1 Terra Reconquista Game design, concept and all the other crap: Argonaut Disclaimer: This game will offend many. If you are easily offended, don't play it. The foremost impetus for creating this game is hate. If you do not hold hate within you, you cannot play it. If you are jewish, you are not allowed to play it. This game is a parody does not encourage real world violence nor crime. All events within the game are fictional and anyone picking up this book or playing Terra Reconquista should understand that. The goal of Terra Reconquista is to promote positivity toward people of European heritage. [Note: this game is unfinished and in development, although in a playable state. There will be inconsistencies and other issues. All the rules and such will not be perfectly balanced. Tweaks and alterations will no doubt have to be made, and additions made. Several mechanics might so far only exist in my head and haven't been written down. Feel free to ask for clarifications.] This is a free copy you are encouraged to share with others. All art in this book is attributed to the world- r̶e̶v̶i̶l̶ -renowned artist Al Sloppe. He works fast and cheap. Oh, and there's one image from a Python (Monty) movie. Argonautica Hyperborealis Email: nekrunautti (ät) proton.me Xitter (as long as I remain unbanned): @reconterranaut Version 0.88 2026, Autumn All Rights Reserved, except for the right to be a nigger. You can have that. 2 Table of Contents Introduction ......... .. ...3 Race Master Tips ..... ....6 Character Creation .... ..9 Vocation Chart .........1 3 Skill Chart ..............1 3 Attributes and Skills ....1 8 Knacks .....................22 Vocations ..................26 Attribute and Skill Advancements .........2 8 Vocation Points ........30 Equipment .................47 Income Charts ...........48 Magic Powers .............56 Rules ........................65 Combat .................. ...70 Bestiary ............... .. ...77 Character Sheet ...... .....81 3 The year is 2088. Europe has fallen. The West has fallen. Most of what has taken millennia to build has been destroyed. Only a few nation states persist, and the ones that do have paid a heavy cost. Only a fraction of the White race survives. Yet the Hyperborean man of Aryan heritage is not gone. Pockets of organized White men exist. They are working to reclaim that which we once had. From the hordes of niggers and sandniggers, conspiracies of kikes, and abominations from beyond. Some are still Hyperborean in blood or Aryan in spirit. They fight to re-conquer all that was lost, and reverse the seemingly inevitable extinction of the grim future. What is an RPG? Terra Reconquista is a roleplaying game (RPG). If you have no idea what that is, Terra Reconquista might not be your best introduction to them. Still here is the obligatory explanation. Roleplaying games are co-operative storytelling between a group of a handful of people traditionally sitting around a table, although in recent times this can also occur among online using voice chat and other digital aids. One player is usually called the Game Master, but in Terra Reconquista he is referred to as the Race Master or RM. He runs the game describing all the locations, the people inhabiting them and their actions. The other players create a single character each and experience the fictional world through that character. Since roleplaying games are games there are rules to keep things fair and exciting when conflict or uncertainty occurs in the narrative. If the RM were to decide all outcomes himself the game might feel arbitrary or simply dull. Whether the barbarian defeats the giant serpent in battle, the office clerk manages to climb the ladder to escape from the monster, or the librarian finds the information regarding the magical ritual in musty tomes is determined using dice. Still simple actions such as walking to a door and opening it does not require a die roll, it simply happens, although theoretically these is a miniscule chance of the person tripping over his feet and failing. Likewise most people will know without effort that Paris is in France, but to know that Paris is also in Texas might require a roll. Most tasks in Terra Reconquista are handled using a D100, which means rolling two ten-sided dice. One