Skill System & List of Be Not Afraid

Thoughts & Philosophy

Being upfront, I think GMs let their players roll for too many things. Rolling dice exists to resolve uncertainty. So why in God’s name are we making players roll for things that don’t have any consequences?

I recall in my early GMing days making a call like: “Roll to lockpick to open that door,” only for them to awkwardly fail the roll—despite no time pressure or active consequences—so they’d just immediately reroll… This got even more awkward or dumb if they failed again. Solutions have been proposed, often of the “fail forward” variety, but those are often solutions to the symptom, not the problem at hand.

I preface this because it inflects a lot of my opinions and choices (or lack thereof) I made in my skill system. I don’t think they’re an element of a game that should be hyperfixated upon, and I tend to prefer player description compared to what’s on their character sheet.

However, when designing a skill list for a modern setting that doesn’t have classes, you have to have something to differentiate players’ characters in ability. This leads to another problem, which is what skills to include and exclude. Generally, modern-day settings are going to have way more skills than fantasy settings (typically), but you don’t want to fall into the trap of having an overly comprehensive skill system.

I kept mine to 27 skills, and 5 combat skills. It’s enough for the game’s baseline assumptions and setting, but with room for expansion or reduction. Frankly, I don’t think you really need to nail a skill system as long as it covers the major bases and is useful. If it’s missing something or has redundancy, I think a GM can adjudicate that problem away rather casually.

Later in the article, I have some examples of that, such as genre- or campaign-specific skills you could add, but I chose to exclude from the base list due to redundancy or lack of relevancy.

Earlier versions of this list/system had sub-skills—or, as I called them, specializations. Basically, certain skills, when a player acquired them, had to specify the precise field it covered. So if you had Medicine, you had to specify what field of medicine it covered. I ultimately threw that out because I thought it introduced unnecessary granularity to the system that could ultimately be resolved by simply having the GM and player elaborate on the character’s background and keep it in mind.

Again, focusing more on player description for actions rather than treating skills like button presses to resolve issues.

I normally wouldn’t bother with an article like this. discussing a mechanic and skill list that isn’t terribly inspired (though that wasn’t really the goal with it) but I thought it was worth making a post to get more content out, but also to really document even the mundane or rather dross elements of system development. Beyond just that, this post might help contextualize a couple other aspects of the system—mainly character creation or mundane characters—which is another article I have planned.

Generally, I’m wanting to put eyes and scrutiny on other parts of the system I can present, and to not be shy about it.

As for setting elements, I’m going to be a bit more methodical and paced as to how I’m presenting them, as I want some build-up of the setting. mainly wanting to express how terrible the circumstances of the setting are before I really introduce its protagonists and how much they contrast the gloom and despair of Be Not Afraid.

Side Notes: A perceptive reader might notice the omission of social skills. I tend to strongly dislike social skills for a variety of reasons, but I’ll point to three main ones:

  1. ) 2d6 reactions tend to produce more believable results and set a pace/tone for a social encounter.

  2. ) I tend not to like mechanics which substitute for roleplay.

  3. ) In real life, things like persuasion or intimidation don’t exist as standalone skills or attributes. The most convincing arguments you’ll find by people are those made by people knowledgeable in the subject they are attempting to convince you in—even if they are bullshitting you. Likewise, people might be good at intimidation because they possess knowledge or actual skills that would give the impression they are dangerous, even if it’s a bluff. As such, I’ve given examples of skills used in conjunction with CHA if a GM permits that as a substitute for a reaction roll or roleplay.


Skill Checks

To attempt a task, roll:

1d20 + Attribute Modifier + Skill Bonus vs. Difficulty Class (DC)

If the total equals or exceeds the DC, the attempt succeeds.

Difficulty Class Table

Difficulty DC
Easy 5
Difficult 10
Hard 15
Extremely Hard 20
Nigh-Impossible 25

Alternate Roll-Under System

In an early version of the skill system I used a roll under mechanic, I still kind of like it but my players found it harder to intuit so I went to a more 3.5 / 5E skill check.

In this variant, you roll a d20 and try to roll equal to or under:

Attribute Score + Skill Bonus

Example: A character with Strength 8 and Athletics +3 must roll 11 or lower on a d20 to succeed.

