List of Skills
Animal Handling (Pres)
Gain Trust
Riding
Training
Understand Animal Behavior
Athletics (Str)
Climb
Jump
Move Heavy Object
Sprint
Swim
Authority (Pres)
Enlist Help
Inspire
Intimidate
Knowledge
Leadership
Rally(R)
Avoidance (Passive) (Fin)
Advance
Dodge
Parry
Shake it Off (R)
Awareness (Passive)(Will)
Detect Electrical
Detect Magic
Hidden
Listen
Sense Illusion
Spot
Brawling (Str)
Adrenaline Rush(R)
Block
Exploit Opening
Grab
Throw
Environment Resist (Fort)
Cold
Disease
Heat
Hold Breath
Travel
Health (Passive)(Fort)
First Aid (R)
Medical
Recuperate (R)
Rest
Insight (Cha)
Force Truth
Learn Tell
Sense Motive
Read Body Language
Investigation (Int)
Decipher
Detect Forgery
Interview
Mechanical
Organic
Manipulation (Ing)
Demoralize
Falsify Story
Forgery
Shift Blame
Misdirection (Pres)
Disguise
Distraction
Hide in Plain Sight
Perform
Taunt
Mysticism (Will)
Identify Magic Used
Identify Objects
Measure Power
Mystical Being
Navigation(Int)
Animal Tracks
Astrology
Electronic
Footprints
Paper Trails
Persuasion (Cha)
Calm
Comfort (R)
Disgust
Entice
Rile
Resist Mental (Will)
Charmed
Feared
Mad
Stunned
Taunted
Resist Physical (Fort)
Downed
Hobbled
Paralyzed
Poisoned
Weakened
Stealth (Fin)
Hide In Shadows
Move Silently
Sleight of Hand
Tinkering (Ing)
Disable Device
Deploy Device
Pick Lock
Repair
Weapon Skill (Str or Fin)
Diamonds Maneuver
Spades Maneuver
Hearts Maneuver
Clubs Maneuver
Skill Tree Legend
f – You can recall Face Cards from your stored Face Cards to change the suit of the card when using this Skill.
J – You gain a +1 to the check if you use a Jack when using this Skill. This can stack. Queens and Kings can also be used as Jacks instead of their other benefits.
Q – You can look at the top three cards of your deck and put them back in any order when you use a Queen with this Skill. This is done after the Skill Check is resolved.
K – You can look at the top two cards of your deck and put any number of them on the bottom of the deck when you use a King with this Skill. This is done after the Skill Check is resolved.
Clubs Symbol – You gain an additional +1 if the card’s suit is a Clubs when using this Skill. This is true even if there are other symbols in the Skill Tree Box.
Diamonds Symbol – You gain an additional +1 if the card’s suit is a Diamonds when using this Skill. This is true even if there are other symbols in the Skill Tree Box.
Hearts Symbol – You gain an additional +1 if the card’s suit is a Hearts when using this Skill. This is true even if there are other symbols in the Skill Tree Box.
Spades Symbol – You gain an additional +1 if the card’s suit is a Spades when using this Skill. This is true even if there are other symbols in the Skill Tree Box.
+1/+2 – You gain an additional +1/+2 when using this Skill.
Avoidance Symbol – You gain 1 additional passive Avoidance. If there is a number in the symbol, gain that number instead.
Hollow heart with a number – you gain additional maximum Health equal to the number inside the heart.
Eye Symbol – You gain 1 additional passive Awareness. If there is a number in the symbol, gain that number instead.
+I - +1 Influence when using this type of Magic or Power.
+P - +1 Power when using this type of Magic or Power.
+A - +1 Accuracy with this weapon type.
+D - +1 Damage with this weapon type.
Animal Handling (Presence) Non-Combat
The Animal Handling General Skill represents a character’s ability to interact with animals. A character riding a horse, tracking a target, or examining an animal to better understand them.
Gain Trust- Make friends with an animal to either reduce its aggression or employ its help. Or just because you like petting.
Riding – Perform difficult actions or avoid dangerous movements while mounted on an animal.
Training – Teach an animal to perform a task for you. The more complex the task the harder the check and the more time is required to teach the animal.
