Skills
Each Attribute is linked to six Skills. Attribute and Skill depend and support one another: the Science Skill can only thrive
along with the Intellect Attribute, the Melee Skill is based on the Body Attribute, Dexterity is nothing without Agility.
Some Skills are necessary for fighters, others for traders and tricksters: it is the interplay of Attribute and Skill that grants
a character its mechanical flavor.
Every Skill has its applications. In the descriptions, some are listed as examples under “Action”. These Actions are actively announced by Players: they usually require some time or at least a moment of awareness.
The applications listed under “Reaction” are enforced or offered by outside influences. For example, the Game Master can tell his group: “The night is pitch black. Roll to see if you notice something.” The Players roll INS+Perception, and if a Shutter is actually approaching out there, they might hear him with a successful roll.
Some Actions are not dependant on one Skill alone. Occasionally the combination of two Skills brings the desired effect: a Judge is more easily deceived (PSY+Deception) by a distinguished choice of words (CHA+Expression), while an ambush (AGI+Stealth, followed by BOD+Melee) becomes an assassination attack. The rules for Combinations will be found at a later point in this chapter, but some examples are presented here.
Some Skills are special: additional traits are derived from them or they have certain limitations. Chapter 6: "Character Creation", details them, while the Specialties are listed here for further reference.
ACTION
Every Skill has its applications. In the descriptions, some are listed as examples under “Action”. These Actions are actively announced by Players: they usually require some time or at least a moment of awareness.
REACTION
The applications listed under “Reaction” are enforced or offered by outside influences. For example, the Game Master can tell his group: “The night is pitch black. Roll to see if you notice something.” The Players roll INS+Perception, and if a Shutter is actually approaching out there, they might hear him with a successful roll.
COMBINATION
Some Actions are not dependant on one Skill alone. Occasionally the combination of two Skills brings the desired effect: a Judge is more easily deceived (PSY+Deception) by a distinguished choice of words (CHA+Expression), while an ambush (AGI+Stealth, followed by BOD+Melee) becomes an assassination attack. The rules for Combinations will be found at a later point in this chapter, but some examples are presented here.
SPECIALTIES
Some Skills are special: additional traits are derived from them or they have certain limitations. Chapter 6: "Character Creation", details them, while the Specialties are listed here for further reference.
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