Skills provide bonuses (typically from +0 to +6) that are added as a skill bonus to any appropriate test. If that skill involves the use of a tool or weapon, such items may have bonuses or penalties that further modify the roll.
Skills come in three types, common (C), trained (T), and specialty (S). If a character attempts to use a skill they're not familiar with (trained in with at least a +0), they incur the following penalties:
C – no penalty, these skills come naturally and may be used with no formal training.
T – successes are halved, rounding down (so success of two becomes a success of one, a success of five becomes a success of two, etc.), while failures are doubled (failure of three becomes a failure of six, etc.).
S – no check possible: these skills are so complicated that the character must have training to even attempt it. As an optional rule, if the character has a trained version of a specialty skill, the GM may allow it with half successes/double failures.
In addition, some skills are simpler, with only one stat bonus, while others take the average of two or more stats. The rank of a skill serves as a bonus to the appropriate stat(s) bonus, plus any additional bonuses/penalties when making a skill check. This total is called the skill bonus.
Skill Bonus = skill rank + stat average bonus
Known skills begin at Rank 0 (so +0 to perform that skill, plus the stat average bonus).
List skills as skill name (type of skill), base attributes, skill rank, the stat bonus and the skill bonus (this is the total of skill + stat bonus). For ease of reference, gear should then be noted with with its own bonus/penalty, to be added to the skill test when using that gear.
Example: take a character with STR +4 and FIN +5, and suppose the skill used for greatswords is Heavy, which is STR/FIN and is a trained skill. The average of the stat bonuses is (+4+5)/2 = +4.5, which rounds down to +4. So, with a rank 2 skill and a -1 gear mod (old, rusty greatsword), skill would be listed as:
Heavy(T) [2] , STR\FIN[+4]: +6 (rusty greatsword-1)
Thus, the total bonus for using the Heavy Skill is +6, but whenever the character uses the rusty greatsword, the bonus becomes +5. If the GM were to ask for the skill rank, the player would say 2, but if the GM were to ask for the skill bonus, that would be +6 (skill plus stat bonus) or +5 (with rusty greatsword).
The list of skills below are examples: players are encouraged to come up with their own, using these as a general guideline. Note that some skills may have different attributes linked to them, representing different techniques to accomplish the same thing. Characters may also use their skill with another attribute when appropriate. In such cases, calculate the stat bonus and add that to the skill rank for the total bonus (plus or minus gear modifiers).
Example: although Shield is a defense skill linked to BOD, a character inspecting an enemy's shield to gauge its effectiveness may ask to roll a Shield(MEN) test. Let's say the character has a MEN of +2, and their Shield skill is 2. They'd calculate their Shield(MEN) test as:
Shield(C) MEN: +4
and, depending on how good their result is, the GM may give them some of the pertinent stats of that shield. If they rolled really well, or opted instead to make a Shield(INS) check, the GM may give them a rough idea of the enemy's skill level. Perhaps that enemy has a Shield (base skill + stat + gear) of +5, the GM may advise the player that their defense bonus with that shield is around +4 to +5 or +5 to +6, or flat out +5 if the player rolled well (say, a success of two or more). If they rolled really well (success of 5 or more), the GM may opt to break down the components of that defense, i.e. the target may have a skill of +1, a BOD of +3, and a shield modifier of +1.
When a character makes a skill check to affect another creature, their target number is determined by the target's own skills, stats, and gear. Defense skills are a common example of this. A weapon defense, for example, is calculated by taking the total bonus of the skill (skill value plus stat bonus plus defense quality of blocking weapon).
Rather than having the opponent make a counter roll, in most circumstances, take their total modifiers and apply that as a negative penalty to the skill test. For example, say a character has a con skill bonus of +5 (+2 skill, +3 stat), and they try to con someone who has their own con skill bonus +4, then their check is made with +1 versus a target of 10 (their skill +5 minus opponent skill of +4).
In some situations, others may be able to help determine success with a skill test. When one or more characters attempt to assist someone, they must first attempt an assist test by making their own skill test. A failure will impose a -1, while a success will impose a +1. Should a helper roll a critical or blunder, impose Superior/Inferior +1 on the skill test for a critical/blunder assist test.
When creating characters, some commonly used skills are listed below, but trying to create a list of every skill possible is difficult, and this system was created to be more flexible than simply serving up an expansive list of skills.
To create a skill, first the player and GM should agree on what the skill can and cannot do. Let's say, for example, the player asks for a skill called Investigation. What would that skill be used for? The player may have a good idea of what they intend to use it for, but the GM may not, and both need to be on the same page when it comes to when and how the skill may be used. "Investigating" the contents of a room is different from "Investigating" a database or "Investigating" by asking a prisoner questions. Looking through the contents of a room is a common skill, called Search. Looking through a database or library may be more aptly named Research. Asking a prisoner questions may best be called Interrogation. If the player considered Investigation to be asking around and getting people to talk, determining when they're truthful (perhaps they want their characters to have a sort of private eye vibe), well now you have a more concise definition that you may go with, and could define the skill as such:
Investigation – a technique of interviewing folks, determining their honesty and getting to the bottom of what they do or do not know.
