Skills

Skills

Characters are further defined by skills. Players may allocate up 10D on skills to best represent the unique talents of their character. Unspent skill dice can be used to purchase Perks. Skills are areas of expertise that represent focus and training. When putting dice into each skill you can put whole dice in each or use a mixture of whole dice and pips. No more than 2D may be spent in each skill during character creation. Each skill defaults to the level of the related attribute. For example, a character who has a Might of 3D has 3D in all skills under Might before allocating any dice. If two dice are added to Brawling it is recorded as 5D.

Unarmed Fightingº: Unarmed fighting and wrestling.
Light Weapon Fighting: Daggers, knives, clubs, swords, hammers.
Heavy Weapon Fighting: Broadswords, battle axes, scythes, polearms, maces.
Ranged Weapon Fighting: Bows, crossbows, rifles.
Lift: Kicking down doors and picking up heavy stuff.
Athletics: Running, jumping, climbing, sports, bowling, etc.
Dodgeº: Getting out of the way.
Pickpocket: Stealing and planting stuff unnoticed including wires and bugs.
Stealth: Getting around unnoticed.
Throwingº: Lobbing stuff.
History: Knowledge of past events and lore. Ancient language falls on this category.
Medicine: Treating injuries or aliments.
Magic: Casing spells (with Sorcerer trait) and understand occult lore.
Repair: Fixing or modifying stuff.
Pick Locks: Opening lucked stuff without the key.
Search: Noticing details, spotting physical clues, and searching locations.
Tracking: Following someone’s trail.
Command: Leadership and authority.
Courage: Resisting fear and intimidation.
Diplomacy: Dealing with hostel people.
Persuasion: Controlling others with reason and logic.
Ride: Controlling a mounted creature and animal handing.
Seduce: Using your magnetism on the opposite sex.
Streetwise: Knowledge of underworld contacts and dealings.
Smithing: Metal-working.

º Skills that start with 1D for free, Player Characters only.

Independent Skills

Skills normally always default to one particular attribute, for example Sword always defaults to Might. In a more freewheeling campaign skills may be detached from attributes allowing more fluid definition of how their used. When skills are purchased they don’t get the benefit of any default attribute. If using a broad skill list then the typical 7D may be used. If opting for many more narrowly focused skills then 12D to 18D may be appropriate. It is suggested that raising skills with CP should cost double the normal price for skill advancement. Th is sounds more costly but isn’t because the skills start so much lower.

A sample knight might look like this:
_Knight: Might 4D, Agility 3D, Wit 2D, Charm 3D Dodge 1D, History 1D, Ride 2D, Seduce 1D, Sword 2D_

When attacking an enemy our knight will typically roll Might + Sword for a total of 6D. Later when attempting to purchase a quality sword in the market the knight would roll his Wit + Sword for a total of 4D. Th at evening while practicing his swordsmanship a group of ladies watches from afar. To impress them he rolls his Charm + Sword for a total of 5D.

Skills

[MiniSix] Test of Lost Atmo Atmo