Optional Skill System


Some players and Game Masters feel that a pencil-and-paper RPG is incomplete without a skill system. Skills allow an increased level of realism and chance, for the Game Master doesn't always decide whether the player succeeds or fails.

Each skill has a Skill Level, rated from 0(untrained) to 8(master). All skills begin at SL 0, and can be improved as the character gains levels. When the character wishes to perform a task that calls for the use of one of his Skills, the GM decides on a Target Number depending on the difficulty of the task, as per the following guidelines:

Difficulty Target Number
Very Easy 1-3
Easy 4-6
Average 7-9
Tricky 10-12
Difficult 13-15
Very Difficult 16-18
Almost Impossible 19-20

To see if the attempt succeeds, the player rolls 1d12 and adds the die roll to his Skill Level. If the result is equal to or greater than the Target Number, he succeeds. Note that for some skills, such as Appraisal, the GM must roll the skill check- the character has no way of knowing if he has failed the skill check or not. Most skills may be attempted with a Skill Level of 0; however, some skills require special training, and may not be performed unless the character has at least a Skill Level of 1. These skills are marked with an asterisk (*). Some skills allow automatic successes for simple tasks. These automatic successes also require that the skill be at least Level 1; otherwise, a check is required.

All characters begin play with 15 points to spend on starting skills. Upon gaining a level, a character gains 3 Skill Points, which are used to improve his skills or learn new ones. He may use the points immediately, or save them to use later. The cost of improving skills is given on the following chart:

CURRENT SKILL LEVEL SKILL LEVEL AFTER TRAINING COST TO INCREASE SKILL LEVEL
0 1 1
1 2 3
2 3 5
3 4 7
4 5 9
5 6 11
6 7 13
7 8 15


SKILL LISTING

Acrobatics
The ability to tumble, somersault, and take falls. On a successful Skill Check, you can perform a difficult feat of agility, such as leaping through a two-foot-square window without hurting yourself. A Skill Check also allows you to reduce damage from hazards, such as falling or certain traps, by 50%.

Alchemy (*)
You can brew potions for 2/3 the listed price. Doing so requires one day for Potions, Ethers, and status cures, two days for Hi Potions, Hi Ethers and Phoenix Downs, three days for Super Potions and Super Ethers, and four days for anything else. Artifact-level potions cost 5000 G create.

Appraising
On a successful Skill Check, you can estimate the value of an object more or less accurately; a failure means you value it either too highly or too poorly. Note that this check is rolled secretly by the GM.

Armorer (*)
The skill to craft armor from raw materials. On a successful Skill Check, which has a Target Number of (Armor Level + 4), you can forge any one piece of armor for 2/3 the listed price- as long as you have access to the materials necessary. The process takes two days per level of the item. Artifact-level armor cannot be forged with this skill.

Climbing
The ability to climb steep slopes. A Skill Check is only necessary when attempting to climb without a rope or ladder, or under other difficult conditions. Even untrained characters can climb a rope or ladder without a check.

Cooking
Culinary art, the ability to cook well. No Skill Check is required unless you are trying to prepare especially elegant or complicated recipes.

Craft Item (*)
The ability to create rods, wands, machines, or other devices with extraordinary or magical powers. The item created is capable of performing a particular Tech or magic spell with no cost to the user. You may craft an item capable of any single Tech or spell of a level no greater than your Craft Item Skill Level, and also no greater than a Tech or spell you could learn yourself. Creating the item requires two days per level of the power it invokes, and costs (Tech or Spell Level squared) * 50 G. The Skill Check has a Target Number of (Tech or Spell Level) * 2. If the check fails, you get back half of the price you invested in spare parts that may be reused for another item. A newly created item may be used 10 times before its power is exhausted. It may be recharged or reloaded for half its original cost. Alternately, you may create a one-shot item, which is destroyed after one use, but which costs only 1/10 of its normal price. Another use for this skill- is to build devices with special effects, such as a scrying crystal or a teleportation device.

Dancing (*)
The ability to dance, whether it be exotic gypsy dances or elegant ballroom dances. A Skill Check is only necessary when performing difficult or unknown dances.

Direction Sense
A successful Skill Check allows you to accurately determine which way is north. Note that this check is rolled secretly by the GM.

