Skills

Skill at Powers

Fundamentally, only Spellcraft, Faith, or Discipline are required to manifest power. The other skills outlined below enhance metaphysical knowledge and the ability to function in the role of wizard, cleric, or psion.

This skill reflects influence within the mystic, divine, or psychic worlds, guild/clerical rank or status, and the ability to draw upon the organization's resources. It is a combination of Professional Skill and Contact.

* If the character is not a dedicated psion but manifests psychic discipline as part of another class as a 3 point adder to his existing class skill.

KS: Mystic World (2/1): This represents knowledge of people, places, items, and other things of import to the arcane world. If it has relevance to either Spells, Arcane Society, Magic skill, or SS: Thaumaturgy, this skill will cover its knowledge.

KS: Divinity (2/1): Like KS: Mystic World, this skill is all thing relevant to divine order, celestial history, teachings, philosophy, secrets, and so on.

KS: Psychic World (2/1): Like KS: Mystic World, this skill is all things relevant to psionic organizations, history, etc.

KS: Planes, Demons, Dragons, Mystical Creatures, Undead, Artifacts, etc. (2/1): Specific knowledge of interest to mages and clerics.

Language: Arcane or Divine (1-4 pts, +1 for alphabet): Fluency is required to invent new spells at 30 active points per level of fluency; at fluency 4 there is no maximum . Knowledge of the alphabet and fluency levelx30 Active Points is required to read scrolls or rituals. When casting from a text if the fluency required differs from that of the caster a Magic skill roll is required at -1 per 10 active points. For each level of difference beyond 1 assess an additional -2 penalty.

Combat Expertise

A character may have only one of the following three abilities:

Eagle Eyes (6 points)

In addition to granting a +2 PER bonus versus range with normal vision, this also offsets -2 of range, hit location, or size modifiers. This does not stack with any other ability modifiers unless those modifiers are part of a weapon or instrument. Bought as Telescopic Vision +2. Can only be purchased when the character is created.

Arcane Marksman (3 points)

As Eagle Eyes, but for spellcasting attacks only. Bought as two 2 point CSLs "with Spellcasting Ranged Targeting".

Expert Marksman (4 points)

Offsets -2 of range, hit location, or size modifiers for ranged attacks only. Bought as two 2 point CSLs "with Ranged Targeting".

Called Shot (4 points)

Offsets -2 of hit location, or size modifiers for melee attacks only. Bought as two 2 point CSLs "with Melee Targeting".

Assassin's Eye (3 points)

Offsets -2 of hit location or size modifiers for melee attacks only during attacks when the target is at 1/2 DCV or 0 DCV. Bought as two 2 point CSLs "with Melee Targeting" and a -1 point Custom Adder (delete the Custom Adder text).

Rapid Attack (3/5/8 points - restricted as skill levels of equivalent value)

Multiple attacks as a half-phase action with appropriate skill group.If you want to only make multiple attacks as a half action with swords, you buy the 3 point level, if you want all HTH you buy 5 points, and if you want all combat you buy 8 points.

Multiple Attacks: requires 2 skill levels (must be 3/5/8/10 point levels).

Make an extra attack as full phase action at 1/2 DCV.

An additional 2 skill levels will:

1. Reduce time to half-phase action.

2. Eliminate DCV penalty.

Levels with DCV only cannot be used to perform a multiple attack except to eliminate the DCV penalty.

All attack rolls are made, regardless of how many fail. If the number of attacks made against a single target do not exceed the number of different attack modes/weapons, there is no DCV penalty. Additionally, if all attack modes/weapons can strike the target simultaneously, the attacker has the option of making a single attack roll and applying the result to all attacks.

These are skill levels, not OCV. This follows the same paradigm as Bouncing an attack. Natural OCV or 2-point skill levels cannot be used in this manner. It rewards having skill levels vs. having just high Dex and it simplifies the whole issue. Weapon OCV would also not help. I realize it is adding one more thing to CSLs but this just seems like an ideal solution. It also limits people performing multiple attacks against disadvantaged targets since they can't use their base OCV. It puts an organic limit on the number of attacks as well as the OCV.

Full Attack (3/5/8 points - restricted as skill levels of equivalent value)

Multiple attacks at full DCV with appropriate skill group.

