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.

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