Skills

## Introduction

 File:TWO Skilldisplay.jpg
Each time a character performs an activity that is either physical, social or magical they gain a small amount of corresponding skill points. These skill points can be spent before resting to obtain new skills, or to increase already existing skills.

## Skill checks

Most skill checks on Neverwitcher use the D10 as basis. Each skill has a corresponding Ability Score which will be added to a skill check. For example, a swim check would be D10 + STR + Swim Skill score vs the DC. If a 10 (a crit) is rolled, another 10 is automatically rolled and added. If a 1 is rolled (critical failure, AKA fumble) another d10 is rolled and is subtracted.

**Examples**: Strength 14 human with 5 points in swimming. The dice numbers are random, chosen to illustrate a point.

* **Success**: 6 + 14 + 5 = 25 vs DC 15.
* **Critical Success**: 10 (+5) + 14 + 5 = 34 vs DC 15.
* **Critical Failure**: 1 (-8) + 14 + 5 = 12 vs DC 15.

## Price Increase

With each skill obtained the price for every other skill will rise. The amount that it rises by is dependent on the skill which was just acquired. Meaning that Athletics 1 could cost 1 PSP ... or could cost 1000 PSP, depending on how many skills you already own when trying to learn it. Players are advised to take what they deem the most necessary first.

## Basic Skills

 File:Two baseskills.jpg
Basic skills, labeled as "Skill Tree" in the UI, house skills based on the primary categories: Body, Crafting, Empathy, Will, Dexterity, Reflex, and Intelligence.

Most of the acquired skills increase your maximum value in Active Skills (see below), tho some instead grant a new feat, increase an Ability Score or Saving Throw Value. Very few skills also increase Vitality, Stamina, Toxicity resistence, or even grant bonus Vigor.

## Racial Skills

As the name implies, these skills are granted by the chosen race of your character. While they do not support Active Skills, they usually grant racial abilities additional points or grant unique feats that can benefit your playstyle. Racial skills can be completely ignored, if so desired.

## Combat Skills

Combat skills grant combat actions (combat feats) and increase their effectiveness. They have usually no ties to Active Skills (see below). Ranged Accuracy and Pain Resistence are two unique Active Skills that are tied to combat only but do not rely on an ability score. They are divided into four (4) subcategories: Ranged (Top), Melee (Right), Defensive (Bottom) and Other (Left).

TWO combatskills.jpgCombat skill menuTwo melee.jpgMelee skill page openedFor a full list of possible combat skills directly streamed from our database please visit the Neverwitcher website.

## Profession Skills

Each profession has 13 unique skills which are divided into three branches (with one on top). These profession skills are acquired like any other skill, but they are unique and open specific doors for your character. For a list of each professions unique skill loadout visit the website.

## Active Skills

Active skills are a number of skills every character can, theoretically, acquire. They are listed in the character sheet with their current skill value, as active means they are used for dice rolls to determine outcomes. Active skills belong to the basic skill category.

## Crafting Skills

Crafting skills must be acquired by getting the proper trade-skill or hobby.

Currently, these crafting skills are:

* Alchemy
* Armorsmith
* Artificer (Unique to Runewright)
* Baking (Hobby)
* Beekeper (Hobby)
* Cooking (Hobby)
* Craft Poison
* Farmer
* Finesmith
* Forgery
* Mason
* Miner
* Scholar
* Tailor
* Tanner
* Tinkering (Common skill)
* Trapmaker
* Weaponsmith
* Woodsmith