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It is important to realise that this time encompasses all their practice at the various skills in the character's life up to the time of `creation'. Therefore, a realistic picture of their past life should be envisioned. Having a character spend 50% of their skill points at swordplay is ridiculous if that character was supposedly brought up on a farm, working hard all their life. Skills should be chosen realistically, emphasising the character behind the skills.
For each skill, allocate a suitable number of skill points, representing the amount of time the character has invested in that skill over the years, and work out the governing value for that skill. The governing value is determined by the character's Attributes and Affinities, with each skill being defined in terms of which factors affect it (see Table 5).
If the character has any of the Demeanour Traits, each one is worth +4 to the governing value. If the character has opposing traits (e.g. Fearful and Cautious, in this case), each is worth -2 to the governing value. Each Concept Affinity (e.g. Rivers) is worth +2 and each Aversion is worth -2. Lastly, the Attributes which affect the skill are given, and these are worth between +5 and -4, per Attribute (see Table 3: Attributes and Governing Values).
The final totals of governing values should fall between the +20 and -10. If they exceed these limits, treat them as being equal to the limits. A summary of the factors involved in governing values is given below:
Demeanour: +4 per supporting trait, -2 per opposing trait
Once the governing value is known, and the number of skill points allocated has been decided for each skill, the player needs to look at Table 10, below, cross-referencing the skill point total (down the side) against the governing value + 1d20 (along the top) to determine the starting level for that skill. Each additional 5% of time spent above 40% is worth +1, so a person spending 60% of their time on a certain skill with a Governing value of 12 and a roll of 7 would have a skill of 32 + 4 = 36.
Table 4, below, gives some idea of what the skill levels mean. In game play, 1d20 is added to the skill level and the resulting value is compared to a Task Difficulty, with success occurring when the skill roll exceeds the Task Difficulty. More on this subject can be found in Chapter 4.
The descriptions used in Table 4, above, have no game meaning, and are provided simply to provide a rough benchmark as to how `good' a particular skill level is.
Level
Modifier
Level
Modifier
Up to 2
-4
13-14
+1
3-4
-3
15-16
+2
5-6
-2
17-18
+3
7-8
-1
19
+4
9-12
+0
20
+5
Affinities: +2 per Affinity, -2 per Aversion
Attributes: Between -4 and +5 depending on value
Skill Level
Description
0
No skill
1-5
Some natural aptitude
6-10
Novice or untrained
11-20
Average competence
21-25
Adept
26-30
Expert
31-40
Master
41+
Grand master
| Skill | Governing Demeanour Traits | Governing Concepts | Governing Attributes |
| Ambush | Cautious, Subtle, Pragmatic | Concealment | Awareness |
| Camouflage | Cautious, Subtle, Pragmatic | Concealment | Awareness |
| Carousing | Arrogant, Courteous, Hedonistic, Inquisitive, Subtle | Drugs, Drink | Endurance |
| Cartography | Candid, Erudite, Inquisitive, Truthful, Persistent, Pragmatic | Communication, Documentation, Exploration | Awareness |
| Climb | Bold, Intrepid, Reckless | Challenge, Cliffs, Height, Mountains, Stone | Strength, Endurance, Agility |
| Combat | See Table 6: Fighting styles | See Table 6 | See Table 6 |
| Craft | See Table 7: Crafts | See Table 7 | See Table 7 |
| Disguise | Cautious, Deceptive, Fearful, Secretive, Suspicious | Concealment | Awareness |
| Dodge | Cautious | Survival | Agility, Awareness |
| Evade | Abeyant, Cautious, Sedate, Subtle, Pragmatic | Concealment, Survival | Awareness |
