| Gift | Description |
|---|---|
| Physical capability — strength, agility, endurance, coordination | |
| Perception, reasoning, analytical thinking, precision | |
| Social magnetism, command, and personality | |
| Willpower, mental fortitude, composure under pressure | |
| Innate magical aptitude, ability to sense and manipulate magical energy | |
| Physical grace, aesthetic presence — the quality of being compelling to perceive |
Every character has a minimum of 1 and a maximum of 5 in each Gift.
Skills are organized by category below. Categories exist purely as an organizational convenience — they have no mechanical meaning. Any skill can pair with any gift.
| Skill | Description |
|---|---|
| Tumbling, balancing, and agile movement | |
| Scaling walls, cliffs, and other vertical surfaces | |
| Moving unseen and unheard | |
| Moving through water and staying afloat |
| Skill | Description |
|---|---|
| Unarmed fighting — fists, grappling, tackles | |
| Blocking, parrying, and shielding against attacks | |
| Fighting with handheld weapons — swords, axes, spears |
| Skill | Description |
|---|---|
| Bows, crossbows, and similar ranged weapons | |
| Firearms and gunpowder-based weapons | |
| Thrown weapons and slings |
| Skill | Description |
|---|---|
| Working with animals, including riding | |
| Identifying and using plants, herbs, and fungi | |
| Navigating, tracking, and thriving in the wilderness |
| Skill | Description |
|---|---|
| Historical, arcane, and scholarly knowledge | |
| Diagnosing and treating injuries and illness | |
| Understanding power structures, factions, and diplomacy | |
| Building, repairing, and working with mechanisms | |
| Appraising goods, haggling, and commerce |
| Skill | Description |
|---|---|
| Winning people over with warmth and likability | |
| Intimidation, threats, and pressure | |
| Reading emotions, motives, and unspoken intent | |
| Navigating social norms and formal settings | |
| Acting, singing, storytelling, and public display | |
| Convincing others through argument and rhetoric |
| Skill | Description |
|---|---|
| Hiding objects, evidence, or intentions | |
| Lying, misdirection, and disguise | |
| Pickpocketing, lockpicking, and theft |
| Skill | Description |
|---|---|
| Noticing danger, ambushes, and hidden details | |
| Pushing through pain, fatigue, and hardship | |
| Resisting magical influence, fear, and mental intrusion | |
| Careful attention to detail and thoroughness |
Casting spells from the spell catalog requires the Channeling gift paired with the appropriate channeling skill. A character without the Channeling gift cannot produce spell effects, regardless of their skill ranks.
That said, channeling skills paired with other gifts are entirely valid for narrative, non-spell-casting purposes. The skill represents knowledge of and familiarity with that energy type — spell casting is not the only thing you can do with that knowledge.
Wits + Fire: Fiera examines the enchanted forge, reading the heat signatures and energy residue to determine what was last crafted here.
Resolve + Mentality: Tharis feels the psychic intrusion pressing against his thoughts. He does not push back. He simply refuses to move. The intrusion finds nothing to grip.
Appeal + Restoration: The patient has refused treatment twice. Something about the way the healer speaks — calm, unhurried, as though the outcome were already certain — changes his mind. He extends his arm.
See Magic for full spell casting rules, including channeling, enchanting, and combat magic.
| Skill | Description |
|---|---|
| Channeling and controlling electrical energy | |
| Imbuing objects with magical properties | |
| Creating and manipulating flames | |
| Telekinetic and concussive magical effects | |
| Telepathy, mental communication, and psychic effects | |
| Discharging stored or ambient magical energy | |
| Healing and mending through magical means | |
| Detecting and analyzing magical auras and effects | |
| Manipulating darkness, absence, and negation |
| Skill | Description |
|---|---|
| Reduces incoming damage in the | |
| Free movement in combat. Each dot grants 1 free square of movement per round |
| Skill | Description |
|---|---|
| Carrying, dragging, and sustained physical exertion | |
| Withstanding toxins, venoms, and noxious substances |
In Soltherra, Gift + Skill pairings are not fixed. The same skill paired with a different gift creates an entirely different fictional moment. The player describes what their character does, and the GM determines which Gift + Skill combination applies. This means every character approaches challenges differently based on their strengths.
Channeling + Coercion: “I let a crackling arc of electricity dance between my fingertips as I repeat the question.”
Appeal + Melee: “My opponent hesitates — just a moment of awe — and that’s all I need.”
Resolve + Lore: “The cursed text tries to worm into my mind as I read it. I keep translating anyway.”
Select a gift and a skill below to see example pairings from the database.
The Prepare mechanic allows a character to add a third die to any roll by spending time preparing with a relevant skill beforehand. See Combat Rules and detailed resolution sections when available.
Riches, Class, and Fame are set during character creation and cannot be upgraded with experience. They are not skills — they represent the character's social standing and resources at the start of play.
See Character Creation for how to build a character using these Gifts and Skills.
© Soltherra RPG System