SKILLS
- Martial Arts / Physical Domain (Riding, Tilting, Fencing, Wrestling, Running, Leaping, Throwing or Archery)
- Mechanical Arts / Mental Domain (Fabric Making, Hunting, Commerce/Navigation, Armaments/Smithing, Surgery*, Agriculture, Cooking)
- Liberal Arts / Emotional or Spiritual Domain (Logic, Grammar, Rhetoric, Arithmetic, Geometry, Music, Astronomy)
- Common Sense / Catch-All
Note that skill training has diminishing returns -- the first point invested has a more likely payoff than the second.
SKILL SPECIALTY BUNDLES (OPTIONAL RULE)
Some groups may want more refined skill sets that the bundles described above. This variant rule is perfect for such groups!
Gaining skill specialty bundles:
- Option A (power neutral): Expend one character point that would otherwise be used to improve a skill set or potential ability to gain two bundles.
- Option B (higher power): All characters get one bundle at character creation
- Option C (power neutral): All characters may take one bundle, but in turn, take one bundle as a "flaw." The flawed bundle receives -1 to all checks.
Available bundles (All bundles list skills in the order liberal art, mechanical art, and martial art):
- SATURN: Astronomy, Agriculture, Riding
- JUPITER: Geometry, Architecture, Mounted Combat*
- SUN : Arithmetic, Surgery, Climbing
- MARS: Music, Armament (Smithing), Melee Fighting
- VENUS: Rhetoric (Inform, Persuade, Motivate), Fabrics (weaving, tailoring, etc), Swimming
- MERCURY: Dialectic (Logic, Argument), Commerce, Dancing
- MOON: Grammar (Languages, quotations, history), Hunting & Tactics, Shooting
- Speed
- Stamina
- Strength
- Zero Potential: Roll 4d6 (avg 8.76), sum the lowest three. Below-average potential.
- 1 Potential: Roll 3d6 (avg 10.5). Typical potential for most people.
- 2 Potential: Roll 4d6, sum the highest three (avg 12.24). Significantly above average potential.
- 3 Potential: Roll 5d6, sum the highest three (avg 13.43). Dramatically above average potential.
- 4 Potential: Roll 6d6, sum the highest three (avg 14.27). Extraordinary potential.
- 5 Potential: Roll 7d6, sum the highest three (avg 14.9). Legendary potential.
- 0-1 (-3) -- only used in special cases
- 3-5 (-2)
- 6-8 (-1)
- 9-12 (0)
- 13-15 (+1)
- 16-18 (+2)
- 19-21 (+3) -- only used in special cases
- 18 yrs of age (3 skills / 7 potential)
- 24 yrs of age (4 skills / 6 potential)
- 30 yrs of age (5 skills / 5 potential)
- 36 yrs of age (6 skills / 4 potential)
- 42 yrs of age (7 skills / 3 potential)
- 48 yrs of age (8 skills / 2 potential)
- 54 yrs of age (9 skills / 1 potential)
- 60 yrs of age (10 skills / 0 potential)
- Pull only the face cards from a deck of playing cards.
- Draw five cards (for a 30 year old character). Each card represents six years of training and development.
Jack = Speed
King = Stamina
Queen = Strength
Aces = Martial Arts
Diamonds = Mechanical Arts
Hearts = Liberal Arts
Clubs = Common Sense
For example, if the first card I drew was the King of Aces, I'd place one point in Stamina and one in Martial Arts.
- Speed: Used to determine who acts fastest or first, and for rapid activity.
- Stamina: Used to resist the actions of others, or for sustained activity.
- Strength: Used to overpower obstacles or others.
- Speed: Initiative in physical combat -- who acts first in combat?
- Stamina: Resist physical damage or attacks. Use a martial skill over a long period of time ("aerobic"), such as swimming in calm water for a long duration.
- Strength: Hit someone, or surge aggressive use of a martial skill ("anaerobic"), such as swimming through a difficult obstacle.
- Speed: Initiative in mental challenges, puzzles, or craftsmanship problems.
- Stamina: Resist mental fatigue. Use a mechanical skill over a long period of time, such as focusing on making some sort of item.
- Strength: Solve a challenging problem or use a feat of skill, such as making an extraordinarily complex item.
- Speed: Initiative in social situations -- who acts first at a party?
- Stamina: Resist social or emotional fatigue. Use a social skill over a long period of time, such as staying out through a long party or looking for recruits for an army.
- Strength: Solve a social problem, such as making a strong favorable impression at a party or rallying troops to your cause.