Each character possesses proficiencies, either coming from their occupation or acquired as part of creating their characters. They represent skills or knowledge acquired by the character. Upon creation, a character gains the two first proficiency ranks of their occupation’s basic proficiency, and can choose 5 other proficiencies amongst those available for the setting, two at rank 2 and three at rank 1.
Each proficiency has three ranks, corresponding to three levels of progression within the skill. Proficiencies are classified into categories, each associated with a characteristic. Marvels are the exception: they are associated with a characteristic chosen by the GM.
Simplified version
It is entirely possible to simplify the game system by limiting the concept of proficiencies to the bare minimum. This can be important for lighthearted settings, games with beginners or children.
Forget about ranks 2 and 3 and progression. The character either possesses a proficiency or don’t. If they do, they have an advantage when performing an action linked to the proficiency.
Physical
Athletics
- Rank 1: Gain an advantage for athletics tests.
- Rank 2: If you spend 1 EP, an opponent’s successful melee attack against you automatically misses.
- Rank 3: Move for free to get behind someone (1 time per fight).
Diving, Space walk
- Rank 1: Gain an advantage for diving tests or spacewalks.
- Rank 2: Your movement speed underwater or in a vacuum is doubled.
- Rank 3: If you spend 1 EP, gain an automatic success for all actions underwater or in the void (except combat).
Survival
- Rank 1: Gain an advantage for survival tests.
- Rank 2: You automatically find sources of food and safe shelter in any environment.
- Rank 3: Each time you take damage, reduce it by -1 (to a minimum of 1).
Ranged weapons
- Rank 1: Gain an advantage in any ranged weapon tests
- Rank 2: Your ranged weapon has infinite ammunition or your throwing weapon is unbreakable and always recoverable.
- Rank 3: Choose the location that you will hit on the target and inflict + 1 damage to the target
Fighting in extreme environment (Please specify: under water, desert, etc.)
- Rank 1: Gain an advantage for combat tests in this type of environment.
- Rank 2: If you spend 1 EP, negate all damage from an attack in this type of environment.
- Rank 3: If you spend 1 EP, gain an automatic success to attack in this environment.
Hand-to-hand combat
- Rank 1: Gain an advantage for all Melee tests.
- Rank 2: you can act first in the first round of any fight. During subsequent rounds, you return to your normal position.
- Rank 3: +1 Melee Damage.
Craftsmanship
- Rank 1: Gain an advantage for Crafting tests.
- Rank 2: Craft complex objects of value and accurately estimate the value of any object.
- Rank 3: Repair everything with whatever you have on hand.
Hunting, fishing, gathering
- Rank 1: Gain an advantage for Hunting, Fishing and gathering tests.
- Rank 2: If you spend 1 EP, you gain an automatic success to follow a trail or find a breeding ground.
- Rank 3: Designate a prey. You get a re-roll for all rolls concerning this prey.
Infiltration
- Rank 1: Gain an advantage for Infiltration tests.
- Rank 2: If you spend 1 EP, you gain an automatic success for stealing an item or picking a lock.
- Rank 3: In exchange for 1 EP, you get a pass, a VIP entry, untraceable money or a valuable item from the black market.
Mental
Erudition
- Rank 1: Gain an advantage for Erudition tests.
- Rank 2: Each success obtained on a dice roll linked to erudition offers you the possibility to ask the GM an open-ended question on a specific topic.
- Rank 3: You remember perfectly everything you have ever seen.
Medicine
- Rank 1: Gain an advantage for Medicine tests.
- Rank 2: You can manufacture poisons, sleeping potions, and other potions (max gain/loss: 1D6 EP).
- Rank 3: Double the EP recovery gained from one of your healing spells.
Tactical
- Rank 1: Gain an advantage for Tactics tests.
- Rank 2: If you spend 1 EP, the GM gives you useful information about any situation.
- Rank 3: The plan you are developing grants you an automatic success to use during its execution.
Orienteering
- Rank 1: Gain an advantage for orientation tests at night, as long as you can see stars.
- Rank 2: You know how to orient yourself in all circumstances.
- Rank 3: You know basic information about all cities or planets and all roads in the setting.
Piloting
- Rank 1: Gain an advantage for tests related to piloting a vehicle.
- Rank 2: If you spend 1 EP, you gain an automatic success while driving a vehicle.
- Rank 3: You can automatically lose a vehicle that is chasing you (1x max / fight).
Technology
- Rank 1: Gain an advantage for technology-related tests.
