Skills Rules
A “skill” is a particular kind of knowledge; for instance, judo, physics, auto mechanics, or a death spell. Every skill is separate, though some skills help you to learn others. Just as in real life, you start your career with some skills and can learn more if you spend time training. A number called “skill level” measures your ability with each of your skills: the higher the number, the greater your skill. For instance, “Shortsword-17” means a skill level of 17 with the shortsword. When you try to do something, you (or the GM) roll 3d against the appropriate skill, modified for that particular situation. If the number you roll is less than or equal to your modified score for that skill, you succeed! But a roll of 17 or 18 is an automatic failure. For more on skill rolls, modifiers, success, and failure, see Chapter 10. Each skill is qualified in several ways to indicate what basic attribute represents talent with that skill, how easy the skill is to learn, any special restrictions on who can learn the skill, and whether the skill is broad or narrow in focus.
CONTROLLING ATTRIBUTE
Each skill is based on one of the four basic attributes or, more rarely, on Perception or Will. Your skill level is calculated directly from this “controlling attribute”: the higher your attribute score, the more effective you are with every skill based on it! If your character concept calls for many skills based on a given attribute, you should consider starting with a high level in that attribute, as this will be most cost-effective in the long run.
ST-based skills depend wholly on brawn, and are very rare. ST determines the power you can bring to bear with DX-based skills far more often than it affects skill levels directly.
DX-based skills rely on coordination, reflexes, and steady hands. This is representative of athletic and combat skills, and most vehicle-operation skills.
IQ-based skills require knowledge, creativity, and reasoning ability. This includes all artistic, scientific, and social skills, as well as magic spells.
HT-based skills are governed by physical fitness. This includes any activity influenced by hygiene, posture, or lung capacity.
Perception-based skills involve spotting subtle differences. This is typical of skills used to detect clues and hidden objects.
Will-based skills hinge on mental focus and clarity of thought. Most allow one to resist mental attacks, bring about an altered mental state, or focus “inner strength.”