Now that you know that the character progression system depends upon skill use and mastery, it is important to understand how skills work, how to get skills, how to master skills, and what constitutes as a skill. It is also important to understand about abilities and talents. This section will describe the Skills System in detail.
1. What Are Skills and Abilities?
Skills are abilities that your character has gained and mastered over use. The more your character uses these skills the better your character becomes at using skills. All skills are available to all characters as long as they meet the skill’s prerequisites. Abilities on the other hand are not mastered over time but are acquired as your character becomes more experienced and can give your character an even greater advantage. Some skills require certain abilities to be obtained while some abilities require certain skills to be obtained. There is no limit to how many skills and abilities your character can learn.
The usage and mastery of skills and the acquiring of abilities is the only way your character can progress and become stronger . Therefore it is important to understand how skills and abilities work and how to go about acquiring them and mastering them. It is important that you read over this section very carefully and study the effects of your character’s skills when you have chosen them. If you have any questions, please ask your game master for help and clarification. Also remember that you alone will be responsible for your character’s skills and abilities. There is no way the game master can remember them and keep track of them for you.
2. Acquiring & Mastering Skills
In order to acquire a skill, you must spend skill points. Each skill point put in counts towards skill mastery, and in order to have a skill you must have at least one percentage point in for skill mastery. The mastery rate value of a skill point is determined by the skill's Skill Point to Skill Mastery rate. If a skill's Skill Point to Skill Mastery rate is 1 Skill Point = 2 Skill Mastery %, then putting in one skill point to get that skill will give your character that skill with a mastery % of 2%. Each skill point for that skill would be doubled. However, if the Skill Point to Skill Mastery rate of the skill is 2 Skill Points = 1 Skill Mastery %, then it would take at least 2 skill points to get that skill with a mastery % of 1. A skill is considered mastered at ninety-five percent ( 95% ) , there is no way to put more than ninety-five skill points into a skill.
Whenever you want a skill, all you have to do is spend enough skill points to get the skill at 1% mastery. However you also have to make sure you have met the skill’s prerequisites . If you have not, then you cannot yet get that skill.
You master skills the same way you acquired the skills, by spending skill points into the skill. Just like when you acquired the skill, the amount of skill mastery that skill points gives you depends upon the skill's Skill Point to Skill Mastery rate. In order for a skill to be considered mastered, the skill’s mastery must be at 95%.
In order to have the skill, Punch, for example, you need to first make sure that you have met it's prerequisites. Since Punch doesn't have any prerequisites, you can go ahead an acquire it.
Up until a skill reaches a mastery of 50% you can simply use skill points from your character's Accumulated Skill Point pool. Those skill points could have come from anywhere: from using the skill you are trying to master, from having used other skills including other mastered skills, and there is even a skill that lets you convert stat points into skill points. However, once a skill's mastery % reaches 50%, all future skill points spent into that skill to increase its master must come from using that skill, and must be spent into that skill right when they are acquired.
Punch has a Skill Point to Skill Mastery rate of 1 Skill Point = 2 Skill Mastery %, so you must spend at least 1 skill point from your accumulated skill points to acquire Punch, giving it a mastery of 2%, however you cannot raise the skill Punch higher than 50% using your accumulated skill points. The rest of Punch's mastery will have to come from immediately spending the skill points gained from using Punch straight back into Punch.
Until a skill's Mastery % is 50 you can put in points from your Accumulated Skill Points pool. Once a skill's Mastery % reaches or exceeds 50 though, its Mastery % can only increase by using the skill.
For example, lets say you have accumulated 150 skill points from using your skills. You decide to pick up a new skill, and want to put points in. You can use only so many of your points, which vary depending upon that skill's Skill Point to Skill Mastery rate, into that new skill, making its mastery no higher than 50%. Even if you already have a skill that's mastery is already 10%, you cannot increase its mastery any higher than 50% by using accumulated skill points. If you have a skill who's mastery is at 50%, you would not be able to spend accumulated skill points into that skill. Instead, the skill points you get from using that skill can go straight into that skill's mastery , allowing you to only master the skill by having used the skill. If you decide to accumulate skill points from that skill first before using them, you will not be able to spend those points into that skill. However once the skill is mastered, you can spend your accumulated skill points to upgrade the skill .