Understand Behavior - Understand the Behavior of animals that can be seen or heard.
Athletics (Strength) Attack
The Athletics General Skill represents a character’s ability to use their power to accomplish general feats of strength. A character could be climbing up a rope, jumping across a chasm, or blocking a door with a bookshelf. A character particularly good at a sport would also include that sport in the Athletics General Skill.
Climb - Climb up something climbable.
Jump – Jump up something or across something.
Move Heavy Obj - Push, Pull, Lift, or Carry something that is not resisting. Abbreviation of Move Heavy Object.
Sprint – Move as fast as you can over a short period of time. Can be used to take an extra movement action in encounters at the cost of two attack actions.
Swim – Move through the water.
Authority (Presence) Social
The Authority General Skill represents a character’s use of their position to influence other characters, whether that position is a position of power, a social status, or the respect that others hold toward the character.
Enlist Help - Uses your position of power to draw someone to your cause, even if only temporarily.
Inspire - Raise up and encourage another character. Can grant advantage if very successful.
Intimidate - Frighten another character into doing what you want.
Knowledge – Argue based on information or convincing someone you are well informed.
Leadership – Direct and command groups of NPCs.
Rally (R) – Grant health equal to the check minus 2 split between all allies within 6 meters.
Avoidance (Finesse) Reaction
The Avoidance General Skill represents a character’s ability to avoid threats. It is used as a reaction to a threat in order to reduce damage taken. It also increases the character’s base passive Avoidance.
Advance- Move 2 meters forward into a ranged attack to control where it hits you. If your Skill Check is greater than the accuracy of the attack, you take the attack’s damage as if it was equal to your Avoidance. Otherwise, you just advance 2 meters forward. (Note: this does not expend a movement action.)
Dodge – Spend 1 movement action from your next turn to attempt to avoid an attack or environmental hazard. If the Skill Check value is greater than or equal to the Accuracy of the attack or difficulty of the hazard, move 2 meters and do not take damage. If prone, this reaction costs 2 movement actions. Creatures that cannot move cannot Dodge, such as in the case of Paralyze or Hobbled effects.
Parry – Use your weapon to reduce the damage of an incoming attack. If the Skill Check value is greater than the Accuracy of the attack, the damage of the attack is reduced by the difference between the Skill Check and the Accuracy of the attack to a minimum of 3. Otherwise, reduce the damage by 2.
Shake It Off (R) – Ignore a status effect being applied by spending one Recovery point. If the Skill Check value is greater than the Accuracy of the effect, you reduce the severity of the effect by 2, Otherwise, you reduce the severity of the effect by 1.
Awareness (Willpower) Social
The Awareness General is a character’s ability to spot, hear, or generally notice their surroundings while focusing on other tasks. This passively opposes the Stealth General Skill.
Actively, this Skill is used to perceive and identify the things around them.
Detect Electrical – Detect a source of electricity.
Detect Magic – Detect a source of magic. A good result can even tell what type of magic.
Hidden – Find things that wish to remain hidden. This does not oppose Move Silently or Hide in Plain Sight.
Listen - Use ears to identify or actively notice a sound. This actively opposes the Move Silently Specific Skill.
Sense Illusion - See through illusions for what they are. This skill does not dispel an illusion, only making a character aware that the object is an illusion.
Spot – Use eyes to identify or actively notice something visible. This actively opposes the Hide in the Shadows and Hide in Plain Sight Specific Skills.
Brawling (Strength) Reaction
The Brawling General Skill represents a character’s ability to exert their power effectively in combat. Examples would be wrestling with an opponent, blocking an attack, or finding an opening left by an unskilled opponent.
Adrenaline Rush (R) - Gain temporary Health for 2 turns equal to the value of the check by Spending one recovery point.
Block – Use a shield to reduce an incoming attack’s damage. If Skill Check value is greater than the value of the attack, apply the armor value of the shield to the attack, reducing the damage taken. Otherwise, only apply half the Armor value of the shield, rounded up.
Exploit Opening - Attack a creature that leaves an opening. The Skill Check value + weapon’s skill equals the attack’s Accuracy.
