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== Skills == Everything you learn will be a skill. From Knowledge Skills (i.e. Archeology, History) to Combat Skills (Shooting a gun) you'll have to use skills to achieve success. How do we model the fact that some people are better at math or languages than others? We use features. Affinity features are actually combinations of advantages and disadventages. A person with an affinity to languages will get +2 on all language skills, but -2 on natural sciences. The gift "lingo" feature will reduce the number of points a character has to spend to gain languages. Other features may negate the negative effects of some affinities. What do we do if we don't have a skill? Nothing. If you don't know anything about the History of China, making an intelligence roll won't do any good. If you don't know how to fly a plane, you will crash. Easy as that. Some skills like "shooting a weapon" might be used without the necessary skill- but how much effect will your dexterity really have in that case? Success is determined by rolling a d20 and adding the skill (and eventually the appropriate attribute) number to that. Some skills require a certain attribute or score number to be used effectively. Skilled and unskilled attempts have different difficulties to be achieved. so, if a skilled gunman has a difficulty number of 20, a non-skilled person will have a number of 30 to hit. Also, the non-skilled person will only be able to add his according attribute / score to the roll (always stated next to skill- perception for shooting).
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