Skill List




"Think a "bear" like me could help you out in your quest?"

Strength is the skill of prowess and great force, for anything from kicking doors open or holding up collapsing buildings to winning a wig in an exercise contest. Failure generally indicates that whatever you attempted is beyond your limit - there's no opportunity to get a good grip, it's just too heavy. If you're using a melee weapon to damage something - slicing the bars of a cage open with your katana, for example - that also falls under Strength.

Scraping By might mean you accidentally break something you shouldn't have, or pull a muscle.


"Run, run, or you'll be well done!"

Running is the skill for getting places in a hurry - be it over straight ground, or around obstacles. Running might be applicable to losing pursuers in a city, or keeping up with them. Also use it to escape disaster, or get someplace before time runs out. A great success might mean that you got there without being seen, or with time to spare, or that you left no trail, depending on the intent of your running. Scraping By might mean that you left evidence of your passage that will later be discovered if you were fleeing from someone, or perhaps that you ended up someplace unexpected, if you were fleeing something.

If you intend to outmaneuver an enemy in battle - say, run under the legs of a shambling colossus, or dash out of the way of an ominously glowing cannon barrel, Running is probably the go to skill.

Climbing & Jumping

"Oh yeah? Well to me it looks like a golden shiny wire of hope."

Climbing and Jumping is the skill for reaching heights and crossing gaps. When you need to go up, this is the skill. How impressive it is greatly depends on the tone of the game - more fantastic campaigns might have its ninja scaling smooth walls and dragoons leaping onto escaping airships, others might be somewhat more low-key.

Trigger Actions to move a character about a battlefield quickly fall under Climbing & Jumping if there's something in the way.

Characters that never attempt a jump they can't make have Discretion - characters that lead the way and point out all the best handholds have Exemplar.


"Current's… fast." "No kidding."

Swimming is the skill for feats of speed and agility underwater. It is not the skill for merely swimming - everyone can do that. Swimming is the skill for being a star blitzball player, outmaneuvering an eel robot, or holding one's breath as you leap underwater to wrestle an octopus.

Scraping By is a good excuse to wash up somewhere unexpected, and there's plenty of room for Swimming trigger actions underwater.




Infiltration is the skill for entry and escape, chiefly related to the defeating of locks. In settings where electronic locks are frequent, it's applicable to some tricks of the trade for defeating such systems. Roll Infiltration for the opening of locked doors and chests, and for the cracking of safes. It's generally implied that a character who practices Infiltration carries a tool-kit of lockpicks and skeleton keys, but if an amateur tries it, they might be making do with a hairpin and a few hopeful nudges.

Quick use of Infiltration gets the party access in a flash - Scraping By might leave obvious signs of your passage.


"Not a word of this to anyone else, o shrouded one."

Stealth is the skill for creeping around and remaining unnoticed, for flitting into hiding, for remaining quiet and for keeping your cool. Use it both for sneaking on the small scale ("past that hallway") or on the larger scale ("into the General's office, in the missile silo, from outside") depending on where the focus of the session is.

Scraping By means you've left a trail, being an Exemplar means that you indicate to your friends just the right moment to dash ahead.


"Word travels fast in this town. New information is born, grows old, and dies in a day."

Streetwise is the skill for maneuvering in the politics of the hidden on a grand scale, or a smaller one - for arranging meetings with crime bosses, for obtaining illegal goods, for knowing who to bribe to sneak some rebels across the border. Roll it to arrange something in the world of crime, with difficulty generally depending on much contact you have with the rings. As well, roll it to tactfully negotiate a matter of some discretion; while mental skills tend to apply towards "getting a good deal", Streetwise is applicable towards "gaining enough trust to be dealt with". It is also applicable towards games of chance with some element of skill and bluffing. (Games of chance with no skill involved are the domain of Thievery.)

Daring use of Double or Nothing can indicate impressing a don with your audacity - good use of Discretion can mean backing away from a faux pas.


"Piece of cake. I'm an escape artist."

Thievery is the skill for sleight of hand and of body - the lifting of keys from a guard whose attention is briefly diverted, the deft swap of Black Materia for an object of equal weight before the temple's mechanisms can click into place, the shrugging free of ropes and bonds, slipping a skeleton key to hand while bound, and, perhaps, the performance of card tricks. Roll it for most feats of quick dexterity, especially those performed under watchful eyes. Carefully descending by cable through a maze of lasers might be a Thievery roll.

