This page is currently unfinished. Sections in quote blocks are the short descriptions copied from Foundry.
We will (eventually) update this page with full descriptions once time allows it.
The below is the list of Skills that are baked into the system at default. GMs will be able to curate this list of skills to suit their campaign, but for the sake of usage guidance, below you will find a list of skills and example applications.
Skills are, as intentionally written, have some overlap with one another. Generally, the idea is that most challenges will have one or two “best use” Skill, and other secondary Skills that could be used, albeit at a penalty and require narrative justification from a rolling Player.
While the GM is the final arbiter, Players can help out by proposing what skills they want to try and use to resolve a challenge. From there, the GM can confirm if they feel it fits, and what appropriate modifiers would be.
Luck represents one’s own favor and fortune, and actively allows for one to influence their own destiny – through being able to manipulate Skill Checks and (most) other d100 rolls they may make.
GMs used to other TTRPG systems may find themselves inclined to use Luck to justify rolling random events, such as by asking each Player to roll Luck, and gauging general successes/failures partywide to determine what the party will be confronted with.
In a similar token for particularly tense situations or karmically volatile campaigns, GMs could opt to require Luck rolls be rolled after Players make a Difficult or harder check to determine the whole “you succeed/fail, but…” storytelling that some settings may be predisposed to.
Some could argue that Luck should be able to substituted for any Skill. After all, why shouldn’t I be able skirt by on my Luck? This is generally discouraged, since spending Luck already approximates this. Tables are inclined to try what they like, provided the GM agrees, of course. In these cases, we would judge that substituting Luck in place of another Skill would necessitate a more-difficult-than-normal roll, usually with a further -20 or greater modifier to the Roll.
Resources, explicitly, is as part of the Shopping, but it can also be used more generally as a show of ability to spend or status. Resources, for example may be used as a means to bribing an official or a thug, or other similar non-shopping applications of splashing cash to resolve problems. Depending on the situation, it could even be used to account for “social or political capital”, if the Player is someone of standing or wealth, or from a family or faction that is.
Accounting is a bit more specialized, generally considered only for keeping track of money at first glance. However, it broadly covers the concepts being able to parse, understand, and examine large swathes of data – finding discrepancies, patterns, and the like. In this way, Accounting covers a lot of ground as an investigative skill that does have potential overlap with Research, Computers, and History, depending on the circumstances, but is generally recommended if a situation does involve large amounts of data.
An illustrative situation where Accounting could cover most, if not all, of the problem, would be tracking someone through a modern or futuristic city. The Player could use Accounting to determine, someone’s whereabouts or destination, or verify an alibi, by analyzing the records of public transit on a specific day and timeframe or track specific telecommunications patterns that person has made.
Acrobatics, mechanically, covers the Jump Action and its related Actions and mechanics. Narratively, it covers jumping and vaulting, alongside specific activities like zip-lining or parachuting. Essentially, if you’re not using powered flight (either by natural flight or machine- or magic-enabled), to manage yourself in the air, you’ll be using Acrobatics. Acrobatics, mechanically, covers the Jump Action and its related Actions and mechanics, but can be expanded, situationally, to cover some physical scenarios where finesse, rather than force, is needed, like trying to maneuver through tight spaces, walking a tightrope, or catching a rock or a ring.
Alchemy governs the rigorous, practical approach toward bridging the gap between convential science and supernatural phenomena. Usually focused on materials science, the foundational knowledge of alchemy generally requires a solid background in a number of other sciences and occult disciplines.
This skill is used to determine the relative value of an object. A successful Appraise role might lend an edge as part of a Negotiation, or yield information pertaining to the quality of a piece of gear a character might have.
This skill is used to study ancient things. This includes studying ruins, knowledge of past civilizations, and deciphering lost inscriptions.
This is a collection of undefined skills for the most part, though some examples might exist such as Painting or Flower Arrangement. This skill is a measure of talent for creative pursuits and is left to the player to define the bounds of their art.
This skill is used to perform on stage or in front of a camera. This can be used to act in plays, movies, or other performances.
This skill is used to perform dance routines. This can be used to dance in shows, competitions, or other performances.
This skill is used to create works of art using flowers. This can be used to create bouquets, wreaths, or other works of art.
This skill is used to create works of art using clay or stone. This can be used to create sculptures, statues, or other works of art.
This skill is used to perform songs. This can be used to sing in concerts, competitions, or other performances.
This skill is used to create written works. This can be used to write books, articles, or other written works.
The Aura Sense skill governs interactions with Aura, ranging from perceiving and analyzing aura to manipulating it and the process of Channeling.
This is a fairly straightforward skill. It governs the pace and aptitude for climbing, and it what creatures use to Rush while burrowing.
