Skills

== Overview ==
Skills are goverened by the attributes shown above them on the character sheet, which are covered more in depth here. They increase 1 every 2 points that are put into the attribute governing it. For example, if there are 6 points in Strength, Destruction will be at +3. These skills are used in a variety of ways, all of which are covered below. If there are any questions or conflicts about the skills, it is up the GM to determine what is correct.
== Skills ==
Strength
Destruction
*Used to destroy things in the overworld as well as certain objects in combat.
*Outcome is determined by a d20 roll plus its modifier. The amount needed is determined by the GM.
Physical Intimidation
*Used to intimidate an NPC using threats of physical violence or other physical acts.
*Outcome is determined by a d20 roll plus its modifier. The amount needed is determined by the GM.
Damage Boost
*Used to boost damage using any physical weapon.
*Outcome is pre-determined by adding 15% to damage by every modifier put into it. The damage amount is always rounded down, and can only round to one decimal place.
Perception
Scouting
*Used to scout ahead and spot things such as traps and enemies.
*Outcome is determined by a d20 roll plus its modifier. The amount needed is determined by the GM.
Initiative Boost
*Used to give a bonus to the character's Initiative value.
*Outcome is pre-determined by adding 1 to the character's Initiative by every modifier put into it.
Criminal Acts
*Used to determine how successful a character is at doing acts such as stealing and picking locks.
*Outcome is determined by a d20 roll plus its modifier. The amount needed is determined by the GM.
Endurance
Bingeing
*Used to allow the character to eat more food and in turn, allow them to go longer without eating.
*Outcome is pre-determined by adding 20 to the character's Fullness maximum by every modifier put into it
Damage Resistance
*Used to let a character resist some damage taken from any source.
*Outcome is pre-determined by removing 10% of any damage taken by every modifier put into it. The damage amount is always rounded down, and can only round to one decimal place.
Lead Belly
*Used to possibly save a player from food poisoning from intentional or unintentional sources.
*Outcome is determined by a d20 roll plus its modifier. The amount needed is determined by the GM.
Charisma
Verbal Intimidation
*Used to intimidate an NPC by making verbal threats, whether they be empty or truthful.
*Outcome is determined by a d20 roll plus its modifier. The amount needed is determined by the GM.
Persuasion
*Used to persuade an NPC into doing something they might not otherwise do, while keeping them friendly.
*Outcome is determined by a d20 roll plus its modifier. The amount needed is determined by the GM.
Bartering
*Used to sell items high and buy items low.
*Outcome is pre-determined by adding +5% to all items sold and -5% to all items bought, by every modifier put into it. The currency amount is always rounded down, and can only round to one decimal place.
Intelligence
Survival
*Used to determine how successful a character is using nature to aid their efforts.
*Outcome is determined by a d20 roll plus its modifier. The amount needed is determined by the GM.
Technology
*Used to determine how successful a character is using technology to their advantage.
*Outcome is determined by a d20 roll plus its modifier. The amount needed is determined by the GM.
First Aid
*Used to determine how successful a character is dealing with a special or severe injury.
*Outcome is determined by a d20 roll plus its modifier. The amount needed is determined by the GM.
Agility
Athletics
*Used to find out how well a character can maneuver through certain situations.
*Outcome is determined by a d20 roll plus its modifier. The amount needed is determined by the GM.
Sneaky Beaky
*Used to show how successful a character is sneaking around NPCs and other characters.
*Outcome is determined by a d20 roll plus its modifier. The amount needed is determined by the GM.
Speed Boost
*Used to add a bonus to a character's Speed value.
*Outcome is pre-determined by adding 1 meter to the character's Speed value by every modifier put into it.
Luck
Lucky Find
*Used to give the character a better chance at finding better items and more money.
*Outcome is determined by a d20 roll plus its modifier. The amount needed is determined by the GM.
XP Increase
*Used to give the character a permanent experience point boost.
*Outcome is pre-determined by adding +4% XP to all XP earned by every modifier put into it.
Critical Chance
*Used to increase the chance of a character getting a critical hit
*Outcome is pre-determined by lowering the maximum dice roll needed to get a critical hit by 1 by every modifier put into it.