# Skills

While heroes successfully perform routine actions in normal conditions, in stressful situations, the gamemaster may call for skill rolls to see if a hero can successfully use a specific skill to perform a desired activity or achieve a desired goal. Any activity can be said to call for some use of skill, but certain skills are fundamental and require special attention and description.

Skills are expressed as a percentage chance of success; however, skills can be higher than 100%.

# What do Skill Ratings Mean?

These benchmarks may help to understand how skill percentage ratings define a hero:

  • Novice (25% or less): A skill rating in this range suggests a largely untrained skill. The adage “knows enough to be dangerous” applies well here.
  • Amateur (26–50%): Ratings in this range indicate some talent, rudimentary training, or dedicated dabbling in the skill.
  • Professional (51–75%): At this rating, the hero can make a living using the skill.
  • Veteran (76–90%): Skills in this range indicate advanced expertise.
  • Master (91%+): Ratings of 91% or more indicate mastery of the skill.

# Skill Category Modifiers

In addition to the base chances common to every human, your hero’s skills may be increased or decreased by their skill category modifiers. These simulate the natural ability or raw aptitude with groups of related skills. It is possible for skill category modifiers to add or subtract percentiles from skills—or to leave them unchanged.

Skill category modifiers may change if the characteristics from which they are derived also change. Skill category modifiers also affect experience rolls, simulating the benefits of natural abilities when trying to improve a skill.

To determine each skill category modifier, refer to each applicable characteristic on the following Skill Category Modifier Table, combining them for the final modifier, whether a bonus or penalty. The resulting value is the final skill category modifier.

# Skill Category Modifiers Table

Skill Category Char. 1–4 5–8 9–12 13–16 17–20 Each +4
STR –5% +5% +5%
Agility SIZ +5% –5% –5%
DEX –10% –5% +5% +10% +5%
POW –5% +5% +5%
INT –5% +5% +5%
Communication POW –5% +5% +5%
CHA –10% –5% +5% +10% +5%
Knowledge INT –10% –5% +5% +10% +5%
POW –5% +5% +5%
STR –5% +5% +5%
Manipulation DEX –10% –5% +5% +10% +5%
and Weapons INT –10% –5% +5% +10% +5%
POW –5% +5% +5%
Mythic POW –10% –5% +5% +10% +5%
CHA –5% +5% +5%
Perception INT –10% –5% +5% +10% +5%
POW –5% +5% +5%
Stealth SIZ +10% +5% –5% –10% –5%
DEX –10% –5% +5% +10% +5%
INT –10% –5% +5% +10% +5%
POW +5% –5% –5%

# TODO move to creation?

# Spirit Animal Skill Bonuses

A hero’s spirit animal (sometimes called a fylgja) is an expression of their self, an aspect of their soul. It can wander semi-autonomously but cannot act independently. It does not always follow but often precedes the person it is attached to as it looks into the future and foretells what is to be.

The spirit animal’s type reflects the hero’s personality. Study the characteristics of your hero and imagine the personality you would like them to have. Choose one of the options from the Spirit Animal table (page 35) or roll 1D6 for a random result. Pick one of the three spirit animal options corresponding to the result and add the corresponding bonus skill points to the listed skill category modifier. Make sure you take note of the personality type and spirit animal on the spaces provided on the hero sheet.

Most people know, or at least have a strong suspicion of their spirit animal type. This knowledge comes from having seen that animal many times over, especially during childhood. Spirit animals can be seen with a successful Second Sight roll. With a special success, it is possible to identify the individual animal if you have seen it before in or out of a dream.