The all-around skill that governs the use of computers and the internet. GMs may find this skill warrants converting into a skill category for more tech-intensive campaigns.
This is a general-purpose social skill that covers interaction uses such as charming and persuading. Any socialization that doesn't cover lying, intimidation or deal-making. In the unusual event that this roll needs to be opposed, the other side should also use Conversation.
For when you need to pretend to be someone or something else. Opposed by Psychology or Spot, depending on which is more appropriate.
This skill is used to understand electronics and perform electrical repairs on devices. Some Pokemon may use the Electronics skill to manipulate or disrupt electrical devices.
This skill is used to understand complex engineering designs. If appropriate can be used in design and construction capacities, but more commonly it would be utilized by a character seeking to sabotage or damage a structure or vehicle.
The skill used to bamboozle, confound, and lie your way around obstacles. Obfuscate your intent with either masterful ad-lib deception, or by merely confusing your opponent.
The Flying skill is used to Rush for Flying Movement, governing a creature's capacity for self-induced flight.
The Handiwork skill covers various trades and crafts, mainly covering construction, woodworking, sewing, fletching, plumbing, smithing, and more! This ranges from broad knowledge of specific trades to specific capability in applying said knowledge, like in terms of Crafting.
This skill is used to establish familiarity with historical events. It tends to be more applicable to more recent history, as the ancient falls within the purview of the Archaeology skill.
The function of this skill is to feed and care for others. This skill governs cooking, breeding and general care of both Pokemon and humans.
The Intimidate skill is what you need when you want to scare someone or bully your way into getting what you want. It may get you results, but creatures will likely remember you and it will not be fondly. This skill can be opposed with Intimidate or Leadership.
This skill is used to establish authority over others similar to Intimidate, however with respect rather than fear. It can be used to inspire and command, and interacts with Pack Mon perks. You may use the Leadership skill to bolster an ally that someone is attempting to intimidate.
This skill represents a character's understanding of the legal system and its processes, and can either utilize that knowledge to help stay out of trouble or to have the knowledge needed to manipulate procedures to their advantage.
This skill governs the raw physical ability to lift and carry and to perform feats of strength beyond what a creature could normally do comfortably.
This skill governs the ability to detect creatures or activity through hearing.
The art of picking locks. This can be used as a general breaking & entering skill, with computers governing hacking one's way into electronic systems. In suitably advanced settings, consider allowing Locksmith to work with electronic locks also.
This skill is to perform mechanical repairs and upgrades to machines or devices and working with simpler electrical components. These can range from repairing small gadgets, like flashlights, household appliances, traditional motor vehicles, factory machines, etc., but will likely not cover "smart" devices, like high-end smart phones, non-mechancal computers, or cyberpunk/sci-fi type "bleeding edge" devices and implements in more contemporary campaign settings.
This skill governs all medical training, whether that be diagnostics, first aid or surgery.
The Natural World skill is used for a character to understand the fundamentals of nature, such as identifying trees and mosses and types of berries and mushrooms. Also covers non-artistic gardening pursuits.
This skill is used to find your way when traveling outside of your normal default habitat. This is as true for migratory Pokemon as it is for humans leaving their cities, but would not be required for a Pokemon staying in its forest, or the human navigating around the city in which they live.
This skill covers the art of the deal. If you want something and the other creature is willing to give you it, for a price, then this skill can be used to determine who gets the better end of the deal.
The Occult skills are actually several skills under one group, purchased separately. These are Psychic, Ghost, Dragon, Fairy, Spiritual, Legendary, Paradox. The skills cover knowledge about the topics they’re named for. GMs may wish to add more Occult knowledge as appropriate for their campaign setting.
This skill is used to understand and interact with dragon-like entities.
This skill is used to understand and interact with fairy-like entities.
This skill is used to understand and interact with ghostly entities.
This skill is used to understand and interact with legendary entities.
This skill is used to understand and interact with paradoxical entities.
This skill is used to understand and use psychic powers, including using Rush while utilizing Teleport Movement.
This skill is used to understand and interact with spiritual entities.
Performance comes in Cool, Clever, Cute, Beauty and Tough variations and these are the primary skills used for Pokemon Contests, but that doesn’t need to be their only applications. We encourage you to let your creativity thrive with these.
This skill is used to perform beautiful tricks or stunts. This can be used to impress an audience, inspire an opponent, or show off in general.
This skill is used to perform clever tricks or stunts. This can be used to outsmart an opponent, solve a puzzle, or show off in general.
This skill is used to perform cool tricks or stunts. This can be used to impress an audience, intimidate an opponent, or show off in general.
This skill is used to perform cute tricks or stunts. This can be used to charm an audience, distract an opponent, or show off in general.
