Cyllian:Skills

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Skill Resolution[edit]

Whenever a character wants to try something and the Referee isn't sure whether they will succeed or not, a roll must be made. The player rolls 2d6, adds any adjustments due to skill, ability, and circumstances and then locates the result on the following table.

Adjusted Roll Result Description
2 or less Fumble A spectacular failure and/or a failure with lingering complications
3-5 Failure The character fails at the task at hand
6-8 Indeterminate or Partial Success Depending on the specific task at hand, either nothing happens or the character succeeds with more time, effort, or resources expended than desired
9-11 Succes The character succeeds at the task at hand
12 or more Critical The character succeeds at the task at hand spectacularly and/or has unexpected lasting benefits from the success

Skill Difficulty[edit]

When the player announces the intention to do something and the Referee determines that a skill check is appropriate to determine the outcome, the referee must assess the situation and assign a difficulty to it. The Referee should inform the player of the difficulty before the dice are rolled, unless there's a very good reason the character wouldn't see how difficult the situation is.

Task Difficulty Adjustment Description
Trivial +4 Why are you rolling for this? If you are, then it should be a very easy task with catastrophic consequences with failure.
Easy +2 A simple task that that an average person should expect to succeed at.
Average 0 A task that an average person could succeed at or fail at but most likely will just take a lot of extra work compared to a trained person.
Difficult -2 A challenge for a professional and likely above the average person.
Heroic -4 A master will find this task challenging and it will likely be impossible for an average person.
Superheroic -6 A task that will challenge the true hero's of the world and is impossible for anyone else.
Godlike -8 A task that is a challenge for gods.


Attribute Bonuses[edit]

A player may apply an attribute bonus to the skill roll. Only one attribute may be used. The Referee is the final arbitrator on which attribute will be used. However, the Referee should give consideration to any reasonable application of attributes suggested by a player. A strong character may use brute strength to solve the same problem that a dexterous character solves with finesse and another character solves with dogged determination (constitution), and yet another may have a reasonable way to think their way around it.

Common Skills[edit]

Every adventurer is considered to be broadly competent and thus has a rudimentary skill of 0 for any attempt at a Common Skill. Anything that could reasonably be considered a background skill for the game is considered a Common Skill. For example, Climb, Stealth, Track, Ride, Perception, Survival, Streetwise, Cultural Background, and so forth are all Common Skills. Every character has a base 0 chance in those.

Players may choose to purchase additional ranks in these skills with skill points. When in doubt ask for how defined a particular skill must be for purchase. The more often a skill will be used in a typical adventure game, the narrower it's focus must be. The less often it is used, the wider the definition of the skill.

Professional Skills[edit]

Skills that will not be common to the background of competent adventurers are Professional Skills. Characters do not start with any competency in these skills and as such suffer a -4 Unskilled adjustment to rolls when attempting them. Any traded craft is considered a Professional skill, such as blacksmithing, armoring, leatherworking, masonry, and so forth. Any learned skill such as history, lore, arcana, or alchemy is also a Professional Skill. Adventuring skills that require special training are also Professional Skills, such as Lockpicking,....

One Skill Point is necessary to purchase a starting Professional skill at level 0. From there, both types of skills advance similarly.

Skill Purchase[edit]

Characters start with 2 Skill Points with which to purchase skills. At each level, characters receive another Skill Point. These may be immediately spent to advance skills that have been used in the adventure. They may be spent with some dedicated downtime to purchase new skills. Skill Points may be saved and spent at later. Opening a new Professional Skill takes one point. Thereafter, both Common and Professional Skill advance the same. It costs a number Skill Points equal to the new level of the skill to advance it. Skills may only advance 1 level at a time.

Skill Cost

Current Skill New Skill Cost in Skill Points
unskilled 0 1
0 1 1
1 2 2
2 3 3
3 4 4