Skills represent how consistently good a character is at performing a set of related abilities. Typically skills represent a mixture of talent, knowledge and practice. A skill is three statistics that represent thresholds of performance. When a character makes a skill check the dice result determines whether the character fails, achieves only marginal success, or accomplishes their design.
- Melee – Purchased with Strength skill points.
- Athletics – Purchased with Strength or Power skill points.
- Artifice – Purchased with Strength or Power skill points.
- Destruction – Purchased with Power skill points.
- Evocation – Purchased with Power or Charisma skill points.
- Abjuration – Purchased with Power or Charisma skill points.
- Conversation – Purchased with Charisma skill points.
- Conjuration – Purchased with Charisma or Strength skill points.
- Nature – Purchased with Charisma or Strength skill points.
- Trickery – Purchased with any skill points.
To execute a skill check, roll 2d10 and compare the roll against the two thresholds of each skill. Occasionally, the GM will grant a bonus or penalty to the check result, however this is relatively rare. If there is a contest entry in the ability description, the target may contest the result if the result is between the weak and strong thresholds. If so, they also roll 2d10. The contest will typically specify an attribute that forms the basis of the contest. Add the attribute score to your check and to the target’s roll and compare the totals. If the target has rolled equal to or better than you, they have successfully contested the abilities.
Any time you roll below the weak threshold, you achieve a fumble result. Execute any Fumble entries in the ability description for each target you fumble against.
If the check is between the weak and strong threshold and the target successfully contests the ability you achieve a marginal result. Execute any Marginal entries in the ability description.
If the check is equal to or above the strong threshold or if the target fails to contest the ability, you achieve a coup result. Execute any Coup entries in the ability description.
If a check result is a coup and it was uncontested (whether because the target was unable to respond or the check was above the irresistible threshold), execute the Critical entries in addition to the Coup entries.
Each character starts with all skills at 15/20, which is short hand for a weak threshold of 15 and a strong threshold of 20.
At each level, you gain skill points that can be allocated to boost skills or buy feats and abilities. Each skill description lists one or more types of skill points that can be used to buy them up. To improve a threshold by one point if it is currently between 6 and 15, costs 3 skill points. Otherwise to improve a threshold by one point costs one skill point.