Fields and skills: Arts, Crafts, and Sciences

  1. ​Where does a particular skill belong?
  2. Fields and skills
  3. ​Special fields and skills

There are four basic kinds of fields: Arts, Sciences, Crafts, and Cultures. Arts will have a tendency to use charisma or perception; Sciences will have a tendency to use intelligence or reason; and Crafts will have a tendency to use wisdom or willpower. However, it is only a tendency. The action determines the ability rolled against or the reaction made. For Survival Craft, for example, tracking is likely to be always a perception roll. For the Athletic Art, many of the rolls are going to be against the physical abilities.

Culture fields can contain any culturally relevant skills such as languages, etiquettes, and lores.

The Fields are numbered to make it easier to randomly determine fields in earlier stages of character creation.

01-15 Agricultural Craft animal husbandry, farming, hunting, fire, fishing
16-17 Athletic Art basketball, bowling, equestrianism, falling, football, horseshoes, jousting, polo, wrestling
18-32 Clothing Craft leather work, sewing, shoemaking, tailoring, tanning
33 Culture, Native or Other common skills under culture are: various forms of etiquette; native languages or dialects; literacy; rituals of that culture; contacts in that culture; lore in that culture; games in that culture; history in that culture; crafts and sports common to that culture.
34 Education Science learning, memory, teaching, tutorial writing
35-40 Building Craft masonry, metalworking, mining, knots
41-42 Engineering Science architecture, bridges, cartography, design, management, ropes
43-54 Food Craft cooking, baking, brewing, edible plants, gardening, herbs & spices
55-56 Gambling Art bluff, carousing, poker, pool
57 Gaming Science chess, go, poker
58 Healing Craft healing lore, herbalism, midwifery
59 Historical Science ancient history, locale history, locale lore
60 Jeweler’s Craft appraisal, gem cutting, jewelry making
61 Language Science any language, literacy
62 Logical Science accounting, algebra, chess, deduction, geometry, memory, rhetoric
63 Magical Science astrology, carving, demonology, history of magic, phantasms, rituals, spellcraft, spell lore
64 Medical Science anatomy, dissection, falling, medicine, surgery
65-69 Merchant Art accounting, appraisal, haggling, management, trade lore, trade routes
70-74 Metal Craft appraisal, blacksmithing, fire, minting, smelting
75-76 Natural Science animal lore, botany, dissection, taxidermy, weather
77-79 Performance Art acting, oratory, prestidigitation, an instrument, singing, songwriting, storytelling
80-81 Personality Art bluff, carousing, contacts, demagoguery, mediation, oratory, persuasion, any culture’s etiquette
82-83 Political Science law, mediation, oratory, rhetoric, any political structure’s etiquette, any political structure’s government
84-87 Seafaring Craft animal lore, boatbuilding, fishing, navigation, oceans, ropes, rowing, sailing, sailing lore, stars, weather
88-90 Survival Craft animal lore, direction sense, falling, fire, first aid, fishing, horsemanship, hunting, mountaineering, ropes, swimming, spelunking, tracking, weather, lore of an environment
91 Theological Science dogma, ritual, any religion’s hierarchy, any religion’s lore
92-93 Visual Art cartography, drawing, painting, sculpting
94 War Art cavalry, leadership, tactics, war lore
95 War Craft armorer, bowyer, fletching, weaponsmith
96-99 Wood Craft carpentry, carving, embellishing, fire, finishing, furniture-making, joinery, luthier
00 Writing Craft biography, journalism, lesson writing, songwriting, storywriting, speechwriting

You can add new fields, but they should be appropriate to the setting.

  1. ​Where does a particular skill belong?
  2. Fields and skills
  3. ​Special fields and skills