Skill List

Skills are broken up between two groups, SKills and Combat Skills.

  • SKills govern all the knowledge, training, and mundane talents a character pay possess.
  • Combat Skills represent a characters time using and training with an assortment of weapons.
  • *: Cannot be attempted without formal training
Skills Combat Skills
Art Archery
Athletics Handgun
Business Knife
Computer Longgun
Driving Unarmed
Folklore Melee
Forensics*
History
Language*
Law*
Lock Pick
Mechanics
Medicine*
Occult
Perception
Piloting*
Politics
Research
Rural
Sailing
Science*
Stealth
Streetwise
Survival
Swim
Theology
Trades

Combat Skills

  • Combat skills directly relate to skills used in combat and specifices a set of weapon types that fall under these skills.
  • A character may attempt to use a weapon even if they don’t have a weapon skill that covers it, but suffers a -4 to penalty to attack.

Archery Proficiency with bows and similar projectile weapons. Includes both modern and traditional archery equipment.

  • Archery + DEX + Attack Bonus

Melee Skill with blunt weapons, from police batons to baseball bats and improvised clubs.

  • Melee + STR + Attack Bonus

Handgun Proficiency with pistols and revolvers. Includes maintenance, quick-drawing, and tactical use.

  • Handgun + DEX + Attack Bonus

Knife Skill with edged weapons, from combat knives to improvised blades.

  • Knife + STR + Attack Bonus

Longgun Proficiency with rifles and shotguns. Includes hunting weapons and military firearms.

  • Longgun + DEX + Attack Bonus

Unarmed Hand-to-hand combat skills, including boxing, wrestling, and martial arts.

  • Unarmed + STR + Attack Bonus

Skill Descriptions and Applications

Art

Represents training and talent in various forms of visual, performance, or creative arts. Includes painting, sculpture, music, acting, and other creative expressions. Example Applications:

  • Art + DEX: Detailed brushwork, precise sculpting
  • Art + CHA: Performance art, acting, playing to a crowd
  • Art + INT: Art history knowledge, technique analysis
  • Art + WIS: Reading audience reactions, judging artistic quality

Athletics

General physical training including climbing, jumping, running, and feats of strength or endurance.

  • Athletics + STR: Climbing, jumping, lifting heavy objects
  • Athletics + CON: Sprinting, long-distance running, pushing limits
  • Athletics + DEX: Balancing, vaulting, agile landings
  • Athletics + WIS: Judging distances, pacing, timing movement

Business

Knowledge of commerce, markets, and organizational management. Covers everything from running a small shop to understanding corporate operations.

  • Business + INT: Market analysis, accounting
  • Business + CHA: Sales pitches, negotiations
  • Business + WIS: Judging market trends, spotting business opportunities
  • Business + CON: Maintaining composure during lengthy negotiations

Computer

Understanding and ability to use computing technology, from basic office machines to programming and system analysis.

  • Computer + INT: Programming, system analysis
  • Computer + DEX: Fast typing, precise hardware work

Driving

Operation and control of motorized vehicles, from cars to trucks.

  • Driving + DEX: Precise maneuvering, high-speed control
  • Driving + CON: Long-distance driving

Forensics

Scientific crime scene investigation and evidence analysis. Cannot be attempted without training.

  • Forensics + INT: Evidence analysis, deductive reasoning
  • Forensics + WIS: Crime scene assessment, noticing details
  • Forensics + DEX: Careful evidence collection

Law

Knowledge of legal systems and procedures. Cannot be attempted without formal training.

  • Law + INT: Case research, precedent knowledge
  • Law + CHA: Courtroom presentation, client relations
  • Law + WIS: Case strategy, legal implications

Medicine

Medical knowledge and treatment skills. cannot be attempted without training.

  • Medicine + INT: Diagnosis, treatment planning
  • Medicine + DEX: Surgery, precise procedures

Research

Ability to find, analyze, and synthesize information from various sources.

  • Research + INT: Data analysis, cross-referencing
  • Research + WIS: Source evaluation, finding patterns
  • Research + CON: Extended research sessions
  • Research + CHA: Interview techniques

Science

Scientific knowledge and methodology. cannot be attempted without training.