number is the tens, the other is the ones. For example, if the first die rolls 5 and the other rolls 6, the end result is 56. This can be called the percentile system. To determine whether a task succeeds the character has to roll under the character's appropriate stat. Should the fireman attempt to kick down the door, he has to roll a D100 equal or under his Vigour of 50. Other dice are used for some other rolls. While the Race Master has the most demanding role in an RPG, the player characters have an important role to play as well. The players' task is to play a fictional character that is appropriate for 4 the fictional world, and not simply insert themselves into the world of Terra Reconquista, nor an idealized version of themselves. One of the joys of roleplaying games is to play someone who thinks very differently from the player himself, such an atheist playing a Christian or vice versa. The players are thrown into the world of Terra Reconquista with little agency at character creation. Most things are rolled randomly such as race, job and stats. This represents the harshness of nature that Aryan are born to contend with. After that though the players are allowed and expected to mold the character chosen randomly into an intriguing avatar into Terra Reconquista. History It is the year 2088AD. Most nations, not only in Europe, but across the world have imploded, dissolved or fallen into anarchy. Although there are worse fates for some regions of the world than that. Many decades of recent history are lost with little in detail known expect to those few who survived and experienced them. After all there no-one had the time or opportunity to write things down while running or fighting for their lives. What is known, however, or at least believed by the majority, is that in the year 2030 Israel exploded. Whether it was a nuclear strike, the Tsar Bomba, a whole new weapon, or something else, is debated. Yet that was not all. Soon after not only did the world order that had existed for more than a century quickly began to dissolve. More than that reality itself appeared to have suffered a similar fate. People began to change, mutate, twist, aberrations appeared. They were results of genetic experiments gone wrong, and something darker. Beyond whatever bomb went off in Israel there were rumours of sacrificing the red heifer, building the third temple. the arrival of the jewish mosciach, yet something obviously went wrong. Not only was the worst hive of scum and villainy of God's green earth destroyed, demons, and other entities previously thought only to exist in myth and legend, appear. Possessions, magic, dark rituals were becoming an undeniable reality. Although Israel is viewed as the epicenter of the cataclysm, there have been reports of unnatural disasters, creatures and events from various parts of the world from that era. The 2030s were a time when almost all of civilization, not merely the Western civilization, fell in just a decade. Billions died in disasters, wars and orgies of rape and murder. Mutated niggers, possessed sandniggers, deranged trannies, and conspiring jews began to pray on Aryans even more openly and many more fell. Some fought back successfully. The survivors huddled together to survive and eventually to rebuild. To reconquer! In 2088 pockets of whiteness, of civilization, of sanity exist in different quantities. A few small but entire nations still stand. Some counties, duchies or city states hold on to their property and land. A few are strong and fortunate enough to 5 fight to increase the size of their domain, to push back against the forces of kikery and niggerdom. On the positive side, the globo-homo empire controlled by the jews is no longer. Europe, North-America and other lands formerly controlled by men of Aryan heritage may be overrun but ethnic outsiders, but there is no longer a mechanism for importing more of them. For the White man, this crisis can be a great opportunity. The world of 2088 truly is diverse in the actual sense of the word. There is no global ideology that is being forced upon everyone. No One World Government in name nor in fact to bind everyone in darkness. Most regions are isolated with their own problems and peculiarities. There is no global