Wyrlde has a Proficiencies system that presumes that people do not fundamentally have proficiency in something. Proficiency is not necessary to be able to do something – it is, rather, a reflection of skill, training, experience, and knowledge about doing something and how to do it well.
- Proficiencies are for Skills, Tools, or Crafts.
- Trainings are for Armor, Spells, or Weapons.
- Proficiency represents the time and effort needed to slowly master something.
Proficiency Modifiers
Many things can impact the ability of a character to be successful at a given effort. These are represented by modifiers.
If you have proficiency with a Skill, Tool, Kit, or Craft, you can add your Proficiency Bonus to any ability check you make that uses that tool. If you have proficiency in the skill that’s also used with that check, you have Advantage on the check too. This means you can benefit from both a skill and a tool proficiency on the same ability check.
Level of Knowledge
Proficiency has five Levels of Knowledge. Each time you get a Proficiency Slot, you can either apply it to an existing proficiency or add a new one. When you apply it to an existing Proficiency, (Skill, Tool, Kit, or Craft) you add a bonus to rolls made using that Proficiency. This is in addition to your Ability score modifier and Proficiency Bonus.
Unskilled
If you lack proficiency, you can still try it, but you will face a hard time. A Lack of Proficiency gives you Disadvantage on the attempt, and you cannot use your Proficiency Bonus.
Novice
Novice rank is when you have a single slot in the proficiency. It grants no additional bonus, but you can use your proficiency Bonus with that proficiency.
Yeoman
Yeoman or Doyen rank is when you have a second slot. It grants Advantage on rolls.
Adept
Adepts have Advantage and a +1 on the roll, having three slots in the Proficiency.
Master
Masters have four slots in the proficiency, and gain Advantage and a +2 to the roll.
Grand Master
Masters have five slots in the proficiency, and gain Advantage and a +3 to the roll.
You can have up to five Levels of Knowledge in a given proficiency, with each level providing a bonus of +1 to proficiency rolls when engaged in a task that relies on it.
So, if you have a Heritage, Homeland, Background, and Profession that all give you the same Skill, Tool, Kit, or Craft, you have a +4 on it.
So, putting all your effort into a very few skills may make you very good at them, yet you will not be nearly as good at many other things.
If the total of all your modifiers exceeds the difficulty of a given task, then it is an automatically accomplished task.
The Highest number one can have for modifiers is +20, and a maximum of 5 modifier can stack at any time in the game.
Tool Proficiency allows you to use certain kinds of specialized tools and kits.
Skill Proficiency is the ability to use one of the Ability or Complex Skills everyone can have, often traditionally listed out.
Here, you only list the ones you have some degree of expertise in, and you can have as many as you can get.
Lacking Proficiency
All proficiencies are things that someone can do well if they are trained at it. That does not mean that others cannot do it, nor that they can succeed in doing it. Anyone can try anything, even if they lack skill in doing so. However, such an effort will be at Disadvantage, and depending on the DMs decision the Difficulty of the task may increase over someone who is proficient in it as well.
Starting Proficiency & Improvement
You start with any skills you gained from your Heritage, Background, Homeland, and Profession. At higher levels you will gain additional proficiency slots you can use as you see fit.
Certain Aspects can increase the number of slots you have.
Proficiencies
Skills (Ability)
There are several Ability Skill categories. These are things that anyone can do and are historically kept on the record sheet in a much shorter list. All of them are tied to ability scores. These skills are improved through profession, from Background, and from both Heritage and Homeland. There are Aspects that allow you to add additional skill points, with a maximum total bonus of +5 on any skill.
Str |
Dex |
Con |
Affray |
Acrobatics |
Block |
Athletics |
Contortion |
Stress |
Brawl |
Deftness |
Endure |
Climb |
Stealth |
Breath |
Swim |
Evasion |
Kno |
Wis |
Per |
Culture |
Discipline |
Detect |
History |
Husbandry |
Eavesdrop |
Mekaniks |
Tracking |
Identify |
Nature |
Insight |
Investigate |
Medicine |
Survival |
Navigate |
Cha |
San |
Mana |
Deceive |
Counsel |
Arcana |
Distract |
Diplomacy |
Metaphysics |
Intimidate |
Gaming |
Mysticism |
Perform |
Primalism | |
Persuade |
Theology |
Skills are listed and grouped according to the score that is important for them. Skills are rolled against when using them – the Ability Score plus the Ability Modifier and the skill modifiers are all added together and run against the Degree of Difficulty chart, or DC. If the total of all your modifiers exceeds the difficulty of a given task, then it is an automatically accomplished task. You are just that good.
Skills (Complex)
Complex Skills use a combination of ability for Ability checks. Those without Proficiency in the skill simply use the score, with no modifiers and apply any penalties. Those who do have proficiency add the modifier to their role from the second ability score.
Lacking Skill Proficiency means all rolls are at Disadvantage.
