Traits, Skills and Special Skills
There are three traits: physical, intellectual and interpersonal. Physical represents speed, strength, health, flexibility and otherwise physical attributes. Intellectual represents intelligence and wits. Interpersonal represents the ability to communicate, understand humans and process information about humans. If a traits has a bonus value, it gives percentage bonuses to the skills that are related to that trait. Every +1 trait bonus gives +10% to a skill that uses that trait.
There are 12 skills, 4 related to each trait. Every point in a skill gives a +5% bonus on rolls that use that skill. Thus if a person with a +1 physical trait uses the skill “Aim” with 3 skill points in it to shoot a rifle at a flying bird, their total bonuses to the roll would be 25%. The defense of the bird is 85%. To successfully shoot the bird, the person shooting must meet or exceed the percentage defense. Thus if on a d100 a 60 or greater is rolled (60 + 25 = 85), the bird is hit. No single skill can have more than 5 points invested into it.
|Acting||Interpersonal||For bluffing, mimicking, impersonating, acting|
|Aim||Physical||Used when trying to hit a target at a distance|
|Athletics||Physical||Used when performing an athletic ability such as a jump|
|Awareness||Intelligence||The ability to perceive what is happening, good for investigating|
|Computer||Intelligence||Used for searching an electronic database, hacking, etc|
|Dialog||Interpersonal||For debating, convincing, interrogating|
|Driving||Physical||Operating machinery, driving an automobile|
|Martial||Physical||Punching, wrestling, striking with a knife or baseball bat|
|Medical||Intelligence||Performing first aid, diagnosing and treating an injury or disease|
|Psychology||Interpersonal||Guessing motives, detecting lies, understanding psyche and societal patterns|
|Physical Sciences||Intelligence||Knowledge and application of sciences|
|Sneak||Interpersonal||Ability to be or not to be noticed by people|
Specific skills are skills that are derived from one of the twelve main skills, but are more specific to an action. The advantage of specific skills are that they decrease the difficulty percentage in cases where they are applicable. They also stack with percentage bonuses from the derived skill and its related trait (but the related trait is not added again to the specific skill). To calculate, just take the total from the relevant skill and use it as the bonus for the specific skill and then add five to the total for the specific skill for each skill point in the specific skill. Using the example from the skills section above, if a person who has the specific skill of sniping with 3 points in it is shooting at the bird with a rifle, the check might only be 70% instead of 85%. Also the three points stack into the percentage bonuses so instead of a 25% bonus, the person would have a 40% bonus (an extra 15% from the 3 points in sniping). Thus on a 30 or greater, the bird is dinner. Access to specific skills comes mostly from the chosen background, but a player may work with the GM to create their own specific skill.
Improving Skills and Traits
The most common way to improve a skill is by using it. When using a skill a d100 is rolled. There are three numbers that allow the skill to be improved. If a 1 is rolled, then the person performed so poorly that they learned what not to do in such a situation. If a 50 is rolled, then they are becoming more comfortable with the skill. If a 100 is rolled, their success has opened them into new ways of performing the skill. Specific skills are improved the same way as skills. Skills can also be improved by training, studying, etc. To improve skills using this method, announce the game before what skill you are trying to improve and how you are trying to improve it. At the beginning of the next game roll a d100. If the roll is above (70) + (5 for every point already in the skill) – (10 for each point in the relevant ability) – (5 for each previous attempt at upgrading the skill). This can only improve a skill to 5 skill points. Further improvement beyond five can only be achieved in the aforementioned way of rolling 1, 50 or 100 or by special circumstances given by the GM.
Traits are harder to increase. Sometimes specific chances come along or a person spends a long time in a very regimented situation that allows them to improve one of their traits.