Next, you determine whether that skill is common (anyone could attempt it untrained with a reasonable chance of success), trained (probably takes hours to weeks of study to become competent in that skill, untrained folks may struggle to do well), or specialty (no hope of success without months/years of study). Some skills may be more, such as Heal(T) used in first aid, and Heal(S) for doctors. In our example, it seems the ability to speak with folks and get to the bottom of things would be a common skill that anyone could attempt, so let's set it to Investigation(C).
Finally, you select what attribute or attributes would be appropriate for such a skill, remembering that some skills may be covered by more than one combination of attribute(s). In our example, the GM thinks on what attributes may be needed for the skill. Speaking to folks is clearly covered by Allure, since that governs social interactions. But, determining honesty should rely on either Instinct, to sense deception, or Mentality, to lay out logical traps or spot inconsistencies. Finally, pushing to get answers may also include Nerve, so in our example, the GM determines the skill to either be ALL/INS/NER or ALL/MEN/NER. The player is free to choose which they prefer (one's more logical, the other goes off their gut) and puts the skill on their character sheet.
Depending on your campaign and what genre you play in, it's a good idea to come up with a list of campaign-specific skills so the players have some choices. For example, for a futuristic campaign, you may add the skill:
Starship(T) FIN\MEN – governs the piloting of interstellar vessels and calculating trajectories.
Animal(T) INS – this skill would be animal-specific, such as Horse Skill or Dog Skill. This skill is used to understand the animal, its behavior, training methods, and how to interact with it. May be used to attempt to sway an animal or train them, as well as to read their mood or intent.
Climb(C) FIN\STR – speed is one meter, plus one meter for every 3 successes. Note that any creature who has a natural climb speed may gain Superior +1 to this test.
Run(C) FIN\BOD – increase base move when moving faster than a walk, adding one meter per success of three (subtracting one meter per failure of three). Over long distances, an extended check is needed, +1 per hour (target 10 for Jogging, 12 for running, 14 for sprinting). Failures impose stress or, if stress is reduced to zero, wounds, each resisted by a BOD check, though resting for a day imposes Superior +1 to recover these wounds. Stress cannot be recovered until after resting for an hour or more.
Swim(T) FIN\BOD – providing the creature does not have a natural swim speed, the speed is one meter, plus one meter for each success of three. Failures are added to S. Creatures with a natural swim speed have Superior +1 to these tests.
Sneak(C) FIN\INS or FIN\NER – speed is half. Sneak is opposed by spot or search, halve successes for little/no cover (if remaining unseen). For moving quietly, consider Superior/Inferior based on environment (Superior with a lot of background noise, Inferior on a dry leaf bed, etc.).
Spot(C) INS – used to notice something any senses may detect.
Search(C) INS or MEN – may be taken in addition to Spot check if actively searching an area for something.
Sway(C) ALL – convince an NPC to go along with a line of thinking or course of action. Modifiers to consider include: is the suggestion beneficial or harmful, how does the NPC view the character, etc. A failure of 2+ leads the target to suspect a Con, failure of 5+ may convince them it's a Con.
Con(C) ALL\NER – the art of being deceptive yet convincing. Can either be opposed by INS or MEN, or by opposed Con.
Hunt(T) FIN\MEN or FIN\INS or FIN\NER – the art of finding and stalking food prey, setting traps such as snares, and finding good areas to hunt. May be used for Track or Sneak at half successes.
Track(T) INS – finding signs of passage through an area, such as disturbed ground or foliage, prints, or scents (if tracker has superior smell). Successes may help determine the size of the creature(s), direction they went, age of tracks, and numbers. For modifiers, consider the terrain (how easy is it to disturb/leave tracks?), age of the tracks (weather/erosion may fade them over time), and any efforts to hide those tracks.
Gather(T) INS – used to find edible plants, safe water sources, and natural crafting materials in an area. Failures of 4+ means a poisonous or diseased source has been mistaken as safe (or faulty crafting materials that are no good). For modifiers, consider how bountiful the area is. Familiar regions may impose Superior +1 or more, while strange areas may impose Inferior +1 or more.
Heal(T) MEN – can be used to stabilize a dying character. Once per set of injuries, may also be used to recover W equal to heal successes. Long-term, heal can be used during rest to help recover W, adding success to patient's BOD test (ignore failure). Takes a few minutes to perform, and may require tools (bandages, sewing implements, etc.).