Defensive Shot (4 points)

Make a ranged attack at full DCV.

Quick Shot (3 points)

Autofire with a single weapon. Requires Fast-Draw (Specific Ammo) roll for Autofire 2, or Autofire 3 with success by 2.

Rapid Quickshot: Focused (3 points)

Perform multiple Quickshots as a full phase action at 1/2 DCV with a specific weapon.

Combat Shooting (4 points)

Avoid hitting friendlies that may be providing cover to your targets, it does not represent the ability to hit a smaller target but the ability to ensure that things in the way do not get hit. Must be bought per weapon. Built as +8 Penalty Skill Levels with One Attack, Only to prevent hitting cover (-2).

Weapon Familiarity (1 point per subcategory)

Unarmed, Clubs, Fist Loads, Thrown Rocks (0 points)

Only subcategories can be learned at 1 character point each. Categories (e.g. Common Melee weapons) cannot be learned.

Learning New Skills

The rules for learning new skills start on US 26. I will summarize them here for clarity. All skills are ranked in terms of ease on US 29.

Instructor Led Training: Instructor required 50% of the time or it is considered self-study. Without this there can be Self-Study lag between the quality of the learning source and the character's actual ability. Quality instructors can decrease learning time and effectiveness. A successful Instructor roll by 3 or more allows +1 point to be spent during the time period, and a crit success allows +2 points. Failure increases time & expenses by 10%. Someone without Instructor can teach, but they need to make an INT roll to communicate effectively. Failing increases time by 20% per point of failure, and failing by 4 results in wasted time (no learning).

Learning Check: INT roll. Failure increases time & expenses by 10%. Success by 2 decreases time and expenses by 10%, by 4 decreases time and expenses by 25%, and by less than half by 50% or spend double points in the standard time.

Rolls are required for each increment of ability (generally 8-, then Char Roll or 11-, then each +1).

Easy: 1 point per 25 hours of study (generally 3 days). Cost: 10gp per point of instruction. Note: Language skills are difficult, not easy. Self-Study Lag: 1d6 weeks.

Moderate: 1 point per 50 hours of study (generally 1 week). Cost: 25gp per point of instruction. Self-Study Lag: 1d6 months.

Difficult: 1 point per 100 hours of study (generally 2 weeks). Cost: 50gp per point of instruction. Self-Study Lag: 2d6 months.

Language: Time: 1 = 100 hours & 10gp (2 weeks), 2 = +200 hours & +20gp (300 total & 30gp, 6 weeks), 3 = +400 hours + 40gp (700 total & 70gp, 14 weeks), 4 = +800 hours + 80gp (1500 total & 150gp = 30 weeks or 7 1/2 months). Literacy takes 100 hours & 10gp.

Improving Existing Skills

If the skill saw sufficient use over the course of the adventure you may improve it by 1 increment (+1 or so). Same goes for characteristics. However, if it did not see much use and you want to improve it you have to find an instructor, using the rules above.

Martial Arts

Anyone can learn MA, and maneuvers can be learned one at a time. However, no MA in the Wilderlands is taught without some general philosophies and knowledge. To represent this, KS: Specific Martial Art must be learned to represent one's overall knowledge of the art, it's history, implementation, practice, and instruction. No instructor skill is necessary to teach it - this skill is used instead.

The KS also limits the number of maneuvers that may be learned as follows:

Novice (8-) = 3 maneuvers

Apprentice (11-) = 1/2 the maneuvers in the art

Journeyman (14-) = all the maneuvers in the art

Master (17-) = any secrets associated with the art

A Journeyman that knows all of the maneuvers is considered "black belt" level.

These rules apply event to weapons forms, including Heavy Weapons fighting, or other less formal arts such as Brawling. In the case of the less formal arts, the KS represents the familiarity with the environment or organization from which the art has evolved, and the ability to function with that environment. For instance, in the case of Brawling the KS is the amount of time spent in bars, taverns, and alleyways fighting, posturing, and being a brute. Anytime such affiliation could come into play, like determining if the crowd in a particular tavern would devolve into a brawl or whether everyone would run, and if there were a brawl who is likely to be trouble - roll against this skill.