  • Science + INT: Theoretical analysis, calculations
  • Science + CON: Extended experimental work

Folklore

Knowledge of myths, legends, and cultural traditions.

  • Folklore + INT: Story recall, cultural details
  • Folklore + CHA: Storytelling, tradition sharing

History

Knowledge of historical events, periods, and their significance.

  • History + INT: Fact recall, chronological analysis
  • History + WIS: Historical pattern recognition
  • History + CHA: Historical presentation
  • History + CON: Extended research sessions

Language

Ability to speak, read, and write in specific languages. Requires specialization for each language learned.

  • Language + INT: Grammar analysis, translation
  • Language + CHA: Conversation, accent usage
  • Language + WIS: Context interpretation

Note: It’s already assumed a character is fluent in their native language, anytime a character gains a +1 in this spell they msut specifiy what language.

  • a simple +1 is considered moderately fluant in that language, anything beyond that is considered academic training and speciality.

Lock Pick

Ability to bypass locks and security systems without keys.

  • Lock Pick + DEX: Manual lock manipulation
  • Lock Pick + INT: Lock mechanism analysis

Special Mechanics:

Base time to pick a lock: 10 minutes Time reduction: (Skill level + DEX modifier) minutes No tools: Double time required Professional tools: Half time required

Mechanics

Understanding and repair of mechanical systems. E.g Automative modding and repair, gunsmithing, etc.

  • Mechanics + INT: Diagnostic analysis, system understanding
  • Mechanics + DEX: Precise repairs, delicate work
  • Mechanics + WIS: Problem identification
  • Mechanics + STR: Heavy repair work

Occult

Knowledge of supernatural beliefs, rituals, and paranormal phenomena.

  • Occult + INT: Ritual knowledge, symbol interpretation
  • Occult + WIS: Pattern recognition, intuitive understanding
  • Occult + CHA: Ritual performance, tradition sharing
  • Occult + CON: Extended ritual participation

Perception

Awareness of surroundings through sight, sound, and other senses.

  • Perception + WIS: Spotting hidden objects, noticing danger
  • Perception + INT: Analyzing patterns, noticing inconsistencies
  • Perception + DEX: Reacting quickly to sudden changes or movement
  • Perception + CON: Maintaining alertness over long periods

Piloting*

Operation of aircraft. Cannot be attempted without training.

  • Piloting + DEX: Aircraft control, emergency maneuvers
  • Piloting + INT: Navigation, system management
  • Piloting + WIS: Weather assessment, situation awareness
  • Piloting + CON: Long-distance flights

Politics

Knowledge of political systems, current events, and power structures. Covers both formal government processes and informal political maneuvering.

  • Politics + INT: Political system analysis, policy knowledge
  • Politics + CHA: Campaigning, political networking
  • Politics + WIS: Reading political situations, predicting outcomes
  • Politics + CON: Enduring lengthy political sessions

Rural

Understanding of farming, animal husbandry/handling, and rural life. Includes agricultural knowledge and countryside survival.

  • Rural + INT: Crop planning, animal health knowledge
  • Rural + STR: Farm labor, animal handling
  • Rural + WIS: Weather prediction, harvest timing
  • Rural + CON: Extended physical labor

Sailing

Knowledge and skill in operating waterborne vessels, from small boats to larger ships.

  • Sailing + DEX: Ship handling, rope work
  • Sailing + INT: Navigation, weather interpretation
  • Sailing + WIS: Route planning, danger assessment
  • Sailing + STR: Physical sailing tasks

Stealth

Ability to move quietly and remain undetected.

  • Stealth + DEX: Silent movement, careful positioning
  • Stealth + WIS: Choosing hiding spots, timing movement
  • Stealth + CON: Maintaining uncomfortable positions
  • Stealth + INT: Planning infiltration routes
  • Stealth + CHA: Using a disguise or false identity

Streetwise

Knowledge of urban environments, criminal operations, and street culture.

  • Streetwise + CHA: Street contacts, negotiating deals
  • Streetwise + WIS: Reading dangerous situations, spotting trouble
  • Streetwise + INT: Criminal organization knowledge, urban navigation

Survival

Skills for staying alive in wilderness environments.