Heal(S) MEN – this skill also counts as Heal(T), and can be used once in addition to a Heal(T) check. Effectively the character is setting bones, stitching wounds, etc., with this skill. May also be used on injuries too grievous for Heal(T). For Heal(S), takes an hour to perform (or more for grievous or multiple injuries) and the proper tools.
Drive(T) FIN\MEN\NER or FIN\INS\NER – operation of 4-wheeled motor vehicles and understanding of laws governing such operations. Checks are typically only needed in unsafe or hazardous driving conditions.
Crafting skills are used to build, repair, and modify gear. See Crafting for details.
Craft (C) FIN\STR\MEN – used to create makeshift (T0) or primitive (T1) tools, weapons, and armor from natural resources such as sinew, hide, bone, and stone, though other materials may be used if available. This skill may also be used to modify or repair such items.
Craft (T) FIN\STR\MEN – used to create up to regular (T3) tools, weapons, and armor from natural or processed resources. This skill may also be used to modify or repair such items.
Craft (S) FIN\STR\MEN – used to create up to masterwork (T5) tools, weapons, and armor from natural or processed resources. This skill may also be used to modify or repair such items. To craft a legendary item (T6), a critical is needed while attempting to make a masterwork one.
Build (C) STR\MEN – used when building, repairing, or modifying structures, up to primitive (T1).
Build (T) STR\MEN – used when building, repairing, or modifying structures, up to crude (T2).
Build (S) STR\MEN – used when building, repairing, or modifying structures, up to masterwork (T5).
Dodge(C) FIN – providing character has room to maneuver, may be used to avoid attacks. Fully covered in Combat.
Shield(C) BOD or STR – use of defensive gear used to block incoming attacks. Note that weapons such as swords use their own skill for defensive tests. Any gear with the Shield trait can be used with this skill. Fully covered in Combat.
Brawl(C) BOD or STR or FIN – used for unarmed combat, where only the natural weapons of the body are used, with base attribute indicating what type of fighting style is used (BOD for tough-man physical combat, STR for powerful swings, FIN for quick, elusive strikes, and so on). Unarmed attacks deal 0D (unless reinforcers like brass knuckles or natural weapons like claws or other lethal extensions are used).
Martial Arts(T) BOD or STR or FIN – similar to brawl but more lethal, this unarmed combat skill is tailored to a particular fighting style. Attacks and defense with unarmed martial arts are treated as light weapons (1D W or S). More lethal than brawl. Additional rules for advanced forms of this skill is found in Combat.
Light(C) STR or FIN – wielding weapons that are little more than extensions of the body, such as knives, light sticks and such (max weapon 1D for user).
Blunt(C) STR or FIN – Smash weapons fall under the blunt category (max weapon 2D for user).
Blade(T) STR or FIN – Cut weapons and Pierce weapons such as knives, swords, spears and axes fall under the blade category (max weapon 2D for user).
Heavy(T) BOD\STR or BOD\FIN – weapons that need two hands and rely on heavy momentum, such as two-handed swords, axes, and clubs, fall under the heavy category (minimum +1S for user).
Polearm(T) FIN\STR or FIN\BOD – weapons with reach, a stave with often a cutting or blunt end, such as spears, pikes, halberds, or catchpoles, fall under the polearm category (minimum 2D for user).
Throw(C) FIN\STR – any melee weapon with a range category can be used as a missile with the throw skill.
Sling(T) FIN\INS – any thrown weapon that uses a device such as a sling, bola (same principle but you release the sling), or atlatl, granting greater range/damage, uses this skill.
Crossbow(C or T) FIN\INS or FIN\MEN – crossbows or other spring-thrown projectiles with similar mechanics use the crossbow skill. The common skill governs light crossbows (damage max 1D), the trained version up to heavy crossbows (damage 2D+).
Bow(T) FIN\STR, or (S) FIN\STR\BOD – bows or other spring-thrown projectiles with similar mechanics use the bow skill. The trained skill covers regular bows (damage max 2D), and the specialty version governs heavy bows, such as the longbow (damage max 3D).
Siege(C or T) STR\INS or STR\MEN – weapons that often require more than one person to wield, or uses mechanical assistance to hurl projectiles too large or heavy for one person, fall under the siege skill. The common skill governs simple devices like a battering ram, the trained version ranged weapons such as the ballista, catapult, or trebuchet.
Pistol(T) FIN – covers pistols, revolvers, and any other projectile weapon designed to be used in one hand (max size +0S for user).
Rifle(T) FIN – covers rifles, shotguns, and any other projectile weapon designed to be used with both hands (max size +1S for user).
Heavy Gun(T) FIN – covers any projectile weapon heavy enough that a tripod or mounting is needed for the weapon (minimum size +1S for user).
Automatic(T) FIN – covers SMGs and assault weapons on full auto or burst fire. May use Pistol (for SMG), Rifle (for assault rifle), or Heavy Gun (for tripod-mounted machine guns) at a -3 penalty, or no penalty if single-fire mode available.