- Rank 2: You have a variety of gadgets (no weapons) that can be useful. For example: an electronic lockpick to try and pick a security door.
- Rank 3: Repair anything and everything given enough time and equipment.
Negotiation
- Rank 1: Gain an advantage in tests related to debates and arguments.
- Rank 2: If you spend 1 EP, you get an automatic success for smooth-talking.
- Rank 3: People with a weaker MENTAL than yours automatically confess a secret of the GM’s choice to you.
Investigation
- Rank 1: Gain an advantage for Investigation tests.
- Rank 2: When you search a location (a room, a vehicle, etc.), you get an automatic success in addition to the result of your test.
- Rank 3: Your intuition reveals to you an important place or character in the investigation (1 time per scenario, at the GM’s discretion).
Meditation
- Rank 1: Gain an advantage for tests related to concentration.
- Rank 2: you can spend 1 EP to gain 1 automatic success on your next action.
- Rank 3: you can spend 3 EP to increase one of your characteristics by 1 for 1 day.
Social
Discipline
- Rank 1: Gain an advantage for Discipline tests.
- Rank 2: You can adopt a new habit in 1 day that will seem natural (gait, language, accent, tic, diet, etc.).
- Rank 3: Acquiring a new proficiency ranks cost you -1 SP (to a minimum of 1 SP)
Networks
- Rank 1: You have a number of contacts equal to your SOCIAL value (define their name, occupation and a rank 2 proficiency for each).
- Rank 2: Your contacts all owe you a favor.
- Rank 3: Your contacts are willing to risk their lives for you.
Empathy
- Rank 1: Gain an advantage for Empathy tests with living beings.
- Rank 2: If you spend 1 EP, you get an automatic success for understanding your interlocutor’s problems and knowing how to respond to them kindly.
- Rank 3: You can detect lies.
Magic
- Rank 1: You cast at will a variety of minor spells called Echoes, as defined later in these rules.
- Rank 2: You can detect the presence of the supernatural within a 20-meter radius.
- Rank 3: You make (once per adventure) a strange potion that allows you to regain or lose 1D6 EP.
No magic?
If magic does not exist in your setting, or if player characters are unable to cast spells, change rank 1 of this proficiency into “Gain an advantage for tests related to the occult and strange things”. The other ranks remain as they are.
Theft
- Rank 1: Gain an advantage for tests related to illegal actions.
- Rank 2: If you spend 1 EP, gain an automatic success for making fake documents.
- Rank 3: You gain automatic success to steal any object that fits in one hand.
Performance
- Rank 1: Gain an advantage for tests in art, drama, disguise, imitation, etc.
- Rank 2: You can hold a crowd’s attention for 20 minutes
- Rank 3: You’re a celebrity!
Command
- Rank 1: Gain an advantage for authority-related tests.
- Rank 2: If you spend 1 EP, you get an automatic success to force a target to execute an order.
- Rank 3: Allies within a 10m radius gain an automatic reroll for all their actions.
Animal handling
- Rank 1: Gain an advantage for all tests linked to animal handling.
- Rank 2: If you spend 1 EP, get an automatic success with one type of creature (of your choice).
- Rank 3: You have an animal companion that follows you and carries out all your orders (except those that directly harm it).
Seduction
- Rank 1: Gain an advantage for Seduction tests.
- Rank 2: If you spend 1 EP, you get an automatic success for convincing someone.
- Rank 3: When you socially interact with someone, you get an automatic success in addition to your test result.
Marvels
Earth
- Rank 1: Win 1 Earth marvel.
- Rank 2: Gain 1 additional Earth marvel.
- Rank 3: Gain 1 additional Earth marvel.
Water
- Rank 1: Win 1 Water marvel.
- Rank 2: Gain 1 additional Water marvel.
- Rank 3: Gain 1 additional Water marvel.
Fire
- Rank 1: Win 1 Fire marvel.
- Rank 2: Gain 1 additional Fire marvel.
- Rank 3: Gain 1 additional Fire marvel.
Air
- Rank 1: Win 1 Air marvel.
- Rank 2: Gain 1 additional Air marvel.
- Rank 3: Gain 1 additional Air marvel.
Life
- Rank 1: Win 1 Life marvel.
- Rank 2: Gain 1 additional Life marvel.
- Rank 3: Gain 1 additional Life marvel.
Chaos
- Rank 1: Win 1 Chaos marvel.
- Rank 2: Gain 1 additional Chaos marvel.
- Rank 3: Gain 1 additional Chaos marvel.
