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SkillsThe skill rules are detailed in the reference document. What is a skill?A character's skills represent a character's knowledge and experience. Any situation in which a character does something difficult likely involves the use of a Skill, also known as a Skill Check. Skill Checks are explained in the Resolution System. This page covers what skills are available, and how they are given to a new character. Skill LevelsBy default, unless otherwise specified, a character is assumed to know the basics of living as understood in their particular home setting. For instance, reading and writing in their national language (and their home dialect if any), ability to use basic tools such as screwdriver, knowing how to boil an egg, and other typical "day to day" skills. These do not need to be marked down. If a character has a handicap that precludes use of these basic skills, mark that down instead. Each setting has an additional set of default skills. Anything more complex, such as being effective in combat, athletics (beyond walking around, light lifting, and other everyday stuff), stunt driving or flying, or anything else a person would spend time training specifically to learn, is a skill. The higher a character's Skill Level, the better trained that character is in that skill. If a character has a stat listed at 0 on their sheet, they have received enough training to use it without penalty, but have no bonus. This may only be acquired by backgrounds.
Attributes and Skill LimitsSkills are dependent on one or more attributes, and cannot be raised higher than the LOWEST relevant attribute. For example, a character with a Body Ability (BA) of 3 may not have Brawling higher than 3 without raising BP first. If the same character has a Body Resilience (BR) of 2, they may not raise Persistence Hunting above 2, even though their Body Ability is sufficient. Metanormal advantage (Narrative Control, Magic, Psionics, etc.), when present, has its own limit, indicated by the Special stat. Improving Skills and Experience PointsSkills are bought with experience points: learning a completely new skill (rank 0 to rank 1) costs 1xp. To raise a skill to the next level, the player must spend experience points (XP) equal to the the total amount of XP already spent on that skill, plus the rank of the skill being gained. For example, going from rank 2 to rank 3 would require 1+2+3 = 6xp. Experience points are given at character creation, and after a significant series of events in a game, as determined by the storyteller. Storytellers may decide that the group gets XP as a whole, or to individual characters; it's important to make this clear at the beginning of the game. Particularly experience-heavy games may give xp after a combat encounter, whereas more realistic games may give xp after an entire adventure, when the characters have some downtime to reflect and learn. Learning a completely new skill should be roleplayed, if possible (a period spent in training, or a particularly successful improvisation that prompts the character to learn the basics of the skill next time they have the chance, for example). Specialization and ImprovisationSometimes a character will be specialized in an aspect of a skill, as opposed to having an equal level of knowledge in all areas of that skill. In fact, experienced generalists are very rare. Specializations require knowing the basics (skill 1) and cost one rank less than raising the base skill would. For example, a character with Ranged Combat 2 who wants to specialize in Marksmanship only needs to spend 3xp (as if going 1->2 instead of 2->3) and can from then on use a ranged combat skill of 3 when firing from long range, while retaining the skill of 2 when engaged in a close-quarters shootout. Expanding a specialization into a general skill improvement is done by "refunding" the specialization, then spending the XP to raise the skill normally. In this case, the character would get 3xp back, and then spend 6xp to raise the general skill to 3. Specialization also has a narrative effect: if two characters have the same relevant stats and skill in a contest or duel, a character with a specialization has advantage over a character without. For example, between two characters with identical primary attributes who engage in a mortar duel across trench lines, the one with Indirect Fire(1) and Mortar specialization will actually enjoy an advantage over the one with Indirect Fire (2). In the course of a scene, improvisation may become necessary. When improvising, the character is treated as having an effective skill of -2. Having a distantly related skill can be used to reduce this penalty: a distantly related skill at 2 will reduce the improvisation penalty to -1, and a distantly related skill at 4 will reduce the improvisation penalty to 0. For example, a skilled cobbler can use their knowledge of leatherwork to stitch a wound (although the patient won't enjoy it!). A character who is particularly good at improvising may have a trait that reduces this penalty, but it should never go above zero. Improvisation also has a narrative effect: if two characters end up having the same number to add to their dice rolls when all is said and done, just as a specialized character has advantage over a generalist, a character who is NOT improvising will have advantage over a character who is. This represents the "muscle memory" conferred by basic training in a skill (The two advantages do not stack). Skills and AttributesIn a skill check for a skill that has two prerequisite stats, use the lowest. A player should note their skill on the character sheet. Action skills are normally tied to Ability. They are used in a time-critical way, when fractions of a second count; all combat skills are action skills, but the opposite is not necessarily true. Endurance skills are normally tied to Resilience. They are used in a sustained effort, in which self-discipline and ability to pace oneself are as important as expertise; in general, these skills do not relate to combat. By default, player characters start with 12 skill points. Sample SkillsThe following is a basic list of skills - skills requiring special conditions are not included, because they will be setting-specific. For setting-specific skills, see the settings-specific skill table
Narrative Control is tied to Mental Ability and Emotion Ability for raw power, Mental Resilience and Emotion Resilience for usage.
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