Skills
Skills are the talents of characters. Many actions require a skill roll.
Every skill has a skill stat, which is the attribute used to calculate the final skill score.
Skills have two numbers, skill level and skill rating.
Skill level (SL)
has several uses. One, it represents your current level of training in a particular
skill. There are up to three levels in any skill: Novice, Expert, and Master. Two, it allows you
to spend less Power Point when using that skill. Three, it usually gives bonuses depending on
the skill.
Skill rating (SR)
is the number added to the skill stat to make the final skill score. SR can be
improved upon gaining experience and leveling up. This represents the amount of training you
have accomplished so far for that skill. More training means better chances of success. Novice
level allows up to a 20 SR; Expert allows up to a 40 SR; and Master allows up to a 60 SR. To
go from Novice to Expert requires at least a 15 SR, and from Expert to Master at least a 30 SR.
Here are a short list of some skills currently employed by this game:
Weapons
These include barehanded, bladed, crushing, and missiles, and tactics. The skill
stat for Weapons skills is Dexterity.
Sword
This is a very common skill for fighters. This includes short and long swords, two-handed
swords, and two swords in two hands. A character untrained in Sword skill consumes 8 PP when
swinging a sword. A Novice swinging a sword consumes 5 PP. An Expert swings a sword with
3 PP. Master uses only 2 PP. Skill Level can also be used to modify attacks against another
Swordsman. Default skill rating is 5.
Axe
This skill is usually employed by stronger characters. This includes short and long axes,
two-edged, polearms, and two-handed axes. An untrained characters swings an ax with 10 PP. A
Novice 6 PP, Expert 4 PP, Master 2PP. Skill Level can also be used to modify attacks against
another Axeman. Default skill rating is 5.
Dagger
This is different from the Sword skill, in that this deals with small sharp weapons such
as knives and daggers, usually by thrusting at and piercing the opponent. A character with no training in Dagger skill consumes 5 PP. A novice 3 PP,
Expert 2 PP, Master 1 PP. Skill Level can also be used to modify attacks against another Dagger
wielder. Default skill rating is 5.
Bow
This is a skill to accurately fire an arrow from a short or long bow, hunter's bow, or other
similarly crafted bow, designed to hit targets from a distance. Characters with no experience in
using bows consume 10 PP. A Novice consumes 6 PP, Expert 4 PP, and Masters 2 PP. Skill
Level can be used to increase the rate of recovery. Normal characters recover in 4 turns. Default
skill rating is five.
Shield
This skill is necessary to properly use a buckler or shield or any similar object defensively
and sometimes offensively. Those untrained in the proper techniques of shielding will consume
2 PP. A Novice will tap 1 PP, but an Expert or a Master will not consume any PP. The skill level does two things:
one, it is added to your defense and armor bonus; two, it adds the same amount to your PP when
you are actively defending with the shield. Default skill rating is 5.
Magic
In some fantasy settings, there are ethereal forces that are invisible and unknown to many
inhabitants, but are harnessed and sometimes abused by those that know the truth. Magic can
be divided into schools, each one focusing on one facet of the ether of magic. The character must
have the Magery trait in order to use these skills. The skill stat for Magic skills is Intellect.
Fire
This is the school dealing with heat, flames, and explosions. Fire mages, or pyromancers,
get to play with fire spells such as torch, fireball, and firewall; more experienced pyromancers
go on to learn destructive spells such as meteor shower, lava burst, and inferno. Each separate
spell consumes a different amount of PP. A skill level will reduce the amount of PP used, as
described by each spell.
Water
This is the school dealing with change, illusion, and of course, liquids and vapors. Water mages,
or hydromancers, study water spells such as flood, rain, and scrying; more experienced
hydromancers go on to learn such powerful spells as clone and tsunami. Each
separate spell consumes a different amount of PP. A skill level will reduce the amount of PP used,
as described by each spell.
