Anything is a skill
From swordplay to strange specialties.
If it makes sense, it can be a skill.
Adventurers' Song lets you start playing immediately, imagine nearly anything, and bring those ideas into play. The rules will shape around you. Every skill begins with a simple question: does it make sense, and is it reasonable? If yes, it belongs on the sheet. You are not limited by rules, just imagination.
Your character sheet should grow as wildly as your ideas.
From swordplay to strange specialties.
Ask: does it make sense?
Combine talents for bigger effects.
New skills come from what happens.
Rules follow the idea.
We reward creative thinking instead of forbidding it. The world is your canvas; your skills are the brushstrokes.
If you can justify a talent in the fiction, you can write it onto your sheet.
Examples:
Combine skills together into chains when it makes sense. Great things happen when talents work in harmony.
The only real limits are common sense and the GM's judgment.
Freedom guided by reason, story, and fairness.
In Adventurers' Song, everything is a skill, even the things that most games treat as separate systems. All skills start at zero and evolve following the same guidelines. Unlimited skills means you can be exactly who you want to be.
The sheet does not fence skills into separate boxes. If it matters in play, and it makes sense, it can live in the skill system.
Hear the whispers of the heavens.
Make deals even goblins respect.
Tread where fire has cooled.
Bind moments into perfect knots.
Fight by light and shadow.
Call the dead with a tune.
Read the leaves. Know the future.
Fix what should not be fixed.
Knot the unseen and make it hold.
Map the dreams others forget.
The most elusive skill of all.
If you can imagine it and it makes sense, it belongs here. What story will your skills tell?