Using Extreme Effort means the job was hell on your nerves - using Scrape By means it won't go unnoticed for long.


"A two headed coin? How low can you get!"

Swindle is the skill for disguise, trickery, and false pretenses - it's for lying. Use it both for little lies and complicated schemes, getting out of tickets, getting past checkpoints, and getting the CEO's signature upon a contract. Also use it for dressing up someone as a convincing woman or for defusing suspicion.

If you Scrape By, your mark will realize they've been had just after you leave once you've gotten what you want. If you're an Exemplar, plans you carefully put together are, as a whole, fairly dependable.



"I'd say your… abilities… are a distant third."

Charm is the skill of charisma, wit, and sheer personal appeal, whether inherent or affected. A character skilled at Charm is simply fun to be around - they make good first impressions, their words are taken in the best possible light, and they take on a good - or at least, appealing - reputation. Roll Charm when someone's reaction to your character could go either way - on a success, their insults or mis-steps are seen as more good-natured, their flirting is seen as playful, their good nature seems sincere. As well, you could roll it upon meeting someone to color the rest of the interaction in your favor.

With Discretion, unless you've said anything especially terrible, you can temper any mis-steps with quick apologies and verbal backtracking. A bold speaker might take Double or Nothing for a polarizing personality.


"Approaching your target inconspicuously at a dance party… there may be missions requiring this sort of subterfuge."

Grace is the skill of poise and presence, employed for etiquette and custom, but also for performance. Not simply a mastery of niceties, a Graceful character never cracks under pressure. Roll it to perform an opera for the first time after two minutes' rehearsal, to ensure things don't get out of hand at a peace banquet between the Empire and a band of rebels, or to make a quiet escape from a ballroom without drawing attention. Additionally, Grace is applicable to delivering particularly cutting insults in public, and any other social interaction where the reaction of the audience is far more important than that of the target.

A character with high Expertise in Grace is truly at ease in the most flustering of situations, whereas a character with Dependability simply retains their poise until things begin to really, really go wrong.


"I'll smash it."

Intimidation is the skill of striking terror into the hearts of those around you, through threats real or imagined, of pain or of ruin. Whether a character is blackmailing, arresting, or headlocking, a successful Intimidation roll causes the target to go along with you peacefully. Failure could indicate a refusal entirely, but it could also indicate a false confession or a covenant that's intended to be broken, setting the party up to be double-crossed.

Intimidation Trigger actions might cause an enemy to hesitate, inflicting Slow or Debravery. A success on Double Or Nothing indicates a mark who is very, very enthusiastic about complying, thank you very much.


"Nothing can stop the people of Figaro!"

Command is the skill of employing authority - both of being respected as a leader, and in forming good plans and making good judgements to your subordinates. When ordering around others, assigning them to some plan, roll Command - the success at this roll indicates whether or not they will succeed. Clever strategists, revolutionary leaders, and shining knight-captains all make good use of Command to ensure that things go well outside the scope of the party's immediate attention. Failure could indicate anything from incompetence, to insubordination, to miscommunication in the ranks, to an unforseen disaster. It can be employed on both a larger scale, when forming a plan, or on the smaller scale, when shouting to your men to retreat.

It is also, more generally, the skill of governing - a Command roll might be in order when assuming a post, title or throne to immediately show your wisdom and impress upon others that you're a valid authority. Grace or Charm might apply, too.

Scraping By indicates success at any cost - men were captured and losses were suffered. Employing particularly strange, clever strategy is a good use of Trick.


"I don't know when it will be, but someday… I will conquer it. And I will do it without… false hope."

Determination is the skill of iron will and stoic power. It's directly applicable to defeating outside influence on the mind, but also on impressing - and perhaps, shaking - others. It can be used to hide your troubles internally, and to carry on when one is greatly wounded.

In combats of great emotional import - when taking vengeance against an enemy who has greatly wronged you, or when the winds of fate bring you to combat a former friend - a Determination trigger action might grant you a positive status.


Animal Handling

"Leave us. The dog eats strangers."

