Skills
Skills measure a character's knowledge and ability.
The point cost of a skill is based on the level. The higher the skill, the more difficult it is to improve.
Level | Cost |
---|---|
0 | 0 |
1 | 3 |
2 | 4 |
3 | 5 |
4 | 6 |
5 | 8 |
6 | 10 |
7 | 12 |
8 | 16 |
9 | 20 |
Level | Cost |
---|---|
10 | 25 |
11 | 30 |
12 | 40 |
13 | 50 |
14 | 60 |
15 | 80 |
16 | 100 |
17 | 120 |
18 | 160 |
19 | 200 |
Level | Cost |
---|---|
20 | 250 |
21 | 300 |
22 | 400 |
23 | 500 |
24 | 600 |
25 | 800 |
26 | 1000 |
27 | 1200 |
28 | 1600 |
29 | 2000 |
Thus: to give a new character an Archer level of 6 requires 10 character points. To later raise that same character's Archer to 7 will cost 2 character points (12 for level 7, minus the 10 already spent to reach level 6), requiring 200 experience points.
The formula should be apparent if one needs to go beyond 29.
Average persons have 0 levels in most traits and 3 (skilled apprentice) to 6 (journeyman) in those related to their work. Natural talents or skilled masters may have one or two traits at level 9. Levels greater than 9 represent awesome ability.
Below is a list of skills. It is not exhaustive - it focuses on adventuring skills, leaving others to the imagination of players. The Adversary should feel free to add or drop skills to make the list fit their campaign world.
Master craftsmen can create works of great beauty and utility. The Adversary may rule that a character must specialize in a particular field (such as blacksmithing, woodworking, etc) in order to realize this level of quality. Specialization trades breadth for depth.
Most characters can run 10 spaces per action. Each level of this skill gives the character an additional space. It also allows one to swim faster than others, though the rate is halved.
Athlete is rolled to determine the progress of a race or chase, with each point of mox being one space of distance gained or lost.
Athletes may attempt to climb anything, from trees to cliffs to castle walls. The more difficult the surface (the less friction and handholds), the higher the challenge level. Ropes and grapples help. A failed roll usually means no progress, but a spectacular failure could mean a fall.
Leaping over obstacles or chasms requires a roll against a challenge level set by The Adversary.
Athletes can perform flips, cartwheels, rolls, and tumbles. A high level may let one swing on trapezes, walk tightropes, or lessen the damage taken from a fall.
This trait also represents muscle speed and reflexes. An adventurer's Dodge is based on Athlete.
This profession also grants the possessor knowledge of useful plants and herbs that can be made into salves to speed healing, prevent infections, fight off diseases, or cure poisons.
Finally, a talented healer can perform primitive surgery such as lancing boils or amputating limbs.
This skill lets a character discover and follow tracks. Some creatures are easier to track than others. Different types of terrain increase or lessen the challenge. Some, like rivers or solid rock, are impossible to track through - the only hope is to pick up the trail on the other side of the obstacle.
Rangers can train animals to perform work or tricks and can effectively handle such domesticated creatures. At higher levels, they can befriend wild animals. A master may even calm enraged beasts.
Finally, Rangers have the ability to determine location and heading by the heavens. Master navigators may even have a sixth sense about the time of day and the direction they are facing.
A rogue can pick locks, whether ordinary keyed locks or fancier combination or puzzle locks.
One can also set or disarm small traps. This can be used to protect a locked chest with a poison dart, to protect a hallway with a cocked crossbow, or to protect a door with a levered scythe - or to disarm any such protections set by others.
Rogues know how to hide things, craft disguises, forge documents, and tell bold-faced lies. They can also perform minor "magic" tricks via sleight of hand.
They can also locate black markets and information peddlers.
Master scholars and sages are highly prized by their patrons, and a visit to one can be expensive.
A sneak can follow someone through a crowd without the subject knowing. The sneak must be inconspicuous in dress and behavior - if everyone in town wears white clothing, someone will notice a black-cloaked figure following them no matter what the sneak roll.
Finally, this trait allows one to filch keys and pick pockets.