internet, although such technologies still function in select locations. Other areas resemble the middle-ages more than the modern world run by electricity and oil. The player characters are Aryans in flesh or in spirit. Indeed few pure-bred Aryans exist. The White man lost countless battles and several wars without even knowing it throughout all of modernity. Some player characters are only partially White, someone's character might even be a Based Nigger™. Still who mever these flawed would-be heroes are, they struggle to survive or to reconquer in the chaos that is 2088. They are heroes, but not super heroes. The world is a dangerous place inhabited by forces of racial enemies, demonic forces and other unnamable things. Many will die, some will die horribly seeing their dreams turn to ashes, but maybe, just maybe a few will help rebuild things as they were, or even greater. 6 Tips for Race Master on how to use Terra Reconquista This RPG allows the Race Master to construct various kinds of scenarios to suit his needs. Conventional adventures of delving into ruins and dungeons are possible, as are games focused on surviving in a post-apocalyptic wasteland with few resources. A scenario where the players are stuck on an abandoned oil tanker out on the sea while something unspeakable stalks them is possible. Despite the devastation some cities stand. A murder mystery for the characters to solve in modern city is one option. How about an all out war between two well- armed nations, or a desperate battle against a horde of mutant niggers lead by the foul sorcerer Kikelberg? While the fate of a few locations on earth in the year 2088 are mentioned in this book, the RM should feel free to change to suit his needs. According to the canon Wales is its own nation holding things together somewhat, whereas as most of England is overrun by sandniggers and pajeets. If you don't find it a convincing outcome, or have an idea that is cooler, feel free to change it. The overall setting of Terra Reconquista is designed to be a certain way, yet the fates of individual nations, regions or cities are easy to change. Ultimately it's up to the RM, possibly in conjunction with the players, to decide whether Paris is a ruined wasteland, the capital of a caliphate that consorts with demons, or one of the last bastions of European culture and might. According to my canon, Helsinki was nuked and utterly devastated, whereas the rest of Finland broke into a few different counties or duchies. It tends to be assumed that Russia nuked Helsinki, although a few suggest that it was actually Finnish nationalists that goaded Russia into doing so. With the destruction of the Finnish capital of poz, Finland was saved. Sort of. I, the author of Terra Reconquista, am Finnish and therefore I have to have some explanation of how Finland is in 2088. I won't bother to do the same with Albania, but you might be inclined to do so. Italy is entirely overrun by niggers and such with the exception of Rome that is governed by pope Petrus Arianus whose faith keeps the impure away from the holy city. The rest of the world outside of Europe has changed greatly as well. China has broken up into smaller nations that mostly compete with each other aching to the Warring States period of ancient history. Different states have different ideologies and ethnic makeups. CCP governs probably one of those. Another has a large portions of the descendants of Aryan expats. Japan likewise has broken up into smaller sections resembling the Sengoku era, albeit still quite technologically advanced. Some of the daimyous are of foreign extraction such as muslims, Catholics or Zainichi Koreans. 