Characters are defined by their skills, each one growing with extended usage and training. Skills are ranked in tiers representing a character’s overall skill with said skill.
When two or more ability scores are mentioned, use the average between the ability scores. For example, Power + Stamina means add Power and Stamina together (for the sake of this example - 4 and 5), then divide by 2. The result is 4.5, round down to 4.
When spending TP to gain skills, they must purchase the lowest tier (Apprentice) to start. Upgrading skills requires them to spend the TP cost of the next tier above them (example, going from Competent to Experienced would cost 15 TP.)
When rolling the skill check and a table is mentioned to be consulted, the player can take the result they rolled or any lesser results. For example, rolling 24 on Acting the character can use the 18-20 result to portray complex emotions. Alternatively, multiple can be used as well, so long as the results being used in addition are results lesser than the one you rolled.
All skills start at untrained for characters who have not put any training or effort into learning them. Untrained grants no bonus to the skill.
The first tier of training with a skill is apprentice-tier, and shows a basic or rudimentary understanding of said skill. Apprentice rank's skill bonus is +2, and it costs 1 TP to increase a skill from the previous tier to Apprentice rank.
Skills which have been studied and practiced enough to routinely perform it, though there is still plenty left to learn. Trained rank's skill bonus is +5, and it costs 2 TP to increase a skill from the previous tier to Trained rank.
Plenty of training and practice lead to Competent rank, representing a skill the user is intimately familiar with. For example, player characters always receive Language (Speak) with their native language at this rank. Competent rank's skill bonus is +10, and it costs 4 TP to increase a skill from the previous tier to Competent rank.
Reaching a deeper understanding of the skill has allowed the user to become a seasoned practitioner, even allowing them to invent new techniques and styles for the skill. Experienced rank's skill bonus is +15, and it costs 6 TP to increase a skill from the previous tier to Experienced rank.
One of the highest echelons of understanding and practice with the skill in question, regular people rarely even reach this rank in skills they possess and fewer still are Masters in multiple skills. Master rank's skill bonus is +20, and it costs 8 TP to increase a skill from the previous tier to Master rank.
The highest tier of skill one can possess, those who reach Legendary rank in skills are usually well known due to their mastery, assuming they flaunt their understanding and make their understanding known. Legendary rank's skill bonus is +25, and it costs 10 TP to increase a skill from the previous tier to Legendary rank.
All characters receive Language (Speak) in their Native Language(s) at Competent Rank.
As an optional addition to the rule the GM may allow the players to communicate regardless of language. This can be through gestures, attempts at translation, and using simple phrases. Or, for species with a Native Language different than human languages, they can treat both the language spoken by the party and their species language as their Native Language and thus gain Language (Speak) in both.
Players can choose to use what is known as an exchange; which allows related skills to be used to aid another roll, granting multiple uses to skills which may not see much use in certain campaigns or specific scenarios.
Characters can utilize as many exchanges which make sense for a scenario, and the GM must use their judgement to determine if the uses of certain skills are appropriate for the exchanges. For example, making a Brass Smithing check and adding Blacksmithing as an exchange to it.
Aiding another in a skill is a form of an exchange except with one or more people helping the person making the check. Multiple skills from multiple people can be granted in this way, but the same skill cannot be granted as an exchange multiple times by different subjects. (Example, multiple people cannot grant Sight as an exchange to Search, only the highest value is used), if used in this way the bonuses granted are halved.
For each skill being used to add an exchange to the main skill, grant the following bonuses;
Apprentice: +1
Trained: +2
Competent: +3
Experienced: +4
Master: +5
Legendary: +10