In order to acquire and master skills, you need to understand how to get skill points. The first amount of skill points your character gets is one half (1/2) of your total point pool created during character creation.
After that, all skill points come from your character using, or attempting to use, his or her skills or converting character points into skill points. If your character successfully uses his or her skills, your character will gain the number of skill points as indicated by your character's Success Rate stat, plus any applicable modifiers. If your character fails to preform the skill, your character will gain the number of skill points as indicated by your character's Failure Rate stat, plus any applicable modifiers.These stats were determined during character creation. Your character does gain skill points from using mastered skills .
3. Acquiring Abilities
To acquire a new ability for your character you simply need to spend the required amount of skill points, and make sure that you meet the abilities Requirements and Restrictions.
Unlike with skills, there is no Skill Point to Skill Mastery Rate and there is no limit to how many skill points you can use to acquire an ability. Instead, each ability is listed with a Cost to Acquire. If you meet the ability's Requirements and Restrictions, you simply pay the Cost to Acquire and your character will have that ability.
For example, the ability "Carry" has no Requirements or Restrictions and costs 50 skill points to acquire. If your character has 50 skill points and you would like that ability, just deduct the skill points and record it. It is as simple as that.
4. Using Skills
In order to use a skill, you need to roll its mastery percentage or lower . Meaning if you wanted to use the skill Punch and its mastery is at 15, you would need to roll, using percentile dice, any number between 1 and 15. If you do so, your character successfully used the skill. You would apply what ever effect the skill does, subtract the stat cost from the required stat and give your character the success rate of skill points.
Let’s take the skill Punch for example. You rolled a 10, which is below the 15 mastery rate, so it is a success. This allows you to do more damage punching a target, assuming the target does not evade your attack. You would also receive your success rate in skill points. If your character's Mental stat is 25, that would be 3 in this case. Punch is not a free skill however. It costs 5 EP points, so once you rolled for it you need to subtract 5 from your character’s EP.
If you fail, you still need to take away the skill’s stat costs, but the skill’s effect will not be used. You do however get your failure rate worth of skill points. Therefore if you failed using Punch in the above example, you would still lose 5 EP, but would gain 1 skill point from your failure rate.
A free action skill is a skill that doesn't count as any of the battle actions. If the skill is a free action skill, you only get to attempt that skill once per round if it is in combat. Even if you fail it counts as an attempt. If it isn't in combat, actions don't matter. If the skill has an action listed, such as “Support action”, then it counts as that action. If it has a number in front of it, such as “2 Support actions.” then it counts as two support actions. Most characters will only have one support action per round so a skill that takes two support movements would take two rounds to use. The use of actions will be further explained in Combat.
It is important to subtract the stat each time you attempt a skill, successful or not. It is also important to reward your character using the correct skill point rate, whether it be a success rate for successfully using the skill, or a failure rate for failing to use the skill. Even mastered skills must be rolled for as there is a 5% chance of failing, and you would still get your skill points for using them.
4a. Critical Success and Critical Failure
While attempting to use a skill, your character may experience what are referred to as Critical Successes and Critical Failures.
Whenever you are using a skill, if you roll a 001 on your percent dice, that is considered a critical success. It not only doubles your character’s success rate for skill points, but it also doubles every value attribute about the skill except for its stat and action costs. Therefore, if you made a critical success using the skill Punch from the above example, it double the success rate of skill points your character receives and douible the added damage that the skill does. A critical success on a skill like Hide would double the penalty to the enemy's perception as well as double the success rate of skill points your character would earn.