Animal Handling is the skill for rapport with animals - certain sorts of moogles, moombas, dogs, wyverns. Essentially, roll it to get the gist of what some intelligent beast is trying to tell you after a cluster of noises and gestures, to speak calmingly to a guard-dog so that it doesn't bark, to get close to a wounded beast without it lashing at you. As well, if you keep a dog, you can roll this much like Command as you give orders. It's also used while riding a mount - just about anyone can ride a chocobo over the countryside, but leaping a chasm or catching up to a runaway train might be tricky.

For the most part, Animal Handling is not applicable to anything that's already violent towards you, which limits its use in Trigger actions.


"Frog. Is… talking? Should I eat…? Maybe I eat."

Huntsman is the skill of knowledge of natural beasts and monsters and their behaviors, and their signs - identifying the sounds of their presence, their tracks, their bones. It is also the skill of hunting and simple traps, associated talents such as the cooking of meat in the field, and marksmanship. Roll Huntsman to feed your allies if you are separated from your supplies, to identify a Behemoth from the scratching of its horns across a low tunnel, or to shoot an arrow through a taut rope. Depending on the situation, a roll to snipe a far-away target could be a Huntsman roll, or - with great time to line up the shot, and a need to wait for a perfect moment - a Determination roll.

Scraping By might indicate a perfectly wholesome yet unpalatable meal, while Double Or Nothing could track a beast right into a perfect ambush.


"All you need concern yourself with now is your health."

Medicine is the skill for treatment of poison and diseases, and for the dressing of injuries in the field. Typically, in the genre, any particularly serious ailment requires a specific antidote which requires some difficulty to retrieve; Medicine is the wilderness skill of knowing which mountain to climb and which flower to pick, as well as dressing someone's injury to keep them moving until they get home. For trained doctors working in hospital conditions with necessary resources, medical treatment probably falls under Learning or Insight, and might not require a roll at all.

A Medicine trigger action could be sparingly employed to treat some status effects with improvised materials, depending on how they were inflicted.

Danger Sense

"Can we really trust the Empire? I have an awful feeling about this…"

Danger Sense is the skill for detecting ambushes, traps, and pursuers, of noticing immediate danger. Roll it whenever hidden danger is imminent - it can be rolled if the player is suspicious about something, or if completely hidden danger is lurking, if asked by the GM. On a success, the character gets a bad feeling of some sort about some place, object or course of action. Danger Sense is applicable even in an unnatural fashion; It doesn't require any telltale sign from whatever is hidden, it can simply be a function of uncannily accurate gut instinct.

Discretion is typically not applicable to Danger Sense. Scraping By can indicate noticing the danger after coming too close to it than you might prefer - (still, it always prevents an ambush)


"Please don't hesitate to ask me if you forget your destination!"

Navigation is the skill for travel - avoiding hazards, finding good routes, sheltering against storms, tracking down the long lost. Roll it when traveling in dangerous territory, when beset by bad conditions, or when speed is a factor. Success indicates an uneventful trip, failure indicates stumbling into some local hazard, be it a pack of predators, dangerous quicksand, or being caught out in the worst of a blizzard.

Scraping By indicates making it through despite stumbling through the worst of everything - a success on Double or Nothing could mean some interesting find along the way, or a useful, dependable shortcut being discovered.



"This is it! I'm hitting it with all we got!"

Pilot is the skill for vehicles: planes, trucks, ships, airships, motorcycles and rockets. Whenever you take the helm, that's the pilot skill at work - typically, you don't need to roll to merely fly something, unless you're taking off for the first time in an experimental airship. Roll piloting when speed or stealth is of the essence, when traveling through bad conditions, when operating under fire, when attempting a tricky maneuver, or crashing your vehicle into something else to break through it.

With Scrape By, you can accomplish anything if you don't mind risking the craft in the process - Extreme Effort can do the same thing, but you won't be in fighting condition on the other side.


"You just need to show technology who's boss!"

Tinker is the knowledge of devices and mechanics - fixing, building, and understanding the gadgets that occasionally fill fantasy worlds. To get an ancient grandfather clock ticking again, to operate a crane in the nick of time, or to, given time, build just the thing for a problem, employ Tinker. Roll it to fix, modify, or build a mechanical device or to understand such a thing from no more study than a quick glance. On a failure, the machine might start and go wild, damaging itself, something, or someone nearby.

