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Skills are learned abilities that characters have acquired throughout the course of their lives. These are skills that a character has spent extra time in learning and perfecting. The average person with an INT of 6 will get 10 skills to start out, those with a higher INT get more skills to start out, while the reverse is also true for those with a lower INT. Each skill that a character has selected receives a one time +5% bonus (may add in their skill level-up bonus), added on to the character’s Basic ability score. Should a character not be trained in a skill they may still attempt to perform that skill, but their chance of success is based on their Basic ability score.
For each successful use of a skill, players add a Karma point and make a check mark next to the successfully used skill. During the level up process, players may only improve those skills that have a check mark next to them. Also, characters do not receive Karma/check marks for repeatedly performing the same skill/action over and over again. After level-up, any unused Karma points are lost. Each use of a Karma point to improve a skill increases that skill by +3% during the level-up process. After a skill has raised above 50%, the character no longer receives any Karma/check marks for performing Easy tasks. Likewise, after achieving 70% in a skill a character no longer gains Karma/check marks from Average tasks. The idea being that performing such rudimentary or simple tasks no longer provides any benefit to a seasoned pro.
Skill attempts are rated by their relative difficulty, being either: Easy, Average, or Hard. The difficulty of any action is decided by the GM and they may even also use an optional Impossible level of difficulty (if they’re feeling very mean). Easy skill attempts are equal to the skill rating multiplied by two. Average skill attempts are equal to the skill rating. Hard skill attempts are equal to half the skill rating. Impossible skill attempts are equal to one-fifth of the skill rating. So thus, if a character has a 30% in a skill, an Easy attempt would have a difficulty of 60%, an Average attempt would be done at 30%, and a Hard attempt would be done at 15%. An Impossible attempt would have a 6% chance of success.
Outstanding Successes & Epic Fails
If the task roll succeeds by less than 10% of the target number (that is, if an Average Mechanic skill roll is 60%, it would need to be a roll of 6 or less), then an outstanding success has occurred. An outstanding success grants the character two Karma points instead of the single one as normal. This means that the player also makes two check marks next to the used skill. It’s the GM’s discretion on what happens storywise, but generally some sort of unintended beneficial effect occurs. Perhaps the engine is not only repaired, but gets better mileage now. Likewise, if the character fails the task by a roll above 90, a second task roll is made. If the second one fails also, an epic fail has occurred. In the above example, perhaps not only does the engine remain damaged, but the head is cracked and won’t run ever again. Additionally, if a character had any Karma points in the skill that had an epic fail, they lose 1 Karma point in that skill and must erase a single check mark from that skill. However, the epic fail shouldn’t be used every single time, but in dramatic situations. Its real purpose is to dissuade characters from trying tasks far above their skill levels, and have consequences if they do decide to try.
Characters may attempt to string together several skill checks in a row to create a bonus to a primary skill roll. These extra skill checks must be related in some way to the primary skill being attempted, with the final verdict up to the GM on their applicability. Characters should give a compelling argument as to why they should apply. These skill links may be attempted by another party member who wants to aid in the attempt, although it is still up to a single character for the primary skill check. Up to three skill links may be strung together, with each success adding a +5% bonus to the final skill roll. Each failure will tack on a -10% penalty to the final skill roll, if enough skill link failures cause the primary skill check to fall below 0%, then it is considered failed. Players must declare they are doing skill links before the primary skill check is made and must also declare who is doing them and how many they are doing at that time. Once they are declared, whoever is involved must follow through with the skill link checks and cannot back out after the skill link has been declared. Difficulty of the skill link checks is determined by the difficulty of the primary skill check by default, although the GM may adjust difficulties as they see fit. Skills may only be linked if they have percentages associated with them. Weapon skills may not be used either.
This list of skills is by no means exhaustive, nor are the ways that a player may use these skills as described all encompassing. If a player comes up with a creative use for a skill that allows the game to flow, by all means, let them use it that way. Also, if a character gets an epic fail on a skill roll, use your best judgment to determine the consequences, although the character still loses a check mark and Karma point for the epically failed skill, along with any other penalties the GM adds.
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|INT Skills||-||WILL Skills||-||WIT Skills|
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