Skills
Skills are a means of improving specific abilities of a character. Each skill has a Cost, Attribute, Rating and sometimes, a Prerequisite.
The Cost is a series of 3 numbers. (A few skills only have one number followed by a /N. This means the skill is a very basic skill and can only be purchased at level 0.) The first number is the number of Skill Points it costs to buy the skill at level 0. The character receives no additional bonus for a skill at level 0. The second number is the cost of reaching levels 1, 2 and 3. For each level in this category, an additional 5 points is added to the characters Rating. The third number in the Cost is the price for levels 4, 5 and 6. For each level gained in this category, an additional 10 points is added to the skills Rating. Normally, having a skill at level 6 puts you in the top 5% in the world and is usually the maximum skill level attainable. However, certain character may want to dump all their hard earned Skill Points in one skill in attempt to be the best. In this case, it is possible to reach levels 7, 8, 9 and beyond. However, the costs increase exponentially with each level beyond 6. To get a skill at level 7, it cost double whatever it costs to reach level 6. To get a skill at level 8, it costs double of level 7 (or 4 times level 6). With each level, the cost keeps doubling from the previous level.
The Attribute part of a skill is the base attribute from which the skill is based. This is the Rating of (most) skills at level 0. As Attributes raise, so do the resultant skills. Note that some skills are inherently more difficult and may start at 1/2 of an Attribute.
The Rating is the percentage roll necessary to roll under for the skill to succeed. At level 0, the Rating is (usually) the same as the base Attribute. As the skill level increases, so does the Rating. It is easily possible to have skills which exceed 100. In this case, the character will always make their roll unless an Unlucky Break (95-99) is rolled. On the roll of an Unlucky Break, the skill always fails. Also, it is good to have skills greater than 100 because often, penalties (such as -10, -20 or 1/2 skill) may apply.
Prerequistes are skills which must be obtained before purchasing other skills. If possible, the prerequisite skill must be of equal or greater level than the more advanced skill. (For example, before getting Weapon Creation and Repair skill, you must purchase Metalworking. However, before purchasing Metalworking, you must have Basic Tool Use. To have Weapon Creation and Repair at level 3, you must have Metalworking at level 3 or higher. However, since Basic Tool Use is a level 0 only skill, it does not need to be raised.)
Here is a quick example:
The Sword skill has a Cost of 2/4/8 and a base Attribute of FIG (Fighting). It also has a Prerequisite of Basic Melee. Basic Melee has a Cost of 1/N and a base Attribute of 1/2MIG or 1/2FIG.
Therefore, before Sword skill can be purchased, Basic Melee skill must be purchased at the cost of 1 point. Since it's Cost is 1/N, it can never reach a level higher than 0. It lists 1/2MIG or 1/2FIG for an Attribute base. In this case, the player gets to choose which of these two Attributes will be used. In this case, the character has rolled a MIG of 37 and a FIG of 40. Obviously, FIG will be chosen. Therefore, the Rating for Basic Melee is 20. A character attacking with just Basic Melee would have to roll under 20 on 100d.
However, now that the character has Basic Melee, they are free to purchase the Sword skill. By spending 2 more points(the first number in the Cost), the Sword skill can be purchased at level 0. Given the FIG Attribute of 40, the character would now have the Sword skill with a Rating of 40. Now, anytime the character attacks with a sword, he must only roll under 40.
Given that the character is still hitting less then half the time, he may choose to later increase this skill. To reach level 1, another 4 Skill Points must be spent. The same for levels 2 and 3. Therefore, to raise Sword skill from level 0 to level 3, it would cost an additional 12 Skill Points. Since each level raises the Rating by 5 points, this character would now have a Sword skill Rating of 55.
Now, a Rating of 55 is not too bad, however, say your character wants extra attacks or to perform some other skill while swinging the sword. This would incur some penalties. Therefore, to offset these penalties, a higher level can be obtained. The third number in the Cost is for levels 4, 5 and 6. At 8 Skill Points per level, it would cost an additional 24 Skill Points to go from level 3 to 6. However, for each level in this category, 10 points are added to the Rating. This would give our character a Sword skill Rating of 85.
For most characters, level 6 will be the maximum level needed to achieve. However, if your character wants to be the very best at what he does, higher levels can be reached. For every level beyond 6, double the previous cost and add 15 to the Rating. Therefore, at level 7, an additional 16 Skill Points would be needed and the Sword skill Rating would be 100. For level 8, 32 Skill Points are needed for a Rating of 115. Higher levels can be obtained if you have enough Skill Points.
Starting player characters (PCs) start with 30 Skill Points. Additional Skill Points may be received when reaching new levels. Click the link to get a complete listing of Skills.