Disarm
When used against an opponent wielding an unnatural weapon, such as a sword or dagger, a successful Skill Check will disarm his weapon, leaving him unarmed. Doing so requires your action for the round.

Disguise
The ability to disguise yourself as someone or something else. A basic, simple disguise warrants a bonus, while an attempt to pass yourself off as the king would surely incur a penalty. A failure indicates a flaw in the disguise, which may or may not be noticed, depending on who sees the character and how much the roll was failed by. Note that this check is rolled secretly by the GM.

Find / Remove Trap (*)
The ability to find and disarm traps. Each use of the skill is rolled separately. The Find Trap check is rolled secretly by the GM. Note that a failed Remove Trap roll may set the trap off!

Forgery
The ability to reproduce documents and falsify papers. A failure indicates a flaw, which may or may not be noticed, depending on who reads the document and how much the roll was failed by. Note that this check is rolled secretly by the GM.

Healing (*)
The non-magical ability to diagnose and treat wounds and diseases. Cuts, scratches, and other minor injuries can be tended to without a skill check. More serious injuries or afflictions require a check, as does diagnosing a disease. A particular injury may only be treated once per day. Healing takes time, and may not be used in combat.

Herbalism (*)
Knowledge of plants. On a successful Skill Check, you can identify unusual species of plants. You may also brew various mixtures- including poisons- given the right herbs and a successful Skill Check, as well as a day or two. You cannot mix Potions with this skill. Note that this check is rolled secretly by the GM- a failure means that the mixture may not do what you want it to do!

Hide
The ability to conceal oneself in the shadows or behind objects. A successful check rolled secretly by the GM allows you to avoid detection.

History (*)
You have a certain amount of knowledge of a specific area or event in history. General knowledge does not require a check, but obscure or difficult information does.

Jumping
The ability to make extraordinary leaps. A Skill Check allows you to jump farther than normal- perhaps much farther. A character with the Jump Minor Ability never needs to make a Jump check.

Language (*)
You have studied a particular foreign language. A successful check rolled by the GM allows you to read, speak, or understand the language correctly in a certain document or conversation.

Musical Instrument
The knowledge of a particular instrument. A Skill Check is required when playing unfamiliar or difficult songs.

Pick Pocket
The ability to lift items of value from shops or other people. Note that this check is rolled secretly by the GM. If the check is successful, you have found something of value. If not, you get nothing, and may be noticed by the victim. The chance of being spotted on a failure is (Die roll - Skill Level) x 10 percent.

Riding
Ability to ride a specific type of mount. Normal riding requires no check, but under difficult conditions you must make a check to avoid being thrown or falling off.

Set Trap (*)
The ability to set snares or traps. Anyone setting off the trap takes (1d10+5) points of damage per level of the skill, modified by either AP and Defense or MAP and M. Defense. No check is required to set the trap.

Singing
The ability to sing. A Skill Check is required when singing unfamiliar or difficult songs.

Sneak
The skill required to move with stealth. A Skill Check by the GM is required to avoid being heard.

Survival (*)
Specific to a certain type of terrain or area. A successful check once per day allows you to find food, water, shelter, or other necessities.

Swim
Ability to swim. A Skill Check is required under difficult conditions or when swimming for extended periods of time.

Trade (*)
Knowledge of a particular trade, be it shoemaking, researching, carpentry, or anything else. A check is required when doing something difficult or out of the ordinary.

Training (*)
Each time you increase your Training Skill Level, you recieve 2 Bonus Points that can be allocated normally, just as you would the points you gain at each level-up.

Weaponsmithing (*)
The skill to craft weapons from raw materials. On a successful Skill Check, which has a Target Number of (Weapon Level + 4), you can forge any one weapon for 2/3 the listed price- as long as you have access to the materials necessary. The process takes two days per level of the item. Artifact-level weapons cannot be forged with this skill.

Weather Sense (*)
On a successful Skill Check rolled secretly by the GM, you can accurately predict the general weather for the next day or so. A failure indicates an inaccurate prediction.

Weapon Skill (*)
This skill grants a bonus to Accuracy when using a particular type of weapon- swords, axes, crossbows, etc. The bonus is equal to (Skill Level * 2). A character may gain Weapon Skill levels for multiple weapons.