# Spirit Animals Table

| D6 | Spirit Animals | Personality Type | +20% Modifier to the… | |:--😐:------------||:-----------------------||:------------| | 1 | Bear, bull, eagle | Mighty: Your hero attempts to solve problems first by means of physical force and brawn. | Agility skill category modifier | | 2 | Beaver, gyrfalcon, seal | Steadfast: Your hero believes that technique, craft, and expertise are the secrets of success. | Manipulation skill category modifier | | 3 | Cat, golden plover, raven | Spiritual: Your hero is attuned to the world of spirits, magic, and nature. | Mythic skill category modifier | | 4 | Goose, horse, wolf | Wanderer: Your hero has a drive to know every corner of Iceland and of the world beyond. | Knowledge skill category modifier | | 5 | Owl, snow fox, weasel | Cunning: Your hero first tries to outsmart an opponent to gain an advantage. | Perception and Stealth skill category modifiers | | 6 | Arctic tern, dog, mouse | Manipulative: Your hero enjoys making decisions while persuading other people to carry out their work.| Communication skill category modifier |

# Skill Base Chance

The base chance for a given skill is expressed as a parenthetical value, such as (05) or (00). This is the likelihood an average person has when attempting to perform a skill for the first time without any training or additional aptitude (skill category modifier). Most skills have base chances. A few skills have a base chance derived from a characteristic, such as (DEX×3).

Add the base chance to the appropriate skill category modifiers and bonuses from character creation. Some skills, especially Knowledge and Mythic skills, have a base chance of 00%, or zero. The hero’s skill category modifier does not apply to a skill with a base 00% chance until they have gained the ability at 01% or higher.

Skills listed on the hero sheet that have a box next to the skill rating can be improved during play through experience, training, or research. Skills with no box can only be improved through training, research, or by extraordinary means.

# Agility Skills

Agility skills rely on coordination, reflexes, and quick reactions. They use STR, DEX, and SIZ, with low ENC improving performance.

# Boat (05%)

Boat covers maneuvering small, manually powered vessels like canoes or rafts. Success means effective travel or staying on course; failure could mean stalling, drifting off course, or capsizing.

# Climb (40%)

Climb enables heroes to scale walls, cliffs, or trees when handholds exist. Success allows for controlled vertical movement, while failure results in stalling or falling, depending on the roll. Better results increase climbing distance; fumbling means a fall.

# Dodge (DEX×2)

Dodge represents the ability to avoid attacks through quick movement. A successful roll avoids being hit. It’s free against melee attacks but takes a full round against missiles.

# Jump (DEX×3)

Jump measures a hero’s leaping and landing abilities both in combat and falls. Higher success levels allow greater distances or reduced falling damage.

# Ride (05%)

Ride governs a hero’s ability to control and stay on a mount during fast movement or chaos. It’s used in combat, training, and handling unexpected events; failure may result in falling or losing control.

# Ski (10%)

Skiing enables heroes to move across snow using traditional Viking-style skis. It’s mostly used for travel, not downhill sport, and provides increased movement across snowy terrain.

# Swim (15%)

Swim reflects a hero’s ability to stay afloat and move in water, especially when encumbered. The skill must be rolled periodically, failure can lead to drowning risk. Encumbrance affects effectiveness.

# Communication Skills

Communication skills express thoughts, emotions, or intent through speech or performance. Influenced by CHA, INT, and POW.

# Act (05%)

Act allows a hero to convincingly portray another persona, either on stage or in social situations. When successful, the deception is seamless and believable, especially when combined with Disguise.

# Art (05%)

Art measures a hero’s ability to craft visually expressive works in various media. It combines technical skill with the ability to communicate ideas like beauty, divinity, or grace.

# Bargain (05%)

Bargain is the skill of mutual negotiation, used when both parties seek a deal but differ on terms. Results range from poor outcomes to exceptional success, with potential for extra benefits.

# Charm (15%)

Charm encompasses seduction, warmth, or flattery to influence others subtly. It cannot force someone to act against their nature but can be used to enhance communication efforts.

# Dance (10%)

Dance includes social, ceremonial, or sacred performances that evoke emotional responses. It may be used on its own or to augment magical or social skills like Sing and Seiður Magic.

# Disguise (05%)

Disguise allows a hero to physically alter their appearance using costumes or cosmetics. Often used in tandem with Act, success conceals the hero’s true identity from observers.

