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Cosmic Peril Fantasy: Skills List

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A skill in CPF is a type of player character attribute that symbolizes their knowledge, ability, and intuition with all aspects of a certain craft, trade, vocation, or hobby.

Skills are used to accomplish most things in a typical adventure, such as navigating, negotiating, investigating or fighting.

When skills are used in risky situations, a skill check might be rolled to see how it goes. This is generally rolled as 2d8 + skill level.

Players gain their first skills in character generation, and then may increase their skill levels higher during the game using experience points in advancement.

There are four main categories of skills: combat skills, basic skills, defensive skills, and arcane skills. Basic Skills are the most flexible skills and can be buffed by many talents.< Arcane Skills allow you to attempt supernatural magic and psionics. They cannot be gained or advanced without the "Caster" talent. Combat skills provide multiple benefits in combat. They also increase your HP and can be buffed by Talents.

Skill Name Applications Potential failures Level 6 Capstone Feature
Animals Skill working socially with animals and making animals obey commands, including mounting and riding animals. Add to pet attack rolls and mounted attacks. In a pinch, can also cover microbiology, bacteria and viruses, and minor veterinarian work. The animals run away, attack, or learn the wrong thing. You always succeed to identify animals, animal statistics and animal abilities.
Art Skill and speed in visual art, as well as art history, lore, understanding and identification of visual art, art tools and methods. Also applies to architecture. It takes longer, or is worth less to other people, or offends the audience. While your art is visible to allies, they get +1 to all rolls.
Athletics Add this skill to your Speed and HP. Used for climbing, jumping, swimming, pushing, lifting, throwing, breaking things with your own muscle power. Can be used for thrown attacks. Used for holding heavy weapons like rocket launchers. Generally when you fail it means you can't do the thing without either hurting/fatiguing yourself or simply can't do it this way. You can jump or fall up to 10 meters safely, with no roll needed.
Business Used for trading, negotiating, bluffing, persuading, and deceiving others in all possible capitalist contexts. You get a worse outcome on a deal or you don't notice a loophole for the counterparty in the deal. You always get a 25% discount on all prices when you negotiate, before you roll.
Computers Efficient computer programming, hacking and rapid data analysis. Hacking generally works for only short time windows and works much better closer to the system you are trying to hack. Can be used to control and attack with remote controlled drones. Your intrustion is detected, your account is locked out, your credentials are banned from the network. Your program is less effective or has unwanted results. System Lockout time windows are doubled for you.
Crafting Crafting, modification and repair of all solid tools, machines, weapons, and vehicles, weapons and blacksmithing. Also covers architecture knowledge. Good crafting results require time, space, materials, and high skill. Can also be used to pick locks. When you are crafting with peace, quiet and focus, you should generally not roll but just get results based on your skill level. If you fail while crafting under pressure, however: your project may take longer, be less effective, be fragile and prone to backfire, or have intended consequences. You can make one repair attempt on any damaged tool, weapon, machine or vehicle without needing parts.
Drive Ability to drive and pilot land, water, air, and space vehicles, including remote controlled drones, but not animals. Applies equally to all vehicles, and mostly to speed, safety and maneuvering. Can be used for ramming or sideswiping attacks as well. You crash, damage the vehicle, or waste fuel, or take longer to your destination. Your fuel usage becomes twice as efficient.
History Knowledge of the recorded and oral history of your character's society. Roll high to draw on connections between the past and what you are seeing now. You can only recall vague details or recall the wrong details. Once per day you can roll history as another skill to represent a famous hero of the past that you specify.
Insight Ability to intuitively sense what another person is thinking, feeling, caring about, or hiding. You cannot properly read the other person or get the wrong information. You can always instinctively sense whether someone is being entirely truthful or not, regardless of roll result.
Languages This skill is used to know and translate languages of different known cultures in your world. The better your skill, the more spoken and written language you can translate, faster, and in greater clarity. You can only recall bits of words, or recall the wrong words which may be humorous, ridiculous or offensive It never takes you longer than 1 day of focused study to become fluent in a new language.
Lead Inspiring others, intimidating others, public speaking, motivating others, commanding others. In addition, you can make an inspiring speech once per day by spending ~1 minute to help one ally use a skill with +[your lead skill level]. The people you are speaking to are unmotivated, depressed, offended, or cringe at your speech. You can make +1 additional inspiring speech per day.
Medicine General healing, first aid, amputations, installing implants and cyber-ware, autopsy, diagnosis, anatomy, corpse ID, vaccine development, and microbiology. Additionally, you can spend 15 minutes to roll for first aid to heal your skill level in HP to an ally's untreated wounds, with a med-kit. This has a chance of consuming the medkit. High successes heal more. Your medical efforts are less effective, cannot help, or make the problem worse. All your nonmagical healing abilities never take more than 1 action to use per target.
Music Ability to play music with voice and any instrument, as well as music history, lore and ability to identify audio instruments, tools and methods, as well as sounds in general. Can be rolled like a social skill to comfort or inspire others. Regardless of its true value, others find your music forgettable, offensive, or irritating. While your music is audible to allies, they all get +1 to all rolls.
Navigation Recognize tracks and trails, navigate from place to place and know directions, either earthbound or starbound, or underwater. Works in all environments. Applies to any vehicle or mount as well as on foot. You get less information or go the wrong way or get lost. You always know where to go to get more information.
Investigate Use this skill to find clues, items, anomalies and curiosities, using your senses and your investigator's intuition. You find less information and items. You can always sense danger nearby to you or your allies.
Science Used for chemical science, biochemistry, microbiology, and all crafting of all liquid or powder drugs, potions, batteries and bombs. Can be used to brew cures and vaccines, stimulants and performance-enhanching drugs. Good brewing results require time, space, materials, and high skill. If you start the game with this skill, you start with 1 potion/drug and the knowledge of how to brew more, given ingredients. The drug or potion you brewed it takes longer, is less effective, or has an unintended and unknown effect, or the ingredients are ruined and you get no result. You no longer need a lab to craft drugs. When you do have a lab, you get a further +1.
Stealth Used for sneaking, stealing, being personally unheard and unseen, and criminal history and lore. Only hides other senses like heat and smell if proper tools are used. Hiding is an action. Unseen attackers get +1 to hit and damage. Can also be used to pick locks. NOTE: Only roll this skill at the critical time when you may be discovered. When stealth fails, you are detected (or, if picking locks, your tools break.) You can roll your stealth skill for up to 15 allies in a group, and they will all share your result, regardless of any personal stealth penalties they have, only yours matters.
Talk Persuasion, diplomacy, charm, manipulation, deception, distraction, taunting, intimidation. Your conversation is less effective or offensive. The TN to improve a relationship in some way, is capped at 12.
Knowledge: Speciality Knowledge of a specific topic not covered above. For example:
Plants: knowledge of useful herbs, useful organic compounds derived from plants, ability to find new useful plants in unfamiliar environments, and knowledge of what plant growth patterns imply about the environment of the area. Can also be rolled to improve any plant-related action such as climbing trees, cutting through hedges, etc.
You recall only vague hints or partially incorrect info. You have an innate sense of in which direction items relating to your knowledge specialty can be found.

