Fields and skills

Your characters had some sort of occupation before they became adventurers. Your character may yearn for the simpler life they previously had, or may be glad to be free of its drudgery, but their past life will give them some skills.

Each skill is part of a field. The field is what gives the character a bonus when using their skills. In Gods & Monsters, characters are not specialists; they are doctors and scientists rather than surgeons and chemists. Any new skill within a field is just a few mojo away.

When a character gains a new skill within a field, they gain the full benefit of their field bonus. A historian with Historical Science + 4 who learns the Frankish History skill will immediately gain a bonus of 4 to rolls involving Frankish history.

Where does a particular skill belong?

Some skills may fit within more than one field. For example, Elvish might be learned as a skill under Language Science, or as a skill under Elvish Culture. In some cases, the usefulness of a skill will vary depending on which field the character has it with.

It is up to the player to choose which field they learn their normal skills under, even their automatic ones such as their native tongue. For example, if a player wants their character to be a linguist, they will likely get the Language Science field for their character. If they wish it, they can place their native tongue under Language Science rather than under Native Culture. This will give them their Language Science field bonus with their native tongue; it will also help them read their native tongue if they add literacy to their Language Science field.

Such a choice will, however, affect the usefulness and character of the skill. In the example above, the linguist will likely be more precise in their use of their native tongue. Their fellow speakers may find them a bit pedantic; they may miss out on some of the cultural implications of the language, such as slang.

A player can move an automatic skill out of its default field any time they acquire a field that the skill could fit under.

Arts, Crafts, and Sciences

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, fishing

16-17

Athletic Art

basketball, bowling, equestrianism, 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

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

algebra, chess, deduction, geometry, memory, rhetoric

63

Magical Science

astrology, carving, demonology, history of magic, rituals, spellcraft, spell lore

64

Medical Science

anatomy, dissection, medicine, surgery

65-69

Merchant Art

appraisal, haggling

70-74

Metal Craft

blacksmithing, 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, stars, weather

88-90

Survival Craft

animal lore, direction sense, fishing, horsemanship, hunting, 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

95

War Craft

armorer, bowyer, fletching, weaponsmith

96-99

Wood Craft

carpentry, carving, embellishing, 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.

Special fields and skills

Some special fields and skills are available only to a single archetype. The Monk and Thief archetypes have several fields and skills available only to them. Warriors are the only ones with weapon fluency, for example. Such special skills often bring with them specific benefits. But these skills are also normal skills in the sense that they can be used for ability rolls or reaction rolls. A warrior trying to determine the function of an unfamiliar weapon can use their Fighting Art field bonus because they have that skill.

Special skills will usually be described in the archetype or specialty that provides access to them.

Fighting Art

The most common special field is Fighting Art. Every player character has it, but they cannot improve it except under special conditions: gaining a new level. Characters can add new weapons as skills to their Fighting Art field, but will be limited to either basic or simple weapons if they are not Warriors.

The weapon fluency skill is available only to warriors. The skill basic weapons is available only to thieves unless the character has a specialty that allows it.

The unarmed combat skill is a simple skill.

Warriors, who have weapon fluency, can use an unfamiliar weapon with their field bonus, at a penalty of 2.