Skills represent what the Character’s knowledge and ability to perform certain tasks or actions, and are key to a Character’s Success. The higher their Skill, the more easily a Character will pass their Tests.
Characters will automatically be provided a number of Ranks to each Skill equal to their Attribute Rank married with the Skill. Additionally, Attribute will determine the minimum value that Character will roll on a d20 during a test. That is, if the Character were to roll a value lesser than their Attribute Rank, ignore the roll and use the Attribute Rank instead.
Attributes do not modify maximum Skill Rank.
Characters may spend 1 Skill Point to increase the Rank of a single Skill by 1.
If the Character is dissatisfied with the way in which they have spent their Skill Points and wishes to retrain them, they must speak to their Guild Quartermaster. As a Long Non-Combat Action, the Character chooses a single Skill and reduces its Rank to a minimum of 1. The Character is then provided a number of Skill Points equal to the total Ranks reduced in this way to be spent elsewhere.
The Maximum Rank that may be bought naturally is 15.
When rolling a Test, the Character’s Skill Rank acts as the Limit of that Test. So long as this Limit is not broken, the Character succeeds in this Test.
Additionally, a Character may unlock additional abilities with an appropriate Skill Rank.
This is a Test, and requires no roll; the Character need only compare their own Skill Rank to the table below. If their Rank is equal to or greater than the requirement, their succeed their Knowledge Check. Attributes do not apply to Knowledge Checks; use Skill Ranks only.
Rank 3 – Basic or Common information or rumors
Rank 5 – Theories or General information and details
Rank 8 – Complex or Extensive information and insight
Rank 11 – Cutting-edge knowledge or Peripheral details
Something Forgotten – add 2
Something Secret – add 4
The Character has an Interest in the specific field – subtract 2
The Character’s ability to perform and understand ranged combat.
The Character’s ability to perform and understand melee combat.
Abjuramancy is the knowledge and manipulation of Space-Time geometry, gravitons, and gravitational waves.
This is the knowledge, understanding, and manipulation of Matter through exploitation of Strong Force.
The technical knowledge of medical procedures as well as anatomy, biology, and bioengineering and the manipulation thereof.
Neurotech is the knowledge and manipulation awareness and perception of conscious beings.
The knowledge and manipulation of electromagnetism and photons through the exploitation of Electro-Weak Forces.
The characters ability to leap, tumble, and perform other such gymnastic maneuvers to avoid both inanimate and hostile obstacles.
If the Character is Falling, they may take a Complex Move Action. Doing so will allow them to move in any direction, except to up, equal to half their Acrobatics Rank.
This is a Complex Move Action, the Character rolls Acrobatics Opposed by Awareness of a target in LoS. If Successful, they are Flat-footed against the Character for the remainder of the Turn.
The characters ability run, swim, and perform other such strenuous physical activates. Also influences Movement and Feats of Strength.
As a Complex Move Action, the Character may take a Move Action adding half their Athletics Rank to their Speed.
The Character may increase their Throw Range equal to their Athletics Rank.
The Character’s ability to palm, burgle and perform other dexterous tasks.
The Character may attempt to conceal a target within Touch Range in plain sight. As a Non-Combat Action, the Character rolls a Larceny Threshold Test. If Successful, the target is Concealed outside of Touch Range. Concealment in this way is lost of the target moves from their currently occupied Square.
The Character may attempt to steal or replace an Object on a target within Touch Range. The Character rolls Larceny at a penalty equal to the Weight of the Object being Palmed Opposed by the target’s Awareness. If Successful, the Character obtains the Object.
The target Object cannot be equipped to the target.
The target Object must be smaller than the Character’s own Size Category.
The Character’s ability to avoid detection, hiding from a target’s Awareness.
How well the character can deceive, mislead, or flat out lie.
As a Complex Move Action, the Character rolls Deception Opposed by the Awareness of a target in LoS. If Successful, the target is Flat-Footed vs the Character for the remainder of the Turn.
How well the character can judge the intentions of another.
How well the character can coerce cooperation or give orders.
As a Swift Action, the Character rolls Presence Opposed by the Judgment of a target in Line of Sight in Close Range. The target will gain a Level of Fear until the Character’s next Turn.
How well the character can persuade or negotiate.
As a Swift Action, the Character rolls Reasoning Opposed by Judgement. If successful, the target suffers a Disadvantage to Offensive Actions made against a specified target.
These are supplemental fields which the character may specialize in. They are not only flavor as they may add bonuses to certain Knowledge or Skill Tests. It is up to the Player to come up with Interests for the Character, and up to the Director how it is ruled in the game. Vague Interests give vague information and smaller bonuses, whereas specific Interests simulate a Character that is well known in that specific field providing greater bonuses.
Characters are allowed 3 Interests at Character Creation, and more interests may be bought for a single Skill Point each. Please note, that all Interests must be cleared by the Director before they are used.