7 What has happened in the Americas then? I don't think the United States exists anymore, but honestly trying to come up with an explanation of the status of USA in 2088 would require an entire book itself. Let's just California being a spawning point for all sorts of demonic activity is a safe bet. Long Florida might be a thing. Before moving on to more relevant matters, let's see a few suggestions of different types of stories that are possible in the setting to test the wits and values of the player characters. A valley in Bavaria is locked in a conflict between niggers armed with assault rifles and White men with stone age technology. The player characters stumble upon a town among the cursed and mutated forest populated by niggers who are dressed in national socialist uniforms and claim to revere Hitler. A seemingly prosperous city full of Aryans turns out to be ruled by a jew. Is he truly honest and benevolent, and if not what's really going on? The player characters have to guard a remote outpost for a week from waves of hostile sandniggers until the reinforcements arrive. Otherwise the whole country falls. Perhaps a contingent of Nazis fled into Neuschwabenland in the Antarctic at the end of World War Jew, and ended up in the Agartha in the hollow earth. Finally it's time for them to return to the surface to reconquer the earth. The player characters need to assist them as they've been gone for more than a century and have no idea what to expect. Remember to use common sense though to answer some questions. If the town of Yli- Tornio has advanced technology such as quantum teleporters and ion cannons, why haven't they managed to conquer much larger territory? 8 Religion and Ideology In the year 2088 most free Aryans revere Adolf Hitler as one of the greatest heroes of history. Certainly differing opinions exist. Some still attest he was a Rothschild asset and whatnot, but generally speaking people revere him. Those who believed in sodomy, inclusivity and liberalism are long dead, except for some zones where the Aryans are enslaved in spirit. Religion is mostly split between Christians and those who follow the pagan gods of their own ethnic pantheon. Some atheistic scientific racists exist as well. Hitler, in the minds of some, has achieved Apotheosis and he is also worshipped as a deity. A few have their unique schizo spiritual beliefs. In the world of Terra Reconquista though the most devout in their faith in Christ have manifested the ability to enact small Miracles. Likewise some who follow the path of their Hyperborean ancestors can tap into that for power and insight. Hermetic magic has made a comeback as well. Yet witnessing the power of any of these mystical forces is not a commonplace occurrence. 9 This section covers the different phases of character generation. It's mostly done by rolling dice, but a few decisions have to be made. [This section is still incomplete. When it's done properly each race should have more defined characteristics. Now the bonuses they get are simple. Also the division into different sub- races is somewhat arbitrary. For example, South America is currently only a single race, whereas some other areas split into better defined ethnic groups. Doing this "properly" will take time Roll for race 01-35: Pure Aryan (Roll in the Aryan chart) 36-75: Mixed Aryan (Roll once in the Aryan chart and the Non-Aryan chart) 75-85: Honorary Aryan (Roll D6. 1-4 Japanese, 5-6 Mongol) 86-100: Non-Aryan (Roll in the Non- Aryan chart) Pure Aryan Germanic: 1-5 German +5% to Vigour and Tech 6-10 Dutch +5% to Mettle and Commerce 11-13 Flemish +5% to Sagacity and Craft 14-18 Norse +5% to Vigour and Navigation 19-23 Anglo +5% to Charisma and Allure Celtic: 24-28 Scottish +5% to Vigour and Revelry 29-33 Welsh +5% to Mettle and Mythology 37-40 Irish +5% to Charisma and Eloquence Slavic: 41-45 Russian +5% to Spite and Science (any) 46-50 Polish +5% to Zeal and Riding 51-53 Bulgarian +5% to Immanence and Mythology 54-58 Other Finnic: 59-62 Finnish +5% to Mettle and Revelry 63-64 Estonian +5% to Sagacity and Music 65 Udmurti +5% to Acumen and Wildcraft Latin: 66-70 French +5% to Spite and Allure 71-74 Italian +5% to Dexterity and Theology 75-80 Spanish +5% to Zeal and Inquest 10 81-84 Portuguese +5% to Relatability and Seamanship 85 Basque +5% to Acumen and Thaumaturgy Hellene 86-89 Greek +5% to Sagacity and Science (philosophy) 90-91 Macedonian +5% to Charisma and Riding Iranian 92-93 Iranian +5% Zeal and Demolitions Mixed: 94-99 American mystery meat +5% to Relatability and Commerce 100 True Hyperborean Non-Aryans Honorary: 01-06 Japanese +5% to Sagacity and Computers 07-10 Mongol +5 to Dexterity and Riding Other: 11-17 Chinese +5% to Finesse and Craft 18-24 Korean +5% to Charisma and Commerce 25-31 Turkish Turkroach: 50% chance of surviving a nuclear holocaust. 