| First Aid | Cautious, Compassionate, Constructive, Sedate | Healing, Survival | Dexterity |
| Forgery | Avaricious, Deceptive, Persistent, Selfish, Subtle | Challenge | Dexterity, Awareness |
| Gambling | Capricious, Impulsive, Mystical, Reckless | Chance | Awareness, Phase |
| Jump | Bold, Intrepid, Reckless | Challenge | Strength, Agility |
| Knowledge | Erudite, Inquisitive | Documentation | - |
| Language | Erudite, Inquisitive, Persistent, Conformant | Communication, Language | - |
| Literacy | Erudite, Inquisitive, Persistent, Conformant | Communication, Documentation, Language | - |
| Legends | Erudite, Inquisitive, Mystical, Religious | Documentation | - |
| Magic | See Table 8: Schools of Magic | See Table 8 | See Table 8 |
| Memorise | Abstemious, Erudite, Inquisitive, Persistent | - | - |
| Navigation | Intrepid, Pragmatic | Exploration, Travel | Awareness |
| Pick Lock | Avaricious, Inequitable, Persistent, Sedate, Selfish | Technology | Dexterity |
| Plant Lore | Erudite, Inquisitive, Pragmatic | Cultivation, Food, Plants, Survival | - |
| Play Instrument | Emotional, Erudite | Entertainment, Music | Dexterity |
| Ride | Bold, Sedate, Trusting | Horses, Speed, Travel | Agility |
| Rowing | Pragmatic | Rivers, Seas, Travel, Water | Dexterity |
| Sailing | Bold, Erudite, Pragmatic | Air, Seas, Travel, Water | Agility |
| Search | Inquisitive, Persistent, Pragmatic, Secretive | Concealment | Dexterity, Awareness |
| Set Trap | Constructive, Cruel, Deceptive, Pragmatic, Secretive, Violent | Survival, Technology | Dexterity, Awareness |
| Shadow | Deceptive, Persistent, Secretive, Subtle | Concealment | Awareness |
| Sing | Emotional, Erudite | Air, Entertainment, Music | - |
| Survival | Abstemious, Cautious, Pragmatic, Stoic | Nature, Plants, Survival | Endurance, Awareness |
| Swim | Bold, Reckless | Rivers, Seas, Water | Strength, Endurance, Agility |
| Teach | Candid, Erudite, Inquisitive, Persistent, Sedate, Trusting, Truthful | Communication, Humanity | - |
| Thief | Avaricious, Cautious, Deceptive, Inequitable, Intrepid, Secretive, Sedate, Selfish | Challenge | Dexterity, Awareness |
| Theomancy | See section 7.12 | See section 7.12 | See section 7.12 |
| Tie Knot | Erudite, Pragmatic | Rope | Dexterity |
| Track | Inquisitive, Persistent, Pragmatic | Earth | Awareness |
| Style | Governing Demeanour Traits | Governing Concepts | Governing Attributes |
| Archer / Crossbowman | Cautious, Destructive, Persistent, Predictable | Weaponry | Dexterity, Awareness |
| Assassin | Cautious, Cruel, Deceptive, Impulsive, Suspicious, Pragmatic | Weaponry | Dex, Agl, Awa |
| Berserker | Angry, Bold, Destructive, Emotional, Impulsive, Reckless, Violent | - | Strength, Endurance |
| Bladesman | Persistent, Predictable, Violent | Challenge, Weaponry | Dexterity, Awareness |
| Brawling | Angry, Capricious, Destructive, Emotional, Impulsive, Reckless, Violent | - | Strength, Endurance, Agility |
| Feral | Angry, Bold, Emotional, Violent | Survival | Str, End, Dex, Agl, Awa |
| Footpad | Abeyant, Capricious, Cautious, Inequitable, Suspicious | - | Strength, Dexterity, Agility |
| Gladiator | Arrogant, Bold, Cautious, Suspicious, Persistent, Pragmatic, Violent | Challenge, Weaponry | End, Dex, Agl, Awa |
| Horseman | Bold, Persistent, Trusting | Horses, Weaponry | Dex, Agl, Awa |
| Hunter | Bold, Persistent, Pragmatic, Predictable | Survival, Weaponry | Str, End, Dex, Agl, Awa |
| Knight | Arrogant, Bold, Intrepid, Persistent | Weaponry | Str, End, Dex, Awa |
| Legionnaire | Cautious, Conformant, Loyal, Persistent, Pragmatic, Predictable, Trusting | Weaponry | Strength, Endurance, Agility |
| Martial artist | Bold, Cautious, Persistent, Pragmatic | - | Dex, Agl, Awa |
| Shieldman | Cautious, Pragmatic, Predictable | Weaponry | Str, End, Dex, Agl, Awa |
| Skirmisher | Bold, Destructive, Intrepid, Violent | Weaponry | Str, End, Dex, Agl, Awa |