This skill is used to perform tough tricks or stunts. This can be used to intimidate an audience, overpower an opponent, or show off in general.
This group of skills, purchased separately, measure a character’s ability to pilot a vehicle. The example Piloting skills we have included here are Bike, Small Motor Vehicles, Cars, Utility Vehicles, Military Ground Vehicles, Walkers, Aircraft, Aerospace Vehicles, Exotic Vehicle (Specific), Watercraft. You may wish to add or remove from this list as appropriate for your campaign setting (such as carriages in a fantasy setting.)
This skill is used to pilot aerospace vehicles.
This skill is used to pilot aircraft.
This skill is used to pilot a bike.
This skill is used to pilot cars.
This skill is used to pilot a specific exotic vehicle.
This skill is used to pilot military ground vehicles.
This skill is used to pilot small motor vehicles.
This skill is used to pilot utility vehicles.
This skill is used to pilot walkers.
This skill is used to pilot watercraft.
This skill represents the user's skill and experience in a specific line of work (businessman, chef, teacher, etc.).
This skill is used to determine someone's mental or emotional state. This can either be from a perspective of reading their intentions, providing them with treatment (such as traumatized Shadow Pokemon), or seeing through someone's Disguise act or Fast Talking.
This skill is used when a character is able to see someone speaking but is unable to hear them for whatever reason, and wants to understand what they are saying. Potentially useful for any hearing-impaired characters.
This skill is used to hit the books at the library or similar. Specifically for finding out information that your character needs but does not already know by virtue of their other skills.
The Ride skill is used to stay mounted on another creature. For gentle transit, Ride checks generally should not be required, but once things get tense a Ride skill can be all that separates you from a mouthful of dirt. May also be used in riding competitions.
The Running skill is for when overland creatures gotta go fast. Use this skill to Rush using Overland Movement, or to participate in feats of speed during events such as a Pokeathlon.
The Science group skill covers a number of fields, purchased separately. Examples include Astronomy, Biology, Botany, Chemistry, Cryptography, Forensics, Geology, Mathematics, Meteorology, Parapsychology, Pharmacy, Physics, Zoology. Pokémon-specific fields include Megalobiology, Terastology, Ultrology, Paradoxian Studies. The GM may add to or remove from this list as appropriate to their campaign. This skill represents specialized knowledge in a field and will generally rely upon either specific perks, or a situational application that the GM or Player must call for.
This skill is used to study the stars and planets.
This skill is used to study living organisms.
This skill is used to study plants.
This skill is used to study chemicals.
This skill is used to study codes and ciphers.
This skill is used to study evidence from crime scenes.
This skill is used to study rocks and minerals.
This skill is used to study numbers and equations.
This skill is used to study the weather.
This skill is used to study ancient organisms and fossils.
This skill is used to study psychic phenomena, and for using Rush while utilizing Teleport Movement.
This skill is used to study drugs and medicines.
This skill is used to study matter and energy.
This skill is used to study animals.
This skill is used to study the biology and mechanics governing Mega Evolution.
This skill is used to study the Dynamax Phenomenon.
This skill is used to study the Terastal Phenomenon.
This skill is used to study the biology of Ultra Beasts.
This skill is used to study the biology of Paradox Pokemon.
This skill covers feats of legerdemain and physical misdirection, such as card tricks and other non-magical illusions along with the likes of picking pockets.
As the name implies, this skill is utilized to spot things, usually something hard to see or outright hidden. That can be creatures within your field of view trying to use Stealth against you, or it can be used in an investigative context to look for hidden clues.
This skill covers efforts to conceal yourself that do not rely on disguise or social interaction. This is opposed by Listen where creatures do not have you in their field of view, or Spot if they do. Can also be utilized to blend into crowds and to tail unsuspecting marks.
This skill is used to find shelter and to seek out edible foods in the wilderness. It may be appropriate to use for field crafting of things like rafts and temporary bridges, especially if you do not have a full handyman's or mechanic's toolset to tackle normally.
The Swim skill covers all applications of the Acrobatics and Running skills but in the water, including using Rush. It also covers any checks that might be required in line with diving.
This skill is used to help instruct another creature in a skill or other knowledge you already possess. Used for more general Aid rolls and all varieties of Tutoring.
Thaumaturgy is the knowledge of the deeper magical mysteries - wisdom, theory, and speculation. Thaumaturgy is the purest, but the most dangerous, approach to learning and wielding magic. Mages must balance their own hubris with the great temptations beyond the veil.
The Track skill is used to follow the trail that another creature has left in order to follow them to their home or other location. If the creature is actively trying to avoid being followed, this is opposed by Stealth. Also used for Fishing.