Critical mishaps only effects are failing at the skill but not gaining any skill points and loosing double your success rate of skill points. So if your success rate is, with modifiers applied, 4, then you would lose 8 from that skill's master rate. This will not affect skills that depend upon this skill, or any upgrades, however if you lose a required skill, skills that require the skill will also be lost.
Just like there are critical successes, there are also critical failures.A critical failure is whenever you are trying to use a skill and you roll a 100 on the percent dice. This hard to get roll is the exact opposite of the critical success roll. With a critical failure you do not get to use any of the skill’s effects and you do not get any skill points, not even skill points from the failure rate. What is worse is that instead your character will lose double their success rate worth of mastery on that skill. If that puts the skill’s mastery rate below 0%, you lose that skill.
Now if you were using a skill that is mastered, and the skill also happens to be a prerequisite for another skill, it won’t affect the other skill because you lose a few points from the required skill’s mastery. However you should quickly put points back into that skill because if you ever do lose the skill due to lost mastery points from a critical failure, you will also lose all skills that require that skill.
Some game masters may want to add to the critical failures by giving physical harms based on certain skills. Therefore you may want to check with your game master to see what else can happen from a critical failure.
5. Using Abilities
Using abilities is perhaps even more simple than using skills. You don't have to roll any dice, you just declare you are using the ability, spend any required stat and action costs, and that's it really.
For example, to use the ability "Weapon Toss", simply declare you are using it, spend the 10 EP, and apply its effect of instant critical damage to your thrown weapon attack.
Some abilities are permanent effect abilities. That means you don't ever really use them as their effect is always in use. An example of this would be "Reactive Shot" If you have this ability and you have a projectile weapon anytime you are attacked by a projectile attack you will quickly return fire, with a slight penalty to your Aim of course.
So really just read your ability's effect. It will tell you how to use the ability.
6. Picking Skills & Abilities
Once you reach this part of character creation, you should be able to pick up skills and abilities for your character. You will be doing so by putting in skill points into the skills you want to have and spending the Cost to Acquire for the abilities you desire. Remember, these initial skill points are what is left over points that you did not spend from your point pool when you created your character's stats. If you haven't yet created your character's stats you will need to go back to the Character Creation section of this wiki.
Following this page you will find the skills and abilities, separated into the following categories: Offensive, Defensive, Character, Support, and Magic Skills. You won't find any magic spells yet, those will be dealt with in the following Magic section. Some skills and abilities may be repeated in different categories if that particular skill or ability belongs to more than one category.
The skills and abilities listed within their categories will be organized by what tier they are on in the skill progression tree, and in alphabetical order within their tier. There will also be a skill progression tree proceeding each skill category.
Before continuing on with picking your skills, lets first go over some of the terms that you will find. Lets start with skills.
Skill: This is the name of the skill. You would record this in the Skill field on your skill record sheet.
Skill Type: This is what type of skill the skill is considered. Here you will list what type of skill it is, whether it is an offensive skill, support skill, or whatever. Please note that several skills have several skill types. It is here that you will also see what tier the skill is in. You will see this listed as "tags" on the detailed skill description page, which is accessed by clicking on the skill name.
Effect: This is the skill’s effect, whether it be damage, restoration, or whatever. This info is to be listed in the Effect field on your skill record sheet. This will be a brief description of the skill's effect.
Stat Cost: This is how much it cost to use the skill in stat points. This is typically either SA or EP, however some skills may cost HP. This goes in the Stat Cost field on your skills record sheet.
Range & Area: This is the range and area of effect of the skill, starting from your character and extending outwards. Sometimes this may be just one target, however if it affects an area on the battle field it will be listed in a hex by hex method, such as 3 hex by 3 hex. This would mean that starting from the center of the effect, which is typically where you target the skill, the effect spans outward in every direction in 3 hexes. Record this information in the Range & Area field on your skill record sheet.
Duration: This is how long the skill’s effects last, whether in rounds, minutes, cycles, or days. This information is recorded in the Duration field on your skill record sheet.