  • Survival + WIS: Tracking, foraging, weather prediction
  • Survival + INT: Plant/animal identification, trap construction
  • Survival + CON: Enduring harsh conditions
  • Survival + STR: Building shelters, gathering resources

Swim

Proficiency in swimming and underwater operations.

  • Swim + STR: Power swimming, fighting current
  • Swim + CON: Long-distance swimming, holding breath
  • Swim + DEX: Precise underwater movement
  • Swim + WIS: Reading water conditions, avoiding dangers

Theology

Study of religious beliefs, practices, and traditions.

  • Theology + INT: Religious text interpretation, doctrine analysis
  • Theology + WIS: Spiritual insight, ritual significance
  • Theology + CHA: Preaching, religious counseling
  • Theology + CON: Extended meditation or prayer

Trades

Practical professional skills in specific crafts or industries. E.g plumping, eletectiral, carpentry, welding, masonry.

  • Trades + DEX: Fine detail work, precise measurements
  • Trades + STR: Heavy construction, physical crafting
  • Trades + INT: Project planning, technical reading
  • Trades + WIS: Quality assessment, problem identification

DEFUNCT - Sub Skills / Skill Specialization

In an earlier incarnation of the skill system, certain skills as indicated by + sign next to them required the player specify what exact field of that skill they studied before putting it on their sheet, outside of languages I’ve basically scrapped that as I think GM adjucation and player background handle that well wenough, but for anyone interested as to what that looked like here is some example lists for those sub-skills.

Language+:

  • Spanish
  • Mandarin
  • Arabic

Mechanics+:

  • Automotive Repair
  • Electronics
  • Industrial Machinery

Medicine+*:

  • Surgery
  • Emergency Medicine
  • Psychiatry

Science+*:

  • Physics
  • Chemistry
  • astrophysics

Theology+*:

  • Christianity
  • Islam
  • Buddhism

Trades+:

  • Carpentry
  • Plumbing
  • Electrical Work
  • Welding
  • Masonry

Genre Specific Skills

As mentioned before, my skill list isn’t intended to be set in stone, it can be added to or reduced for specific games where that is relevent. If the GM wants to include other skills that might seem relevent to the type of game, or introduce them as things players can pick up outside of the typical list here are a couple examples.

HEMA (Historical European Martial Arts)

Training in the use of traditional European weapons and fighting techniques.

  • HEMA + DEX Or STR: substitue use of Knife, Melee or Archery skills.
  • HEMA + INT: Analyzing historical techniques, identifying styles

Zero-G

Functioning effectively in zero or microgravity environments.

  • Zero-G + DEX: Maneuvering with limited thrust, stabilizing motion
  • Zero-G + STR: Controlling spin, pushing off surfaces with force
  • Zero-G + CON: Sustaining action without gravity, adapting physically
  • Zero-G + INT: Using specialized equipment, calculating vector movement

Ventriloquism

Manipulating voice and misdirecting sound.

  • Ventriloquism + CHA: Throwing voice, realistic character voices
  • Ventriloquism + INT: Planning dialogue, scripting routines
  • Ventriloquism + DEX: Subtle puppet control, hand concealment
  • Ventriloquism + WIS: Timing, audience reading

Parkour

Efficient movement through complex urban or natural environments.

  • Parkour + DEX: Vaulting, climbing, wall-running
  • Parkour + STR: Pulling up ledges, explosive jumps
  • Parkour + CON: Endurance over long runs, shock absorption
  • Parkour + WIS: Pathfinding, terrain assessment

SCUBA

Operation and survival using underwater breathing gear.

  • SCUBA + DEX: Adjusting gear, navigating narrow passages
  • SCUBA + CON: Air conservation, pressure endurance
  • SCUBA + INT: Understanding dive plans, decompression tables
  • SCUBA + WIS: Situational awareness, threat detection underwater

Hypnosis

Influencing the mental state of others through suggestion or ritual.

  • Hypnosis + CHA: Inducing trance, guiding subjects
  • Hypnosis + WIS: Reading susceptibility