Proficiencies |
Use Score |
Use Modifier |
Notifications |
Etiquette |
Kno |
Wis | |
Hospitality |
Wis |
Cha |
Graciousness and welcoming |
Mongery |
Cha |
Per |
Selling and trading |
Juggling |
Dex |
Int | |
Tumbling |
Dex |
Str | |
Tinkering |
Dex |
Per |
Tinkering in general |
Riding |
Dex |
Con |
Riding a Mount |
Piloting: Land |
Dex |
Int |
Piloting Land Vehicles |
Piloting: Sail |
Per |
Wis |
Piloting Water Vehicles — Sails |
Piloting: River |
Str |
Wis |
Piloting Water Vehicles – Pole, Oar |
Piloting: Sled |
Wis |
Kno |
Piloting Sleds (Sand or Snow) |
Piloting: Air |
Dex |
Per |
Piloting Air Vehicles |
Survival (biome) |
Int |
Per |
Surviving, by biome. |
Craft Spell |
Int |
Man |
Creating a spell |
Learn Spell |
Per |
Man |
Learning a spell |
Imbuing |
Man |
Int | |
Ingraining |
Man |
Wis |
Tools & Kits
Lacking Tool Proficiency means any rolls will be at Disadvantage. The kit, however, grants the ability to use your proficiency bonus.
There are several tools and Kits that are granted as a result of a particular proficiency. Thus, taking the kit or tool is taking the proficiency. Tools and Kits must be gained through the use of a proficiency slot, and cannot be purchased.
Tool Sets:
Tools are exactly that: sets of tools used in a particular activity. Tools are not consumables, though tools do break and wear out over time, for the most part a toolset is an ongoing set of items essential to the creation and crafting of things. A Farrier will have a small anvil, a hammer, some tongs, and other items in their tool set. An Envoy may have a set of lockpicks that are no different from those of a lockswain, who uses them in much the same way.
Apothecary’s Tools |
Artisan’s Tools |
Astrology Tools |
Baker’s Tools |
Barber’s Tools |
Bowyer’s Tools |
Builder’s Tools |
Carpenter’s Tools |
Carver’s Tools |
Clerical Tools |
Clockery Tools |
Cobbler’s Tools |
Cook’s Tools |
Cooper’s Tools |
Crochet Tools |
Distiller’s Tools |
Dollery Tools |
Drafter’s Tools |
Drumery Tools |
Embroider’s tools |
Enamelry Tools |
Explosives Tools |
Farrier’s Tools |
Felting Tools |
Firearms Tools |
Forgery Tools |
Gardner’s Tools |
Glassmaker’s Tools |
Glovery Tools |
Hattery Tools |
Hornery Tools |
Jeweler’s Tools |
Knitting Tools |
Lacquery Tools |
Lockswain’s Tools |
Luthier Tools |
Mariner’s Tools |
Masonry Tools |
Mason’s Tools |
Midwife’s Tools |
Millery Tools |
Minery Tools |
Netter’s Tools |
Orewright Tools |
Painter’s Tools |
Papery Tools |
Pastry Tools |
Perfumery Tools |
Physic’s Tools |
Pigmentry Tools |
Pipery Tools |
Plastery Tools |
Plumber’s Tools |
Postalry Tools |
Potter’s Tools |
Sculptor’s Tools |
Shipwright’s Tools |
Smith’s Tools |
Spinnery Tools |
Surveyor’s Tools |
Tailory Tools |
Tanner’s Tools |
Tanner’s Tools |
Teamster’s Tools |
Thieves’ Tools |
Tinker’s Tools |
Tunery Tools |
Vintery Tools |
Weaver’s Tools |
Woodwork Tools |
Wright’s Tools |
Musical Instruments
Musical Instruments are Tools.
Bagpipes |
Drum |
Dulcimer |
Flute |
Lute |
Lyre |
Horn |
Pan flute |
Shawm |
Viol |
Tambour |
Cithar |
Harp |
Mandolin |
Vielle |
Zither |
Buisine |
Mouth Harp |
Harmonica |
Castanet |
Clave |
Bellcoat |
Triangle |
Handpan |
Accordion |
Trumpet |
Bugle |
Clarinet |
Recorder |
Ocarina |
Oboe |
Banjo |
Sitar |
Clavichord |
Pipa |
Crafting Skills
The list of Crafting Skills is below.
Crafting uses the Character’s Level as the base instead of an Ability Score, with different crafts allowing the use of different modifiers from certain scores determined by the effort to craft an object, depending on the DM’s decision.
Craft |
Score |
Craft |
Score |
Craft |
Score |
Craft |
Score |
Craft |
Score |
Armory |
STR |
Artistry |
CHA |
Brewery |
PER |
Bowery |
STR |
Buildery |
STR |
Carpentry |
STR |
Cleanery |
WIS |
Clothery |
KNO |
Cookery |
WIS |
Glazery |
PER |
Handiwork |
DEX |
Husbandry |
WIS |
Instrumentry |
KNO |
Knowery |
KNO |
Masonry |
STR |
Mekery |
PER |
Millery |
KNO |
Minery |
KNO |
Papery |
KNO |
Peasantry |
WIS |
Physicry |
WIS |
Pigmentry |
KNO |
Plantery |
KNO |
Scribery |
KNO |
Shipwright |
STR |
Smithery |
STR |
Weavery |
DEX |
Wrightery |
KNO |
For example, Smithing requires great strength, so the STR modifier would be used. Basketweaving requires greater DEX, Brewing may require PER, Cobbling may require WIS, and so forth. It depends on what is being created, where it is being crafted, and when it is being crafted.
Each of the above skills involves a group of possible crafts. They are described in more detail in the Crafting Section.