Skills

## What are Skills & Attributes?

A character’s skills are divided between three attributes: Strength, Skill and Psyche. A player gets 6 points to put into attributes and then another 6 points to put into skills. No skill or attribute may have a value of greater than 5, and no attribute may have a value less than the total points spent on its associated skills.
Your character may pick from these three attributes to apply their 6 points, then they are able to apply those points to their skills. Your character will not level up over time, so be aware that these skills will most likely be permanent.

## Rolling

When rolling for skills, the Player uses a base d20 and adds *both* the Skill & Attribute to the roll. Meaning that if one is rolling to swing a sword, they add both the Strength Modifier *and* Melee modifier to that d20.

If one is opposing a roll, they can either use Agility or a corresponding combat skill to block that attack. Is using agility to dodge instead of a combat skill to block, the Player adds the Strength Modifier and the Agility Bonus.

If someone is using a skill that they have 0 points invested in then they only get *half* of the corresponding attribute. Meaning that if one is attempting to stab another, and they only have points in Ranged but not Melee, they would take *half* of their Strength attribute rounded down, and nothing else. This means to get the most out of any skill, one needs to invest at least 1 point into it.

For example: If a character has 5 Points into Strength, and all 5 are in Melee. If they want to shoot another person with a bow and arrow, they would *only* get a +2 to their base d20 since they have no points in Ranged. This goes for any skill in any category. If you have 0 attribute points in that category, you simply don't have a modifier to add.

## Skills & Attributes

**Strength:** To be used in any physical activities. Examples include pushing a crate, lifting a log, or even carrying a person. The strength Attribute is an umbrella turn to the following talents, as they all have the same root attribute.

* Melee: To be used in combat when weapons of close range are in use. This includes swords, daggers, warhammers, staves, shields etc. Any weapon that does not include the bare hands or projectiles falls into this category.
* Brawl: To be used in combat when hand-to-hand altercations occur, as in wrestling, grappling, fist-fighting, or martial arts. This also includes the use of brass knuckles. As long as no other kind of weapons are used, the brawl skill may apply.
* Ranged: To be used with any form of projectile weapon. This may include bows, crossbows, throwing axes, throwing daggers, javelins, bolas etc. Any weapon that leaves the users hands (projectiles included) falls into this category.
* Agility: To be used when the character needs do anything regarding stamina, dexterity, dodging, or acrobatics. The Agility talent is a broad category as it includes most tasks having to do with manipulating the body outside of combat.

**Talent:** To be used in any feat that deems practice necessary. Examples would include cooking, baking, sewing, or any other types of generalized craftsmanship.

* Art: To be used when the character is creating any form of art, this includes pottery, painting, drawing, poetry, music etc. If it is deemed an artistic craft that requires creativity, it most likely applies to the art skill. Other tasks like baking or creating foods may also fall into this category, as well as other mediums such as acting in theatre or performing.
* Industry: To be used when a character is manipulating machinery or industrial equipment. This may include cranes & pulleys, traps, automated systems, or technology. Technology also includes the manipulation of weaponry from a technical standpoint, as well as manufacturing new tools.
* Survival: To be used in the instance of anything involving nature or surviving within nature. This may include growing crops, identifying plants, taming animals, riding horses, tracking, starting a fire etc. Anything relating to herbalism, camping, or farm life may apply to this skill.
* Burglary: To be used in the instance of stealth, robbery, or lockpicking. May also apply to sneaking or hiding. Most crime related activities such as slight of hand may also be applicable to this skill.

**Psyche:** To be used when the mind is at work. Anything involving intellect or wisdom may require this skill. Examples may include history, legends, cultural experience, the arcane etc.

* Academia: To be used when a character is studying history or culture. This is mainly used in the instance of deciphering ancient texts, hieroglyphs, or statues. Academia is also particularly useful when it comes to teaching others or exploring ruins.
* Medicine: To be used when healing another character of physical wounds or afflictions that are not arcane in nature. This includes surgery, broken bones, flesh wounds, poisoning, or caring for a corpse. Medicine also includes different types of healing such as homeopathy, acupuncture, or psychological healing.
* Intrigue: To be used in instances of manipulation or scheming. Assists with your ability to lie, be charismatic, or to sway a conversation. The intrigue skill is also useful in instances where the player needs to convince another of something, but may also rely on your ability to believably lie.
* Perception: To be used when surveying an area or person. May assist in spotting things out of the ordinary. Perception may also assist in tracking, hunting, or even keeping tabs on a person.