complex texts, or solving riddles. Characters with a high Knowledge skill are erudite and resourceful, able to draw upon their vast intellectual reservoirs to overcome obstacles and make informed decisions.
Mechanics is a skill that represents a character's proficiency in working with machinery, devices, and complex systems. It is used when attempting tasks such as repairing broken equipment, constructing devices, or disabling traps. Characters with a high Mechanics skill are adept at solving mechanical problems and can often devise creative solutions to overcome technological challenges. The Mechanics skill may initially appear to be very similar to the skill of Technomancy, but the difference is actually quite significant. In the real-world, one may think of a Technomancer as a computer programmer, while a character talented in Mechanics may be a structural engineer or an vehicle mechanic.
The Medicine skill denotes a character's expertise in the field of healing, including the diagnosis and treatment of injuries, diseases, and other ailments. It is used when attempting tasks related to first aid, surgery, or the creation of healing remedies. Characters with a high Medicine skill are skilled healers, able to tend to the physical needs of their companions and save lives in critical situations.
The Navigation skill represents a character's ability to find their way through various environments and accurately determine their position in the world. It is used when attempting tasks such as reading maps, following trails, or charting courses. Characters with a high Navigation skill are adept at avoiding becoming lost and can often find the most efficient routes through difficult terrain, ensuring the party reaches their destination safely.
Primal reflects a character's knowledge of the secrets of nature, the old gods, and ancient wisdom, as well as their ability to tap into these primal energies. Characters with a high Primal skill are well-versed in the mysteries of the natural world and the forces that govern it, enabling them to harness these energies to perform various magical effects or commune with the spirits of the land. This skill is essential for characters who wish to draw upon the untamed power of nature, such as druids, shamans, or other practitioners of ancient traditions.
Survival is a skill that embodies a character's knowledge of and proficiency in enduring and thriving in harsh conditions, such as wilderness, deserts, or extreme weather. It is used when attempting tasks related to finding shelter, foraging for food and water, or tracking creatures. Characters with a high Survival skill are resourceful and resilient, able to lead their companions through perilous environments and adapt to challenges that nature presents.
The Charm skill denotes a character's ability to win others over through charisma, wit, and social grace. It is used when attempting tasks such as persuading, befriending, or influencing the attitudes and opinions of others. Characters with a high Charm skill can navigate social situations with ease, often gaining allies and valuable information through their engaging personalities.
Coercion is a skill that represents a character's proficiency in manipulating others through intimidation, threats, or force. It is used when attempting tasks that involve coercing information, compliance, or favors from others. Characters with a high Coercion skill can be imposing figures, able to bend others to their will through fear and dominance.
Cool reflects a character's ability to remain calm and composed under pressure, allowing them to make sound decisions and maintain their performance in high-stress situations. Characters with a high Cool skill are less likely to be influenced by fear, panic, or intimidation, and can often inspire confidence and reassurance in others around them. This skill is essential for leaders, negotiators, and anyone who frequently faces dangerous or challenging circumstances.
The Deception skill encompasses a character's aptitude for dishonesty, misdirection, and the art of the con. It is used when attempting tasks such as lying convincingly, disguising one's intentions, or creating false impressions. Characters with a high Deception skill are cunning and elusive, able to manipulate situations and others to their advantage by obscuring the truth.
The Discipline skill represents a character's mental fortitude, self-control, and ability to maintain focus under pressure. It is used when attempting tasks that involve resisting fear, temptation, or distractions, as well as maintaining concentration on complex tasks. Characters with a high Discipline skill are mentally tough and resolute, able to stay calm and collected in even the most trying situations.
Leadership is a skill that denotes a character's ability to inspire, motivate, and command others. It is used when attempting tasks such as rallying allies, coordinating group efforts, or devising and executing strategies. Characters with a high Leadership skill are natural-born leaders, able to guide their companions through difficult challenges and unite them in pursuit of common goals.
The Negotiation skill represents a character's aptitude for bargaining, diplomacy, and reaching mutually beneficial agreements. It is used when attempting tasks that involve mediating disputes, striking deals, or persuading others to compromise. Characters with a high Negotiation skill are skilled diplomats, able to navigate complex social situations and find common ground between opposing parties.
Perception is a skill that embodies a character's awareness, attentiveness, and ability to notice details that others might overlook. It is used when attempting tasks related to spotting hidden objects, detecting traps, or observing subtle cues in the environment or behavior of others. Characters with a high Perception skill are observant and intuitive, often uncovering valuable information or avoiding potential hazards by staying alert to their surroundings.
The Streetwise skill encompasses a character's knowledge of and ability to navigate the urban jungle, including its underworld, black markets, and social dynamics. It is used when attempting tasks such as gathering information from local contacts, finding illicit goods, or blending in with the local populace. Characters with a high Streetwise skill are savvy urbanites, able to make the most of their surroundings and thrive in the chaotic environment of the city.
Vigilance is a skill that represents a character's readiness to react to unexpected events, dangers, or threats. It is used when attempting tasks that involve assessing situations for potential danger, reacting quickly to sudden changes, or maintaining a state of alertness. Characters with a high Vigilance skill are always prepared for the unexpected, often able to avoid or mitigate the effects of surprise attacks or unforeseen complications.