Defensive skills help to protect your character in and out of combat, as well as provide add-on benefits.

Defensive Skill Name Applications Potential failures Level 6 Capstone Feature
Dodge This skill is rolled to dodge most physical attacks in combat, as well as explosive effects and falling debris. When you succeed you either avoid damage completely or take minimum damage from a skilled enemy or powerful explosion. If you critically succeed, then you can take a main action as a reaction. If you fail to dodge, you take standard damage from an enemy, minus your DR. If you critically fail, then you take a critical hit from the enemy. Whenever you successfully dodge something, and whenever an enemy misses an attack against you, you can opt to instantly jump or roll up to 5 meters in any direction you choose without provoking attacks.
Meditation This skill can be rolled to resist spells cast upon you, and to sustain your concentration on spells and other things whenever it is threatened by attacks and distractions. Additionally, if you have at least level 1 in this skill, you will regenerate your level in this skill in spell points per hour of meditation. A failed meditation roll results in you taking full or critical impact from an enemy's spell, or losing concentration on your own spell. You are immune to magical status effects that would disable you or control your mind.
Resilience This skill adds to your HP, adds to HP regeneration from resting, and can be rolled to resist intense heat, cold, disease, poison, radiation, crushing, and other un-dodge-able hazards. Failed rolls result in full damage from hazards, infection, corruption, poison and exhaustion. You do not have disadvantage on rolls from fatigue while exhausted.

Arcane skills are psionic or magical skills used to achieve supernatural utility powers. These powers are not meant for mortal hands, and each attempt with them is dangerous.

Arcane skills cannot be learned or upgraded without the Caster talent. The Caster I talent allows one arcane skill to be trained, while Caster II allows any arcane skills to be trained.

Each time a player advances to a new level of arcane skill, they receive that skill's core power at that level, and if the level is higher than 1, may also choose one of the available spells for that level.

