Proficiencies
Skill Proficiencies
Proficiency in Skills can be achieved with class features, background features, and racial features. When proficient in a skill, a creature rolls 1 additional Volatility Die when making a D20 Test with that specific Skill.
Knacks
A character may also be further experienced in an activity more specific than one of the 24 Skills. These are represented by Knacks, and allow players to add an additional Volatility Die for each Knack that is applicable to the current D20 Test. Knacks are unique subcategories of skills or subjects that a character specializes in. There is not a defined list of available Knacks in Sunder, but some topics may include: acrobatics, Draconian history, horseback riding, or woodcarving.
Naming a Knack is an important part of its application. Knack titles are intended to be idiomatic
If a Test has more than one Knack pertinent to its goal (e.g. determining the original purpose of a wood-carved statue from the Gnosichron era), then the player adds a Volatility Die to their Volatility Pool per Knack applicable to the Test.
Domains
A third kind of proficiency involves Domains, which are broad subjects that define an adventurer's natural affinities towards certain actions or topics. There are thirteen domains, each corresponding to a deity of the pantheon:
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Spark - The Breath
Places of art, inspiration, ideation
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Flow - The Ebb
Places in flux, cycles, healing, water
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Scorch - The Hunger
Desolate, wasteland, fire
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Still - The Lurking
Hunting, fear, territory
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Warp - The Phantom
Mysticism, warped landscape, shadow
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Thread - The Weaver
Study, knowledge, arcana
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Root - The Shade
Earth, thriving nature, growth, development
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Gleam - The Glint
Desire, money, temptation, fey
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Glare - The Light
Illusion, deception, truth, exposure
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Crossing - The Migrant
Liminal spaces, wind, travel, havens
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Tear - The Urge
Scarred terrain, wrath, war
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Remnant - The Crownless
Ruins, abandoned locations, forgotten knowledge
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Bastion - The Lord
Justice, law, court, ordinance