32-38 Indian Rivers of Filth: 50% chance of negating any disease as it enters his body. 39-45 Philippino +5% to Relatability and Allure 46-52 Indonesian +5 to Relatability and Swim 53-56 Malay Truly Asia: +5% to truly Asian activities such as rice picking and mathematics. 57-63 Thai +5% to Relatability and Dissimulation 64-70 Meso-American Blood-Sacrifice: When conduct a blood sacrifice, you are protected from disasteous consequences for a time. D4 days if a sizeable animal, like pig or bigger, or a nigger. A week if human. 71-79 South-American +5% to Mettle and Navigation 80-86 Le Based Nigger: +5% to Vigour and +2 to Movement. -10% controlling base impulses. 87-94 The Good Sandnigger: +5% to Zeal and +10% to beheadings. -10% to resist the allure of goats. 95-100 The Honest Jew: (Mischling) +5% to Relatability and +10% to Commerce. - 10% to telling the truth when it's inconvenient and -25% to self-reflection. If you're a "pure"-blooded honest jew, start from the beginning and roll race again since you committed honorable sudoku. Mixed Races Mixed races get the attribute bonus from one race and skill bonus from the other. In races with a Knack, such as Turks, you get all the bonuses due to their racial superiority. 11 Passions Passions are personal flaws. Each Aryan struggles with at least one. Choose for your character by rolling a D8 twice and choosing one of them. 1. Alcoholic: The character likes to drink a lot and often. Roll Zeal each day to resist the lure of alcohol. A cumulative -10% to the Zeal roll each day he doesn't drink. When he does engage with his Passion, roll Mettle to see whether he drinks too much. 2. Attention Deficit: The character has likes action and blinking lights. He has trouble calming down to focus on quiet activities such as reading a book or sitting down patiently. -10% to such activities. 3. Autistic: The character is consumed by a hobby such as model trains, video games, anime or Roman history. Not only does the hobby consume a lot of his free time, his obsession makes it difficult to relate to normies. -10% to social rolls with those don't share a similar passion except in professional matters. 4. Blue-eyed: The character is blue-eyed and gullible. (Not all blue-eyed people have this Passion.) -10% to resist lies. - 20% to resist jewish lies. 5. Narcissistic Altruism: The character believes a particular cause, such as environmentalism, religious proselytizing, esoteric Aryanism, or charity work, or a combination of them exists to feed his ego. -20% when working on such tasks, and if it fails, there's 50% chance of the character's actions harming the cause. 6. Nymphomanic: The character is obsessed with the opposite sex. This obsession might take form as some sort voyerism or a more direct and carnal manner. -10% to resist the lure of sexuality. 7. Chain-Smoker: The character is addicted to nicotine, whether old fashioned cigarettes, vape or snus. Smoking calms his nerves to make through the day or stimulates the gray brain cells. -10% to all rolls if the character hasn't indulged his Passion in half-a-day. 8. Soft-Hearted: The character is unwilling to kill even those who deserve it except in self-defense or defense of others. He has to roll Zeal with -20% to be able to attack or support an enemy that isn't aggressively attacking someone else. For example, he would sympathize with a rapist nigger running away or a jew swindler who has been caught with his lies. 12 Roll Attributes Roll the following Attributes 4D6+20 each: Vigour, Finesse, Dexterity, Mettle, Immanence, Zeal, Sagacity, Acumen, Relatability, Charisma and Spite Add race modifications. Calculate derived attributes Mark Vigour damage die. Vigour ADR. Mark Soak die. Mettle ADR. Attribute Derived Roll (ADR) chart Less than 10 is 0. 10:D2-1 20:D2 30:D3 40:D4 50:D4+1 60:D6 70:D6+1 80:D8 90:D8+1 100:D10 Calculate Precision. Acumen+Finesse/2=Precision Calculate Vitality. 5+Vigour+Zeal+Spite ADR dice rolls. Calculate Defense. Acumen+Dexterity+Finesse/3=Defense Initiative: Decify Acumen and Dexterity, add the numbers and halve them. Roll D6. Movement is determined with decifying Vigour, Dexterity and Mettle, adding them together, and dividing the result by 3. Round down. Afterwards add 2. That is the amount of squares a character can walk in a turn. Calculate Vril. Decify Charisma and Sagacity, combine and then halve them. Then add Immanence decified to that number to get the character's Vril score. 