Skill Points to Skill Mastery: This shows you the Skill Point to Skill Mastery rate of that skill. In other words, this shows you how many skill points equals how many Skill Mastery %. Record this information in the Skill Points to Skill Mastery % field on your skill record sheet.
Prerequisites: You won’t find this field on your skill record sheet. This tells you what you must have accomplished before you can get that skill.
Detailed Description: This is only viewable if you click on the skill's name to go into the detailed description page view of the skill. This gives a more in depth view of what the skill does.
Mastery %: This is your skill’s mastery rate. Remember, in order to have a skill, it’s Mastery % must be at least 1%. The Master % is what you would need to roll or below using percentile dice to successfully use the skill. But don’t freak out if the Mastery % is low, because even if you fail you will still get your skill points, though at the failure rate. In order to increase the Mastery %, you will need to put in skill points. 1 skill point equals 1 % for the Mastery %. The points you put into Mastery % go in the Mastery % field on your skills record sheet. You will not see this field on the skill pages. Remember, you can only increase your skill's Mastery % up to 50% using accumulated skill points. The rest of the skill's mastery must come from using the skill.
And now abilities…
Ability Name: This is the name of the ability. You would record this in the ability field on your ability record sheet.
Ability Type: This is what type of ability the ability is considered. Here you will list what type of ability it is, whether it is an offensive ability, support ability, or whatever. You will see this listed as "tags" on the detailed ability description page, which is accessed by clicking on the ability name.
Effects: This is the ability’s effect, whether it be damage, restoration, or whatever. This info is to be listed in the Effect field on your ability record sheet.
Requirements & Restrictions: This will show any requirements that need to be met or any restrictions that could prevent you from acquiring the ability. You cannot acquire the ability if you do not meet this criteria.
Cost to Acquire: This is how many skill points it costs to acquire this ability.
Now that you understand better how skills and abilities work, continue to the next page to begin selecting your skills and abilities. Here's a few important facts to remember when doing so.
Fact 1: A skill's Skill Mastery % must be at 1 % in order to have that skill, so you need to spend enough skill points into the skill you want to make it at least 1%. The amount of skill points you need to spend into a skill depends on the skill's Skill Point to Skill Mastery % rate.
Fact 2: You can never put in more than 50 points from your accumulated skills points into a single skill.
Fact 3: You can never increase a skill's Master % beyond 50 by spending points from your accumulated skills points into a skill. Once a skill's Mastery % reaches 50, you can only further increase the skill's mastery by actually using the skill.
Fact 4: During character creation, your initial accumulated skill point pool is is one half (1/2) of your total point pool created during character creation.
Fact 5: You cannot pick a skill if you do not meet its prerequisite. Only once you meet a skill's prerequisite can you choose that skill. During character creation your first skills will likely need to be those that have no prerequisites.
- Magic Skills & Abilties | Magic Skills & Abilities
- Support Skills & Abilities | Non Combat Support Skills and Abilities
- Support Skills & Abilities | Combat Support Skills & Abilities
- Character Skills & Abilities | Character Skills & Abilities
- Defensive Skills & Abilities | Defensive Skills & Abilities
- Offensive Skills & Abilities | Miscellaneous Offensive Skills and Abilities
- Offensive Skills & Abilities | Projectile Weapons Offensive Skills and Abilities
- Offensive Skills & Abilities | Throwing Weapons Offensive Abilities
- Offensive Skills & Abilities | Whips Offensive Skills
- Offensive Skills & Abilities | Bashing Weapons Offensive Skills and Abilities
- Offensive Skills & Abilities | Thrusting Weapons Offensive Skills and Abilities
- Offensive Skills & Abilities | Axes Offensive Skills and Abilities
- Offensive Skills & Abilities | Scythes Offensive Skills
- Offensive Skills & Abilities | Swords Offensive Skills and Abilities
- Offensive Skills & Abilities | Knives & Daggers Offensive Skills
- Offensive Skills & Abilities | Unarmed Offensive Skills and Abilities