Arcane Skill Name Applications Potential Failures
Chronomancy Viewing of the past, future, and alternate realities. Modifying these, changing the flow of time. You may be charged more SP, you may lose control of time, change it irreparably, or see visions of doom.
Cryomancy The use of arcane ice and cold primarily to destroy enemies, but also as a tool. Failed cold spells may be less effective against targets, cost more sp, harm allies, or work entirely too well, or invite an unwanted elemental being.
Electromancy The use of arcane lightning primarily to destroy enemies, but also as a tool. You may accidentally shock yourself, your friends, erase important data, lose additional sp, or start a fire.
Illusion Creating sensory illusions to deceive other living things. The illusion may be less effective, cost more sp, or may be too effective and may be entirely real.
Metaphysics Detecting & dispelling magical effects, modifying and upgrading other spells, combining and triggering spells. Failed metaphysical manipulations may cost more sp, result in magical explosions, wild magic effects, or dimensional rifts.
Necromancy Spells that primarily create undead minions but also provide weapons and tools related to death, bone, and poison. Losing control of one's undead minions is a constant danger to students of this school, as well as the standard risks.
Pyromancy The use of arcane fire, heat, and smoke primarily to destroy enemies, but also as a tool. You may accidentally burn yourself, your friends, cause a wildfire, or accidentally summon dangerous flame-beings.
Sanguithurgy Healing, harming, reshaping and otherwise modifying living biological creatures. Failed healing spells generally cause unintended mutations.
Telekinetics Moving objects without touching them, and transforming or changing things on a molecular level. You may accidentally damage objects, have less control over objects, or move things entirely too quickly.
Telepathy Reading minds, mental communication, mental harm and healing, and mind control. You may accidentally give away your own thoughts and intentions, cause unintended harm or nightmares, or engender hostility.
Teleportation Instant translocation of yourself items, vehicles, animals, and others, with some restrictions. You may not go as far or as accurately as you wanted. You may teleport things you did not intend to teleport. You may be shifted to another dimension or accidentally tear open a portal to an unsafe place.

Combat skills help the user both attack with and defend from weapons. Levels in combat skills increase your accuracy, damage, speed and hit points.

In combat, you roll your combat skill to try to hit an enemy's defense target number, which the GM will tell you.

Each time a player advances to a new level of combat skill above 1, their HP is increased by that skill: +1 per level for Shoot, and +2 per level for Punch and Melee.

High levels in combat skill may provide other benefits as follows:

Shoot skill

: Covers all projectile weapons and projectile spell attacks. Some heavy personal weapons require a certain minimum athletics skill and commanding attack drones may require sufficient computer skill. Can also be used to intimidate with projectile weapons.
Level Accuracy Damage Bonus On Miss Special HP Bonus Speed Bonus
Untrained -2 Accuracy 0 - - -
1 +1 1 - - +1 total +1 total
2 +2 2 - - +2 total +2 total
3 +3 3 - - +3 total +3 total
4 +4 4 Graze: 1d4 - +4 total +4 total
5 +5 5 Graze: 1d4 +1 critical strike chance +5 total +5 total
6 +6 6 Graze: 1d4 +2 crit chance, cannot critical-miss, always pierce 1x +6 total +6 total

Melee skill:

covers all melee and thrown weapons. Can also be used to intimidate, destroy, cut, or lever things. You can also use athletics for thrown weapons. Most special attacks allowed, but punch is superior for throws & chokes.
Level Accuracy Damage Bonus On Miss Special HP Bonus Speed Bonus
Untrained -2 Accuracy - - - -
1 +1 1 Graze: d4 - +2 total +1 total
2 +2 2 Graze: 1d4+2 - +4 total +2 total
3 +3 3 Graze: 1d4+3 - +6 total +3 total
4 +4 4 Graze: 1d4+4 +1 critical strike chance total +8 total +4 total
5 +5 5 Graze: 1d4+5 +2 critical strike chance total, always cleave +10 total +5 total
6 +6 6 Graze: 1d4+6 +3 critical strike chance total, always cleave +12 total +6 total

Punch skill:

covers all martial arts, wrestling and unarmed combat. Can also be used to intimidate or destroy things and move people. Maximum variety of special attacks allowed, including throws, chokes, piledrivers etc.
Level Accuracy Damage On Miss Special HP Bonus Speed Bonus
Untrained -2 Accuracy 1d4 - - -
1 +1 1d10+1 Graze: d4 - +2 total +1 total
2 +2 1d12+2 Graze: 1d4+2 - +4 total +2 total
3 +3 3d6+3 Graze: 1d4+3 - +6 total +3 total
4 +4 1d20+4 Graze: 1d4+4 At any time, you can make an unarmed attack with your Bonus Action. +8 total +4 total
5 +5 2d12+5 Graze: 1d6+5 +1 critical strike chance total, bonus action attack, can throw enemies larger than you. +10 total +5 total
6 +6 1d30+6 Graze: 1d8+6 +2 critical strike chance total, bonus action attack, can throw enemies much larger than you. +12 total +6 total