A character with Dependability is quick to put out fires and change out stuck gears, allowing them to keep going. If you apply Scrape By, the machine will work fine for a while - but break down right after it accomplishes its task.


"What does this button do?"

Sabotage is the skill of technical destruction - from doors to reactors, the skill of Sabotage is employed to make things fall apart and to blow them to pieces. The damage can be subtle, like rigging an elevator to snap as soon as it's used, or obvious, like setting charges to blow the upper layer of a sector to the ground. Failure on Sabotage might indicate that no destruction occurs, or it might indicate that the damage is too early. The tools of the trade can be a toolkit, explosives, or even weapons - as long as it's planned and exact, use Sabotage.

The Exemplar talent means that if you make a plan that involves you performing your portion of the job first, everything else will fall into place. Employing Discretion prevents collateral damage.


"I'll help. No machine can stump me!"

Systems is generally the skill for computers - whether they're the arcane remnants of lost civilizations, or the networks serving as the backbone of every city in the world. Roll Systems to gain access to a network, to falsify credentials, to increase the error tolerance on missile guidance programs, or to understand the interface of a long-forgotten intelligence. Rolls generally become easier if you have something to work with - knowing the format of the password, overhearing information about the configuration, and so on.

If you manage to get what you want, but get detected, that's employing Scrape By - if you quickly notice that the security system means you'd just be wasting your time, that's Discretion.


Magic Lore

"It's probably out of power. Need a good jolt?"

When you cast magic to solve problems on the personal scale, you use Magic Lore for it - unique among skills, its scope is generally decided by the character's equipped abilities. For the most part in Final Fantasy, magic isn't used on a very large scale - Fire to clear a path through the icy caverns of a mountain, Thunder to jump-start a crane, Blizzard to try to put out a burning house. Any rituals of particularly large import generally fall under the Spiritual skill, and can't be pulled out at the drop of a hat. It doesn't cost MP to use Magic Lore, unless you're using it with the "Trick" talent.

Trigger actions with Magic Lore generally don't target monsters - they target the scenery around them, letting monsters fall through ice or be torn apart by machinery.


"I hear the cries of the planet."

If Magic Lore is the skill of personal magic, Spiritual is the skill of the world's magic. Typically unique to the setting, the Spiritual skill indicates a relationship with the world's metaphysics - in Final Fantasy 7, Aeris used it to commune with Planet, in Final Fantasy X, it would be the skill associated with the Sending. What, exactly, the Spiritual skill indicates should be discussed with your GM as the skill is taken. It is possible that it might not exist in a campaign at all.

Extreme Effort on Spiritual is generally mystic martyrdom, paying the price for what you do with your very essence. If you prayed to call forth an ancient divine force to stop an oncoming apocalypse, and that ancient divine force decided to destroy the largest city in the world, that would be Scraping By.


"Right, right. So what's a summer-ner, anyway?"

Learning is the skill of scholarly knowledge, practices and study. Depending on the setting, this can dip into the scientific, but it can also have its grounding in the occult and the supernatural. To pore through the research performed on the cells of an alien entity, to brew a concoction that allows a restful sleep, or to carefully enscribe an evil-sealing Anti-Law, employ Learning. It can also be simply rolled to call upon one's scientific knowledge - to remember something relating to the situation in one's studies, or to beat down the argument of an opposing scientist.

Discretion comes in handy when working with hazardous materials, but generally doesn't apply to simple knowledge checks. Scrape By can indicate the result of your experiments isn't quite as planned.


"The rest of you wait here. I smell a rat… "

Insight is the skill of an analytic mind, quick to make connections and spot discrepancies. It's the skill of memory, wit and wisdom. It's directly applicable to noticing subterfuge on both a small and grand scale - if someone is trying to pull a con on you, or if a corporation is trying to pull a con on the world. It can be performed in person or through research, or simply through realizing something as you go about your day.

Insight is also the skill of memory, applicable to remembering small details and noticing relationships between things. A player could request an Insight check to be reminded of something that has slipped their mind but not the characters', or the GM could call for one to bring a previously unnoticed connection to light.

Scraping By on Insight might mean being so struck by the realization that you suddenly blurt it out, tipping your hand to those around you. Extreme Effort on Insight might involve going half-mad, poring maniacally through archives.

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