Skills

Things your character can do.

Skills range in value from 0-7 0-2 is Untrained 3-4 is a beginner 5-6 is a professional 7 is an expert

Character Skills

The list of skills should cover any activity a character would be expected to do.

Skill tests come in a few various types.

Fixed Difficulty

A standard skill test, will have a negative assigned, and it will be either pass or fail. These are written as SKILL(+/- VALUE). If no value is mentioned in brackets, the skill test difficulty is assigned by the Game Master based on the circumstances.

So a Confidence(-1) would be a confidence skill test with a -1 to the roll. Physique would be a skill test with no penalty or bonus.

Variable Difficulty

This is a test where you will receive more information or success based on how well you do. Variable difficulty skill tests care about your Step

An example is collecting flowers, your character may get additional flowers based on their number of steps.

Step

When talking about variable difficulties, rules may reference your steps. A step of success is 1 additional on your dice roll above what was required, 4 steps of success is a “14”. A step of failure is 1 less on your dice roll above what was required. 

Aid

When multiple characters are all attempting to perform the same task together, instead of each performing a skill task separately, the Most Skilled of the group performs the skill test. If another person has the same bonus the Most Skilled receives a +1 bonus. This can be applied to people with lesser bonuses as well.

So, if two characters with a (+5) bonus on an action are working together one rolls with a (+6) bonus.

Similarly, if three character are all working together on an action, one has a (+5) and the other two have a (+4) the two (+4)’s combine to a (+5) and then the two (+5)’s combine to a (+6).

If two characters are working together on a task and one has a (+5) bonus and the other has a (+4) bonus, the overall bonus for the test remains a (+5).

Hindrance

In a situation where a group of characters is obligated to perform an Action but some are Untrained the Most Skilled receives a (-1) to their bonus per untrained person. This is applied after Aid is calculated.

Examples of hindrance would be if your party was running from a giant boulder, people untrained would slow you down. Similarly if you were attempting to spot danger in the woods while traveling, untrained characters would be distracting or noisy keeping those trained from focusing as well. A situation that wouldn’t cause hindrance would be if a character was building a tool, even if party members aren’t trained, they also aren’t obligated to help.

Untrained

A character is considered untrained if they have 2 or fewer ranks in a skill.

Critical Failure

Rolling double 1’s on a skill test is always considered a failure.

Critical Success

Rolling double 6’s on a skill test is always considered a success. If you wouldn’t otherwise have succeeded, you are considered to have 0 Step Of Success on the skill test.

Doubles

If you roll two identical values on a skill test (1,1), (2,2)… (6,6) this is considered doubles. Some Action special rules may reference Doubles.

Lucky

A lucky skill test rolls 3 six sided dice and the roller may select the 2 to use.

Unlucky

An unlucky skill test rolls 3 six sided dice and the Opponent selects the 2 to use.


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