Air
This is the school dealing with gravity, storms, and celerity. Air mages, or aeromancers,
delight in such spells as jump, hurricane, and haste; more experience aeromancers go on to learn
such cool spells as flight, blizzard, and implosion. Each separate spell consumes a different
amount of PP. A skill level will reduce the amount of PP used, as described by each spell.
Earth
This school deals with fortitude, matter, and of course, the earth itself. Earth mages, or
terramancers, involve themselves with such spells as stone skin, rock blast, and the deadly magic
arrow; more experienced terramancers learn such potent spells as earthquake, mass distortion,
and stoning. Each separate spell consumes a different amount of PP. A skill level will reduce
the amount of PP used, as described by each spell.
Wood
This is the school of things natural, including the fauna and the flora, and natural disasters.
Wood mages, or druids, control such spells as web, uproot, and carapace; more experienced druids
rely on such spells as kudzu, charm animal, and nature's wrath. Each separate spell consumes a different amount of PP. A skill level will reduce the amount of PP used, as described by each spell.
Psionics
Characters must have the Psionics trait before they can use any of these skills. The skill stat for
Psionics skills is Will.
ESP
Extra-Sensory Perception allows a psion to see what others cannot. This includes things
concealed, covered, or camouflaged. A Novice spends 10 PP for the first 30 seconds, and 3 for
each 10 seconds after. An Expert spends 6 PP for the first 20 seconds, and 2 for each 10 seconds
after. A Master spends 4 PP for the first 10 seconds and 2 PP for each 10 seconds after. The
skill level is subtracted from 4 to determine the number of rounds before the ESPer can perceive
everything within 10^ (skill level) meters.
Telekinesis
This skill allows a psion to move objects without physically touching them. Moving
heavier objects require much more PP and time. A Novice spends 10 PP for the first 30 seconds
up to 10 pounds; objects heavier than 10 pounds require 20 PP for the first 50 seconds. An
Expert spends 8 PP for the first 30 seconds up to 50 pounds; objects heavier than 50 pounds
require 20 PP for the first 50 seconds. A Master spends 6 PP for the first 30 seconds up to 200
pounds; objects heavier than 200 pounds require 20 PP for the first 50 seconds.
Summons
Characters must have the Summoner trait before they can use any of these skills. The skill stat for
Summon skills is Charisma.
Elementals
Elementals are animations of inanimate objects. A few common elementals include
fire elemental, water elemental, earth elemental, wood elemental, air elemental, lava elemental, etc.
Since elementals have no souls, the summoner pours some of his own soul into the elemental. In
other words, the elementals' total spirit requirements cannot exceed the spirit count of the
summoner. The skill level is multiplied by the spirit count to determine how many elementals you
can control at a time. A Novice spends 20 PP. An Expert spends 15. A Master spends 10 PP.
Demons
Demons are spirits from the underworld. They are known to be malicious, mischievous,
and mustard-scented [sic]. If not controlled expertly, they can (and usually will) kill their callers, then they kill everybody else.
Undead
Zombies, skeletons, and the like are favorite targets of dark Necromancers.
Beasts
Beastmasters are able to call for aid from a nearby critter. More charismatic masters are able to tame even the fiercest dragons!
Shapeshifting
Characters must have the Morph trait before they can perform any of these skills. The skill stat for
Shapeshifting is Constitution.
Clone
Were-form
Social
These skills are used to socialize with other characters you meet. The skill stats for these skills are
Charisma, Faith, Intellect, or Will.
Barter
Depends on Appraisal skill and Will.
Seduce
Depends on the gender of the characters and the seducer's Charisma and the seducee's Will.
Singing
Depends on the singer's Charisma and the listener's Will.
Musical Instrument:
Musician's Dexterity and listener's Will.
Painting
Painter's Dexterity.
Poetry
Poet's Intellect.
Standup Comedy
Comic's Charisma.
Politics
Politician's Charisma
Survival
These skills are used in the wilderness or unfamiliar terrain. The skill stat for these skills is
Control.
Tracker
Scout