Skills are acquired talents learned through trial-and-error, self-study, or formal training such as apprenticeship or schooling.
Skills are ranked on a value from -10 representing completely unskilled through the value +10 which represents a world-renowned practitioner.
Skill Value | Capability, Education, and Notes |
---|---|
-10 | Unskilled |
-9 | |
-8 | |
-7 | |
-6 | |
-5 | |
-4 | Novice |
-3 | |
-2 | Hobbyist |
-1 | |
0 | Average, High School, Trained, Certified |
+1 | |
+2 | Bachelors Degree |
+3 | |
+4 | Masters Degree, Professional |
+5 | |
+6 | Expert |
+7 | |
+8 | Doctorate Degree |
+9 | |
+10 | World-record holder, Grand Master |
Adventurers roll 2d6 - 2d6 for the number of skills gained from:
For each category rolled, if the result is:
The template specifies the source and number of ranks added for each skill.
Depending on how powerful the Guide wants adventurers in their Campaign to be, the Guide will give the players different amounts of starting points to modify their Adventurer's Skills with.
Adventurer Starting Capability | Skill Points |
---|---|
Minimal | 48 |
Challenged | 60 |
Below Average | 96 |
Average (Recommended) | 120 |
Heroic | 144 |
Superheroic | 168 |
Godlike | 192 |
Adventuers may then purchase Skill ranks from -10 to 0 to +3 at the cost of 1 point per rank.
For example, to purchase a skill at Hobbyist (-4) rank, spend 1 point to first buy the Skill at its base rank of -10, then six more points to raise the Skill to -9, -8, -7, -6, -5, and finally -4.
Each Lifepath event specifies the source and number of ranks added for each skill.