Skills

Some PC actions are relatively easy and can be accomplished with a simple assertion on the player’s part (e.g. looking out a window, walking up a flight of stairs, or saying hello to the local warrior). Other PC actions, however, are not so simple and may involve some measure of difficulty or luck (e.g. looking out a window and trying to spot the invisible assassin sneaking up the walls, walking up the stairs whilst avoiding the trapped steps, or trying to convince the local warrior not to beat your head in with a hammer). These sort of actions must be accomplished by rolling a skill check.

The result of any skill check is equal to 1dW + your ranks in the skill + your associated ability score modifier + any other bonuses you have to the skill. Using a skill typically requires the player to state something they want to do, and the GM then decides which skill the player must roll in order to perform it. Some checks can be attempted and re-attempted, such as trying to jump and grab a rope. Others can only be tried once, such as rolling to see if the PC has ever heard of a Tanacuy. Each skill has its own implications when it comes to failures and successes, and methods for accomplishing tasks.

Every skill has multiple uses and may be used in different types of scenarios. But since every situation is different, the associated DC will need to change based on an infinite number of possible factors. The DC’s given in the skill descriptions below are therefore only baseline suggested values.

**DCs (Difficulty Classes)**

When making a skill check, the GM assesses the situation and sets a number which represents how hard it is to accomplish the task. Some tasks have predetermined values, but many rely on a GM’s ability to understand the situation and adjust for the problem at hand. If a character rolls a skill check, and the result meets or exceeds this set number, they succeed. if they roll lower, they are considered to have failed.

Depending on the severity of the failure or magnitude of the success, additional events may occur. For example, crafting a table is DC 15. Failing this check by a difference of 10 might mean the player has ruined the wood and supplies. Succeeding by 10 might mean that the resulting table is gorgeous and the player didn't even use up all their supplies.

As a general rule, a skill check with a DC of 10 is easy, to the point where average people have no trouble with it. A skill check with a DC of 15 is a fairly simple task, but somewhat challenging. A DC of 20 is a challenge, but certainly attainable by most individuals. A DC of 25 is a difficult task that only those who have some training will be able to do regularly. DC of 30 is a task that requires extensive training and skill, but is certainly attainable for very gifted individuals. DCs above 30 are extremely challenging, and can only be accomplished by those who are specialists or extremely well trained.

Generally speaking, no rolls are required for normal, everyday tasks. Riding a horse down an oft-used road or climbing stairs is no particular challenge. It is when failure is a possibility, or stress is high, that a check must be rolled; such as guiding a horse through a dense forest or scaling a stone wall.

**Special**

These skills may require different ability scores depending on the specific activity being performed. For instance, using Craft to design a siege weapon would require using the character’s Intellect modifier, while using Craft to whittle a holy symbol would require Finesse. The exact usage of special skills is left to the GM’s discretion. For some general guidelines, see the ***Game Master’s Guide***, pg ???.

**Encumbrance Penalty**

\* Skills marked with an asterisk are affected by encumbrance. A character subtracts their encumbrance penalty from these skills.