Grab - Attempt to Restrain an enemy that moves out of reach. The Skill Check value opposes the target’s Resist Physical. On a success, the target is Restrained for one turn.
Throw - Defines the accuracy and distance of a throw. About 2 meters per value of the check.
Cast Magic/Power (Type) Attack
For more information about casting magic and its Specific Skills, please read the Magic and Powers section.
The +I grants one additional influence when using magic in combat and increases the check value by one when used out of combat.
The +E grants one additional energy when using magic in combat.
Environment Resist (Fortitude) Attack
The Environmental Resist General Skill is used to ward off elemental dangers that would topple weaker characters.
Cold – Survive deadly cold.
Disease – Ward off Disease.
Heat – Survive deadly heat.
Hold Breath – For when a character does not want to breathe.
Travel – Push through long bouts of travel.
Health (Fortitude) Non-Combat
The Health General Skill relates to the well-being of a character.
First Aid (R) – Spend 3 to 10 minutes to heal a character. Spend 1 recovery point and heal Health equal to the value of the check. If either Joker is drawn, no recovery point is spent.
Medical – Examine a character or dead body for health-related information. Can Cure Poison Effects with 2-8 minutes of aid.
Recuperate (R) (Attack) – Heal Health equal to the Skill Check value – 4.
Rest (Passive) – Gain benefits from rest.
+1 recovery point from long rest.
Heal 1 health from short rest. Can only use once every 4 hours.
Heal 1 Health for each hour of rest.
Insight (Charisma) Social
The Insight General Skill grants a character additional information about another character, such as, something they are trying to hide, either from the character or from something else. Insight is used to oppose a Manipulation Skill Check.
Body Language – Read a creature’s body language and nonverbal communication.
Force Truth – Maneuver the conversation to make a person say something truthful. It may not be about what you want but will let you know what their truths sound like.
Learn Tell – Learn a person’s physical tell that indicates they are lying.
Sense Motive – Gather the ‘why’ behind another character’s actions.
Investigation (Intellect) Non-Combat
The Investigation General Skill represents a character’s ability to use deductive reasoning and their detective skills to effectively draw conclusions from known information. Examples would include reading a coded message with a cipher, discovering how a secret door works, or asking the right questions.
Decipher – Determine the meaning of an unknown code or language. This can be used for code breaking or determining missing words in a sentence.
Detect Forgery – Detect whether an item is real or a forgery.
Interview – Ask the correct questions to get the information you want.
Mechanical - Discover mechanical workings used for puzzles, objects, traps, and secrets.
Organic – Discover organic workings of a creature, perhaps to determine how it died.
Manipulation (Ingenuity) Social
The Manipulation skill is used to lie, trick, or deceive another character’s perception.
Demoralize – Socially attack another character. Make them lose confidence, making them easier to manipulate or persuade in the future.
Falsify Story – Make up a story to avoid telling the truth.
Forgery – Create a fake copy of something else. Signature, official document, or set of Jewels.
Shift Blame – Steer the conversation to focus on another person.
MisDirection (Presence) Attack
The Misdirection General Skill is used to control the attention of another creature, by either directing their attention to you or something else, or by avoiding attention altogether. Misdirection is opposed by Awareness Skill Checks.
Disguise (Non-Combat) – Appear as something else using clothes or makeup or even by changing a character’s voice. A disguised character has advantage using Skills to deceive or convince someone who does not know they are disguised.
Distraction – Cause another creature to look away, even if only briefly.
Hide in Plain Sight - Blend in a crowd and no longer be distinguishable. This directly opposes spot checks. Hide in Plain Sight attempts to not be noticed by appearing unremarkable, while Hide in Shadows attempts to not be noticed by not being seen.
Perform – Play an instrument, dance, sing, or have use another form of entertainment to direct a target’s attention. Specify the type of performance.
Taunt – Goad another creature or creatures to focus on you.
Mysticism (Willpower) Non-Combat
The Mysticism General Skill is used to learn more about the magics in the world around us. It is also used similarly to the Investigation General Skill but for magical events.
Identify Magic Used- Determine what elements were used and in what amounts.
