Skills
Skills
There are 5 tiers of skills, Neophyte, Acolyte, Adept, Master, Exemplar. When a player buys skill points in a specific skill every 6th point will advance them to the next tier. Each tier will cost one more point per skill point per tier, so 1 point per skill point for Neophyte skills, 2 points per skill point for Acolyte skills, 3 points per skill point for Adept skills and so on.
The maximum number of points you can have in any one skill is determined by your power tier, 5 max points while you are a Neophyte, 10 max points while you are an Acolyte, 15 max points while you are an Adept, 20 max points while you are a Master, and 25 max points while you are an Exemplar.
Rolling Skills
To roll for a skill chance, a player will roll a d20 and add any skill points or other bonuses. The higher the number, the better the chance of completing the desired task, and/or increasing the quality of the task completed.
The Game Master will determine the success chance number for non-combat skills based on the difficulty of the task. Though in some situations, it will be appropriate for a player to make an opposed roll against someone to determine who succeeds in that situation, for instance when lying to someone and them trying to see if you are lying, the liar will roll a deception roll against the insight skill roll of the person being lied to.
Skill Encounters
Every encounter is a skill encounter, whether you are attacking or defending, or trying to convince someone to pay more for a job, or attempting to jump over a pit, it’s a skill encounter. Combat encounters are detailed in the Combat chapter, but there are also non-combat encounters.
Many encounters you’ll come across will not require the use of a weapon at all. In fact, drawing a weapon, in most cases, is a last resort. For example, you may try diplomacy to talk a potential foe down, or you may easily convince a prisoner to divulge secret information. Making a non-combat skill roll is the same as a combat skill roll. You roll a d20 vs the opponent’s d20 roll, both of you add relevant bonuses and subtract relevant penalties to find who had the higher total result.
Skills
Combat
Light Melee
Medium Melee
Heavy Melee
Light Ranged
Medium Ranged
Heavy Ranged
Hand-to-Hand
Defense
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Acrobatics
Animal Handling
Athletics
Awareness
Crafting
Deception
Insight
Intimidation
Knowledge
Lockpicking
Medicine
Performance
Persuasion
Pickpocket
Sleight of Hand
Stealth
Survival
Technology