Skills

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Skills are what characters and NPCs use to do their day-to-day jobs. Using a short sword, moving silently, tracking game, and Dark magic are all skills. Each skill is represented with a number: Dagger 17, for instance. The higher the number, the greater the skill. When the GM asks you to check your skill, you roll 3d6: if you roll less than or equal to your skill, you succeed... but an 18 always fails, regardless of skill.

During character creation, you will be permitted to choose your character's skills and spend initial points in them. Once you begin play, you cannot add new skills without a teacher, but you can increase the number of points spent in each skill to increase it, to the maximum possible spend for each skill. At that point, the only way to increase the skill further is by increasing the attributes the skill is based on.

There are six classes of skills:


Skill Rules

Skills are purchased with points. The higher the DF of the skill, the more points are required to become a master at that skill. Your skill is based both on the number of points you spend and on the average of the two Attributes that the skill is based on.


 DF 0  DF 1  DF 2  DF 3  DF 4  DF 5  DF 6  DF 7 
Att -7 1
Att -6 1 2
Att -5 1 2 4
Att -4 1 2 4 8
Att -3 1 2 4 8 12
Att -2 1 2 4 8 1216
Att -1 1 2 4 8 121624
Att 1 2 4 8 12162432
Att +12 4 8 1216243240
Att +24 8 121624324048
Att +38 12162432404856
Att +41216243240485664
Att +516243240485664
Att +6243240485664
Att +73240485664
Att +840485664
Att +9485664
Att +105664
  Att +11  64


For skills, the usual range of useful skill levels is 14 to 18. A "real world" comparison of skill levels:

  • 5: Astoundingly bad. You will never succeed, except by luck.
  • 9: Clumsy. An average person attempting an easy skill for the first time.
  • 12: Unskilled. A rookie after his first month of training.
  • 14: Novice. An average person after some study, or a talented beginner.
  • 16: Veteran. A good, experienced professional. At this level, with a weapon, you rarely miss.
  • 20: Expert. You have a lot of experience.
  • 24: Master. You could train others, and train them well.
  • 28: Grandmaster. You could perform this task blindfolded.


You will want to pay particular attention to the Bonuses/Penalties chart. Many skills receive additional bonuses or penalties to their levels based on your attributes. In particular:

  • All ranged weapon skills receive a PER bonus or penalty to their levels.
  • All melee weapon skills receive an AGI bonus or penalty to their levels.
  • All Thieving skills receive a PSY bonus or penalty to their levels.
  • All Lore skills receive a KNO bonus or penalty to their levels.


See Also

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