Skills represent your character's influence on the world around them--what they know, what they are capable of doing, and how people react to them. While skills are most commonly used out of combat, savvy players can find ways to weave their skills into the midst of a battle--for instance, a character with high Athletics may find themselves tackling a beast off a moving train to bring them to a lower floor or swinging across a ship's mast to strike unexpectedly, or a character with a high Intimidation may scare away a quailing foe, or one with high Agility may find themselves able to escape a thrown net.
Skills are modified by several factors:
At level 1, you begin with 100 skill points, and gain 10 more per level. Skill points can be spent to increase skills up to a maximum dependent on your Prime Job's highest Rank:
Certain Traits may modify the number of skills you receive, or your skill maximums.
Physical: Skills that involve physical activity and take more than a passing effort to do effectively.
Applied: The knowledge of many things, from language to dealings with the marketplace.
Lore: Skills in this branch will help characters in identifying/knowing about many things in the world.
Social: The ability to not look like a total fool when trying to have conversation with people within the game world. Social is further broken down into 5 Specialist categories:
Technical: Skills within this branch help the character when making items out of materials/objects found within the game world. Technical is further broken down into 5 Specialist categories:
When making a skill check, roll 1d100 and add your total mods to the roll. A variety of situational effects can add to or subtract from a check's final result. If the result is equal to or greater than the Target Number (set by the GM), the check passes.
Target numbers and difficulty examples are presented as examples only; the GM is free to assign target numbers as they see fit.
Critical Successes/Fails: No matter what you roll on your dice, neither success nor failure is guaranteed. Instead:
Rolling a 95 or higher adds a +20 bonus to the roll.
Rolling a 5 or lower adds a -20 penalty to the roll.
This may produce additional effects, as described below.
Levels of Success: Sometimes a skill may still pass even if you do not reach the target number, or have different effects depending on how far away from the target number the result is. For instance, a character is attempting to pick a lock.
- An extremely high result (40 above target number) may allow the character to pick the lock instantly, or totally silently.
- A result that is nearly at the target number may result in the lock being picked, but the process takes longer but makes a lot of noise.
- An extremely low result (40 below target number) may result in the lock being jammed and unable to be picked.
The GM is free to use whatever result they like from a roll to encourage roleplaying and make a scene exciting!
Automatic Successes: Sometimes a character is skilled enough to complete a skill check without a roll. The following conditions must apply:
- The character has at least 10 skill points spent on the skill.
- The character is not under duress and can take their time completing the task.
- The GM determines that the skill being used and the task being performed is appropriate for an Automatic Success.
In this case, the character can automatically succeed at the task without making a skill check. Levels of success do not apply in this instance; the task only succeeds without further fanfare.
Cooperative Skills: Sometimes, a skill may allow one or more party members to contribute to the skill. In this case, all participating characters make a skill check. In this case, characters may not use Automatic Successes.
- All characters make a skill check. The highest result is the "primary result".
- For each character (not including the primary result) whose result is at least (target number - 20) adds a +10 bonus to the primary result.
Levels of success can still apply to this roll, so as a group the party may be able to do things they could not do individually. The GM may limit the number of characters that can participate in a Cooperative Skill.