# Fast Talk (05%)

Fast Talk can deceive or persuade quickly through clever or misleading logic. It's effective in short bursts but can be countered if the target has time to think; affects individuals or small groups.

# Intimidate (15%)

This skill uses threats, menace, or reputation to compel others. Success can force concessions, though it often leaves a bad impression and may provoke retaliation.

# Intrigue (05%)

Intrigue helps heroes uncover secrets and political truths through subtle conversation and observation. Success provides useful insights; failure can mislead or damage social standing.

# Orate (10%)

Orate sways audiences emotionally, whether addressing a crowd or individuals. It is slower but more lasting than Fast Talk and can lead to dramatic shifts in support or opinion.

# Sing (10%)

Sing reflects technical and emotional skill in vocal performance or recitation. It supports ritual, storytelling, and can enhance other skills like Dance, Orate, or Poetry.

# Skaldic Poetry (10%)

This revered skill enables heroes to compose powerful, structured verse. It can inspire allies and augment their skills, especially when delivered with creative flair.

# Speak Own Language (50%)

Every hero begins with fluency in their native tongue, typically Norse. The skill allows precise or complex communication and is tested in stressful or unusual contexts.

# Speak Other Language (00%)

This measures the ability to converse in foreign tongues, starting at 0%. Related languages can offer partial proficiency, and success depends on cultural exposure or study.

# Knowledge Skills

These skills reflect a hero’s grasp of learned or memorized information—cultural, technical, or scholarly. They rely on INT and POW, often requiring study or instruction to improve, rather than experience alone.

# Battle (10%)

Battle reflects a hero’s ability to lead, survive, and act effectively in mass combat. Success influences personal outcomes and tactical impact; failure may mean injury or defeat.

# Customs (Local 25% / Others 00%)

Customs reflects knowledge of a etiquette, laws, and traditions. Success ensures respectful behavior; high rolls boost Communication, while failure may cause offense.

# Evaluate (10%)

Evaluate assesses the value of goods, art, or natural items. Other relevant Lore or Knowledge skills can boost this roll. Failure means uncertainty; fumbling results in wildly incorrect valuations.

# Farm (30%)

Farm covers practical knowledge of running a homestead—raising animals, growing crops, and utilizing land. It reflects the Norse reliance on resourceful subsistence farming.

# First Aid (10%)

First Aid treats wounds, stops bleeding, and restores minor health. It can be used once per injury; fumbles or interruptions may cause harm, while criticals heal more.

# Game (15%)

Game represents skill in strategic and chance-based games like hnefatafl. It can be used to understand rules, odds, or detect cheating. Opposed rolls are used in contests, sometimes for high stakes.

# Herd (05%)

Herd manages the care, movement, and training of animals like sheep and cattle. It also includes assessing pasture health and using dogs in herding. Essential for pastoral livelihoods in Norse society.

# Law (10%)

Law reflects knowledge of Iceland’s legal system, used to navigate disputes and court proceedings. Skilled use can earn Reputation and influence.

# Lores

Each Lore is a distinct body of specialized knowledge. Heroes must learn each Lore separately and use it to recall facts, make deductions, or interpret signs within that domain.

  • # Animal Lore (05%)

Identifies animal species, behavior, health, and habits. Useful for hunting, taming, or interpreting animal signs.

  • # Area Lore (Iceland) (20%)

Covers people, places, and events in Iceland. Useful for recognizing notable figures, local rumors, or terrain features.

  • # Area Lore (Other) (00%)

Grants knowledge of foreign lands and cultures. Each must be learned separately, such as Area Lore (Ireland) or (Francia).

  • # Mineral Lore (05%)

Identifies rocks, gems, metals, and evaluates mines or resources. Essential for prospecting and crafting.

  • # Myth Lore (10%)

Recalls myths, legends, and rune meanings. Helps identify magical phenomena or weaknesses of mythical beings.

  • # Plant Lore (05%)

Recognizes useful or harmful plants, and where to find them. Crucial for gathering ingredients or creating remedies.