Identify Objects - Determine the use of the objects in a ritual or magical event, their importance, and how to use them.
Measure Power – Detect the strength of a creature’s connection to their source of magic.
Mystical Being – Discuss or bargain with mystical beings for favorable outcomes.
Persuasion (Charisma) Social
The Persuasion General Skill is used to convince another person to do something they won’t currently do by appealing to their emotions.
Calm - Reduce another creature’s anger or energy so that they are easier to talk to.
Comfort (Recovery) – Give words of reassurance to help restore the moral of an ally or a sad or dejected creature.
As a Recovery Skill, Comfort grants Health equal to the Skill Check value – 4. Comfort also removes 1 effect from the target. If it does, heal the target an additional 2 Health. The character must be adjacent to their target to remove a physical effect.
Disgust – Make another creature uncomfortable.
Entice – Appeal to another creature’s ego or promise something they want.
Rile – Attempt to frustrate, anger, or otherwise annoy another creature to cause them to think less rationally and be more emotional with their decisions.
Navigation (Intellect) Non-Combat
The Navigation General Skill is used to find your way through an environment.
Animals Tracks – Find a target based on markings and prints made by an animal.
Astrology – Find a target based on the stars either by observing the sky or charting through space.
Electronic – Find a target based on their actions on electronic equipment or information networks.
Footprints – Find a target based on markings and prints made by a human.
Paper Trails – Find a target based on the papers and physical evidence they leave behind.
Resist Mental (Willpower) Passive
Resist Physical (Fortitude) Passive
In C22 System, a major aspect of combat is to weaken or disable an opponent. This Skill passively increases a character’s resistance to mental effects that would otherwise disable them. For more information on this General Skill, read Resist Skills.
In C22 System, a major aspect of combat is to weaken or disable an opponent. This Skill passively increases a character’s resistance to physical effects that would otherwise disable them. For more information on this General Skill, read Resist Skills.
Stealth (Finesse) Movement
The Stealth skill is used to avoid detection.
Move Silently – Muffle the sounds of movement. Move Silently is actively opposed by a Listen Check but passively opposed by Awareness.
Hide in Shadows – Hide from sight. Hide in Shadows is actively opposed by a Spot Check, but passively opposed by Awareness. Hide in Shadows attempts to not be noticed by not being seen, while Hide in Plain Sight attempts to not be noticed by appearing unremarkable.
Sleight of Hand - Conceal hand gestures, when picking a pocket, secretly grabbing extra loot, or casting a spell.
Tinkering (Ingenuity) Attack
The Tinkering General Skill is used to manipulate mechanical devices. While the Investigation Skill is used to determine how they work, the Tinker skill allows a character to press the right buttons and switches to get their desired effect.
Deploy Device – Set up a device to help on the adventure. Arm a trap, install a security protocol, assemble a tool from your inventory.
Disable Device – Disable something dangerous or threatening to the characters. Disarm a trap, turn off a security camera, make a lock never work again.
Pick Lock – Unlock a lock or keypad that is preventing a door from being opened.
Repair – Fix something broken in the field or on the fly with what you have available.
Weapon Skill (Strength or Finesse) Attack
The Weapon General Skills are used to attack with a weapon of a specific type. Their names are named after either the Weapon, or the Range, Damage Type, and Weight. For example, a longword or Axe would be Melee, Slashing, Medium.
Weapon skills are associated with either Strength or Finesse.
Melee, Heavy or Medium – Strength
Melee, Light – Finesse
Short, Light – Finesse
Short, Heavy – Strength
Long – Finesse
Barrier - Strength
Diamonds – Teaches the Diamonds Maneuver of the weapon.
Spades – Teaches the Spades Maneuver of the weapon.
Hearts – Teaches the Hearts Maneuver of the weapon.
Clubs – Teaches the Clubs Maneuver of the weapon.
Weapons have two skills trees to choose from. The Classic skill tree shown on the left and on the right, an optional skill tree to be used with modern and futuristic settings.
When reading the skill trees, the +D grants one additional damage on all attacks with this type of weapon.
The +A grants one additional accuracy with all attacks with this type of weapon and grants a +1 to skill checks made with this type of weapon out of combat.