Only War Skills and talents.pdf
Some Skills fall into broad categories that use common rules.
These descriptors allow both players and GMs to instantly
identify the appropriate rules section from Chapter I:
Playing the Game for their resolution. These categories
include: Crafting, Interaction, Investigation, and Movement.
Skills with the Crafting descriptor allow characters to create
things from parts or raw materials. These creations can vary
from exotic drugs and custom weapons to disturbing works
of art and fiendish traps. The GM sets up an appropriate
Extended Test for the task, and its resolution follows the
guidelines in the Crafting sidebar.
All Skills with the Interaction descriptor involve interplay
with others. The difficulty of these Skill Tests depends on
the individual’s disposition towards the character, as defined
by the GM in accordance with the circumstances of the
encounter. See page 303 of Chapter IX: The Game
Master for more information on NPC disposition.
INTERACTION SKILLS AND CROWDS
It is possible for a Skilled commander or masterful
orator to influence or control groups of people at the
same time. When a character uses a Skill with the
Interaction descriptor, he can if he chooses affect a
number of people up to ten times his Fellowship Bonus,
provided they can all clearly hear and understand him.
If it is an Opposed Test, then the character only makes
one roll and compares the result to the rolls of each of
the people he is trying to affect to determine success.
Every Skill has a base Characteristic indicated in its
description which is used to test against when making
a Skill Test. Most of the time this is the Characteristic a
character uses to determine success of failure, though in
some circumstances when setting a Skill Test, the GM
might wish to substitute an alternative Characteristic
which better suits the situation.
As characters survive adventures and develop during game
play, they naturally become more competent and the range
of their abilities grows and strengthens. A Player Character
learns new Skills and improves existing ones, getting steadily
better and gaining access to new options during play and
new ways of overcoming challenges. Skills, like other kinds
of Advances, are gained during character creation or bought
during play by spending Experience Points. The amount of
Experience Points a Skill costs depends upon its Rank and
which Aptitudes a character has as detailed in Chapter III:
Simply knowing a Skill is very different from having mastered
its use, and different characters are likely to be able to use
different Skills at varying levels. To represent this, all of a
character’s Skills are ranked from 1-4, representing his level
of ability. The benefits of having a Skill at a higher Rank is
detailed on Table 4-1: Skill Ranks.
Table 4-1: Skill Ranks
Most of the Skills with the Investigation descriptor allow
characters to collect information from various sources, and
also require Extended Tests as characters try to gather detailed
intelligence on their foes or their mission. The GM sets up the
proper time period for the Test, as it takes far longer to uncover
the secret base of a rival cult than it does to spot the location
of an armoured column.
Skills with the Movement descriptor all relate to a character’s
mobility, anything from daring leaps across chasms to climbing
up sheer cliffs. They involve the ability to move across, through,
over, or between a character’s environment. Movement Skills are
all adversely affected by reductions to the character’s mobility
(such as crippling injuries to limbs) or environmental factors
as detailed on page 34.
Use the Skill without the –20
penalty for being untrained
+10 on all tests with this Skill†
3 (Experienced) +20 on all tests with this Skill†
+30 on all tests with this Skill†
†Characters only use the highest bonus