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.

Level 1: 100 xp Level 10: 1,000 xp

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.

101320

×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.

1st success: +10.0 10th: +0.8

Ranks

  1. Untrained 0
  2. Novice 1–2
  3. Apprentice 3–4
  4. Journeyman 5–6
  5. Expert 7–8
  6. 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