Skills
Attributes are what a character is. Skills are what they have learned to do. Every skill runs from level 0 (untrained) to 10, and anyone can learn any of them.
Learned by use
A skill only improves when it is really used: 5 experience for an attempt, 10 for a success. A foe who cannot fight back teaches nothing.
Aptitude
Each skill is governed by two attributes. Their average sets how fast you learn it: normal at 13, and 8% faster or slower for each point either side. Agility counts after the body type's mobility, so heavy builds learn to dodge more slowly.
×0.76 harder ×1.00 ×1.56 easier
Only so much before rest
Each skill can take in about 40 experience worth of practice before it stops improving, and each use teaches less as it fills. 8 hours of rest clears it. Grinding one skill all day gets you one session's worth.
Ranks
- Untrained 0
- Novice 1–2
- Apprentice 3–4
- Journeyman 5–6
- Expert 7–8
- Master 9–10
Weapons
| Skill | Each level | Improves by | Learns from |
|---|---|---|---|
| Brawling Fighting with fists, feet and whatever the body offers. | +2 to hit per level when striking unarmed. | Attacking a foe who can fight back with a weapon of this kind. A hit teaches more than a miss. | Strength + Reflexes |
| Blades Swords and daggers: edge alignment, point control and footwork. | +2 to hit per level with a sword or dagger. | Attacking a foe who can fight back with a weapon of this kind. A hit teaches more than a miss. | Dexterity + Agility |
| Polearms Spears and other long weapons that fight at reach. | +2 to hit per level with a spear. | Attacking a foe who can fight back with a weapon of this kind. A hit teaches more than a miss. | Dexterity + Strength |
| Axes and maces Axes, maces and other weapons that put their weight at the far end. | +2 to hit per level with a mace or great axe. | Attacking a foe who can fight back with a weapon of this kind. A hit teaches more than a miss. | Strength + Endurance |
| Archery Bows: drawing, judging distance and loosing cleanly. | +2 to hit per level with a bow. Ranged combat is not built yet, so this does nothing so far. | Shooting at a foe who can fight back. Not built yet. | Dexterity + Perception |
Fighting
| Skill | Each level | Improves by | Learns from |
|---|---|---|---|
| Dodge Getting out of the way: slipping, ducking and giving ground. | Attacks against you are 2 points less likely to hit per level, while you are conscious. | Being attacked while able to move. Making them miss teaches more than being hit. | Agility + Reflexes |
| Precision Putting a blow exactly where it was meant to go. | Removes 2 points of the aim penalty per level on a called shot, never turning it into a bonus. | Calling a shot at a body part. Landing it teaches more than missing. | Perception + Dexterity |
| Tactics Seeing the pattern in how an opponent fights and using it. | Your read of a foe grows 20% faster per level. The caps from Intelligence and Logic still apply. | Every round spent fighting a foe who can fight back. | Intelligence + Logic |
Social
| Skill | Each level | Improves by | Learns from |
|---|---|---|---|
| Deception Selling a lie with words or with the body. | +2 per level to the chance a Feint works. | Attempting a Feint. A success teaches more. | Manipulation + Creativity |
| Intimidation Making someone believe that fighting you is a mistake. | +2 per level to the chance an Intimidate works. | Attempting an Intimidate. A success teaches more. | Charisma + Confidence |
| Negotiation Finding the words that let someone stop fighting without shame. | +2 per level to the chance a Parley works. | Attempting a Parley. A success teaches more. | Persuasion + Empathy |
| Command Getting others to hold together and follow when it matters. | A Rally restores 1 more nerve per level. | Rallying allies. Not usable until fights have more than two people. | Leadership + Charisma |