13 Vocation Roll twice for Vocation on the left. Choose one. Skills Roll twice for random skill on the right. First is blood memory. Second is trained. Weapon Depending on the scenario give characters one weapon skill. 1-2 Antiquarian 3-4 Apprentice Wizard 5-6 Archeologist 7-8 Athlete 9-11 Brawler 12-13 Celebrity 14-16 Computer Technician 17-19 Craftsman 20-21 Doctor 22-23 Drifter 24-25 Driver 26-27 Engineer 28-29 Explorer 30-32 Farmer 33-34 Fireman 35-37 Fisherman 38-39 Historian 40-42 Hunter 43-44 Hyperbarian 45-47 Investigator 48-49 Lawyer 50-51 Librarian 52-54 Mechanic 55-57 Militiaman 58-59 Monk 60-61 Musician 62-63 Nigger Slayer 64-65 Noble 66-68 Painter 69-71 Physical Labourer 72-73 Pilgrim 74-75 Priest 76-77 Reporter 78-79 Sailor 80-81 Scholar 82-83 Scientist 84-85 Sewer Worker 86-87 Skald 88-89 Soldier 90-91 Store Clerk 92-93 Teacher 94-95 Thief 96-97 Town Drunk 98-99 Writer 100 Hamster 1-3 Acrobatics 4-6 Allure 7-9 Athletics 10-12 Craft 13-15 Commerce 16-18 Computers 19-21 Custodian 22-24 Dissimulation 25-27 Driving 28-30 Duress 31-33 Eloquence 34-36 Husbandry 37-39 Inquest 40-42 Leadership 43-45 Medicine 46-48 Music 49-51 Mythology 52-54 Navigation 55-57 Noticing 58-60 Physiognomy 60-62 Politics 63-65 Revelry 66-68 Riding 69-71 Science 72-74 Seamanship 75-77 Skulk 78-80 Sleight of Hand 81-83 Survival 84-86 Swim 87-89 Tech 90-92 Thaumaturgy 94-96 Theology 97-100 Combat Skill Combat Skills 1 Unarmed 5 Polearm 2 Dirk 6 Flails 3 Sword 7 Handgun 4 Cleaving 8 Rifle 9 Archery 10 Demolitions 14 Furies Roll the starting scores for Furies of Fate to help the characters live a bit longer. Maiden: Roll Immanence ADR and consult the chart: 0-2:0 3-6:1 7-9:2 10+:3 Mother: Roll Spite ADR and consult the chart: 0:0 1-3:1 4-6:2 7+:3 Crone: Roll Sagacity ADR and consult the chart: 0:0 1-2:1 3-5:2 6-7:3 8+:4 15 Knack Roll for a random Knack. 1-2 Animal Fren 3-4 Antisemite 5-6 Artist 7-8 Axpert 9-10 Basher 11-12 Boxer 13-14 Brave 15-16 Brooding 17 Brutal Shot 18 Brutal Strike 19-20 Builder 21-22 Burglar 23-24 Burly 25-26 Charming 27-28 Connections 29-30 Crusader 31 Demon-Hunter 32-33 Drill Sergeant 34-35 Entertainer 36-37 Expressive 38 Hacker 39-40 Head for Facts 41-42 Healer 43 Hermetic Magic 44-45 Hoplite 46 Hyperborean Activation 47 Hyperborean Heritage 48-49 Greasemonkey 50-51 Inquisitor 52-53 Librarian 54 Linguistics 55-56 Lobes for Business 57-58 Jovial 59-60 Medic 61 Saintly 62-63 Nigger Hater 64-65 Nimble Fingers 66 Night Vision 67-68 Orator 69 Patience 70-71 Pattern Recognizer 72-73 Perseverance 74-75 Quick-Draw 76 Racer 77-78 Ranger 79-80 Resilient 81 Sailor 82 Scoundrel 83-84 Shrewd 85-86 Socialite 87-88 Spiritual 89-90 Streetwise 91 Strong Gut 92 Suckerpunch 93-94 Swashbuckler 95-96 Tech Nerd 97Trapmaster 98 Well-Traveled 99-100 Zealous 16 Personality and Backstory Roll D10 for each, or pick freely. Most valued thing: 1. Truth 2. Justice 3. Material gain 4. Social gain 5. Vengeance 6. Conquest 7. Hedonistic pleasure 8. Religion 9. A certain philosophy 10. Honour Personality 1. Social butterfly 2. Lone wolf 3. Always pre-occupied with a goal 4. Leader, aspiring or actual 5. Follower, or in search of a leader be they spiritual or secular 6. Straight shooter 7. Keeps motives elusive 8. Nature-oriented 9. Nerd, more comfortable with books, computers or model trains than people 10. Edgy and rebellious Valued possession: 1. Computer or phone 2. Book 3. Weapon 4. Clothing 5. Picture 6. Toy or game 7. Letter or audio-visual recording 8. Musical instrument 9. Something from your current or former job 10. A symbol Most valued person 1. Parent 2. Sibling 3. Lover 4. Friend 5. Enemy or Rival 6. Pet 7. Mentor 8. Political or historical figure except Hitler 9. A personal hero, such an artist or the uncle next door 10. No one Background: 1. Farm or other rural area 2. Pre-industrial town or village 3. Modern town or city 4. Futuristic city 5. Wartorn hellscape 6. Wasteland 7. Wilderness 8. The sea or an island 9. Enslaved or imprisoned 10. Nomadic 17 Equipment Roll D6+3 and check the list in the Equipment section on page XX for that many items suitable for the character and his Vocation. Depending on the campaign it can be assumed the character has a home with much more stuff. If the game occurs in his home town, defining it properly may be necessary. If on the other hand the campaign starts off on a desert island in the middle of nowhere, it's possible the character will never see his home again. Still in case he does, the player should have some thought about his home and property. The Equipment section also has the chart for determining the character's starting money based on his Vocation. 18 Here are explanations for the various attributes and skills. Attributes Vigour Physical strength. The ability to pack a punch or haul heavy objects. The higher the Vigour, the more melee damage a character does. Finesse Nimbleness of fingers and hands. Used in detailed work that requires precision. Attacks using some lighter weapons employ Finesse. Dexterity Limberness of the body. Used in most athletics feats like running and climbing. Also some attacks use Dexterity. Mettle Hardiness and endurance of the body. Used to resist suffering injuries and for physical feats that sap one's stamina. Immanence Measure of one's attunement to the metaphysical, and intuitive understanding of such matters. Used in certain magical arts and other supernatural abilities. Zeal One's determination to his cause and willpower. Used to resist terrifying experiences, not to lose faith, and repel effects of mind control and manipulation. Sagacity Remembering things and organizing such matters within one's head in a reasonable manner. Inductive reasoning. Used in scholarly pursuits and some types of magic. Acumen Noticing things and making judgments based on those observations. Pattern recognition. Deductive reasoning. Relatability Being likeable and relatable to the common man. Standing out just enough to leave to a positive impression, but not too much. Charisma One's ability to stand out socially. To gain the attention of crowds and masses and convince them to see your viewpoint. Spite One's accumulated resentment and vitriol. Not used in everyday tasks, but at times of stress or when pushed to the brink can be used to replace another attribute in a roll. Combined with certain Knacks, can boost other qualities. 19 Skills Allure The ability to charm and entice others to gain an interest or positive opinion of you. This can be doing verbally or non-verbally. Athletics Physical activity that requires Vigour, Dexterity or Mettle such as running, jumping, climbing and throwing. Commerce Skill of buying and selling in a way to save money and acquire profit. Understanding of markets. Where and when to buy and sell things. Computers Using and understanding computers and computer systems. Craft Craft encompasses various handicrafts and practical skills. When acquiring Craft, you have to pick which expertise to focus on. For example, Artist, Baker, Blacksmith, Bowyer, Carpenter, Cook, Cooper, Fletcher, Leatherworker, Sculptor, Stonemason, Taxidermist. Custodian Understanding of locks and security systems, as well as how to get around them. Dissimulation The art of donning disguises effectively, and pretending to be somebody else. Driving The skill to drive cars and other land vehicles, and do basic maintenance. Duress The skill to coerce others to do your bidding through intimidation, threats, or torture. Eloquence The skill to communicate using words in an effective and persuasive manner whether verbally or in writing. Husbandry The ability to understand and communicate with animals of all kinds, and care for them. Inquest The skill to interrogate people or examine details to gather information. Leadership The ability to influence and control crowds of people effectively. A leader knows how to act like he knows what he is doing. Also grants insight into the behaviour of crowds. Medicine Knowledge and practical skills regarding healing and medicine. Music Understanding of music in practice and theory, as well as the ability to play instruments. Mythology Knowledge and understanding myths and legends. Navigation Orienteering and finding one's way on land and at sea. Noticing The skill to notice unusual details, to recognize patterns. Physiognomy Ability to read a person's face to understand their nature, intentions, or what they are thinking.