| Spearman / Poleaxeman | Bold, Cautious, Destructive, Pragmatic, Violent | Weaponry | Strength, Dexterity, Agility |
| Specialist | Bold, Persistent | Weaponry | Str, End, Dex, Agl, Awa |
| Swashbuckler | Bold, Emotional, Impulsive, Intrepid, Reckless | Challenge, Weaponry | Dex, Agl, Awa |
| Craft | Governing Demeanour Traits | Governing Concepts | Governing Attributes |
| Animal trainer | Bold, Persistent, Pragmatic, Trusting | Animals | Phase |
| Armoursmith | Constructive, Persistent, Pragmatic | Leather, Metal | Dexterity |
| Artist | Constructive, Emotional, Persistent | Art | Dexterity, Awareness |
| Blacksmith | Constructive, Persistent, Pragmatic | Fire, Metal | Dexterity |
| Bowyer | Constructive, Persistent, Pragmatic | Wood, Weaponry | Dexterity |
| Brewer | Constructive, Hedonistic, Persistent, Pragmatic | Drink, Drugs, Recreation | Awareness |
| Carpenter | Constructive, Persistent, Pragmatic | Wood | Dexterity |
| Cook | Constructive, Hedonistic, Persistent, Pragmatic, Romantic | Food, Drink, Recreation | Awareness |
| Courtesan | Altruistic, Carnal, Compassionate, Courteous, Hedonistic | Recreation | Dexterity, Awareness |
| Fletcher | Constructive, Persistent, Pragmatic | Wood, Weaponry | Dexterity |
| Jewelsmith | Constructive, Persistent, Pragmatic | Jewels, Stone | Dexterity |
| Leatherworker | Constructive, Persistent, Pragmatic | Leather | Dexterity |
| Potter | Constructive, Persistent, Pragmatic | Art, Earth | Dexterity, Awareness |
| Raconteur | Candid, Emotional, Erudite, Inquisitive, Intrepid, Mystical, Romantic | Entertainment | - |
| Rope maker | Constructive, Persistent, Pragmatic | Rope | Dexterity |
| Sculptor | Constructive, Emotional, Persistent | Art, Stone | Dexterity, Awareness |
| Stone mason | Constructive, Persistent, Pragmatic | Stone, Earth | Dexterity |
| Weaponsmith | Constructive, Persistent, Pragmatic | Fire, Metal, Weaponry | Dexterity |
| Weaver | Constructive, Persistent, Pragmatic | Art, Fabric | Dexterity, Awareness |
| School | Governing Demeanour Traits | Governing Concepts | Governing Attributes |
| Alchemy | Arrogant, Bold, Constructive, Erudite, Inquisitive, Mystical, Pragmatic | Challenge | Phase |
| Alteration | Arrogant, Bold, Inquisitive, Mystical, Pragmatic | Challenge | Phase |
| Divination | Arrogant, Bold, Erudite, Inquisitive, Mystical | Challenge | Awareness, Phase |
| Elementalism | Bold, Emotional, Inquisitive, Mystical | Air, Earth, Fire, Water | Phase |
| Illusionism | Arrogant, Bold, Emotional, Inquisitive, Mystical | Art, Challenge | Awareness, Phase |
| Mentalism | Arrogant, Bold, Inquisitive, Mystical, Pragmatic | Challenge | Phase |
| Naturalism | Bold, Emotional, Inquisitive, Mystical | Nature | Phase |
| Necromancy | Arrogant, Bold, Inquisitive, Mystical | Challenge | Phase |
| Summoning | Arrogant, Avaricious, Bold, Inquisitive, Mystical, Pragmatic | Challenge | Phase |
| Translocation | Arrogant, Bold, Inquisitive, Mystical, Pragmatic | Challenge, Travel | Phase |
| Education | Enlightened | Trading/Invading | Isolationist | Empire | Literacy | ||||||
| Highly educated | 40 | 30 | 10 | 30 | 20 | 10 | 30 | 10 | - | 20 | +0 |
| Well educated | 30 | 20 | 10 | 25 | 10 | 5 | 25 | 5 | - | 15 | -10 |
| Average | 25 | 10 | 5 | 20 | 5 | 1 | 20 | 1 | - | 10 | -15 |
| Poorly educated | 20 | 10 | 1 | 20 | 1 | 0 | 20 | 0 | - | 5 | -20 |
| Uneducated | 20 | 5 | 0 | 20 | 0 | - | 20 | - | - | 1 | None |
Skill Point Total
Governing Value
-9 to -5
-4 to 0
1 to 5
6 to 10
11 to 15
16 to 20
21 to 25
26 to 30
31 to 35
36 to 40
0
1
1
2
2
3
4
5
6
8
10
1
1
2
3
4
6
8
10
12
14
16
2
2
3
5
7
9
11
13
15
17
19
3
3
4
6
8
10
12
14
16
18
20
4
4
5
7
9
11
13
15
17
19
21
5-6
5
6
8
10
12
14
16
18
20
22
7-9
7
8
10
12
14
16
18
20
22
24
10-14
10
11
13
15
17
19
21
23
25
27
15-19
12
13
15
17
19
21
23
25
27
29
20-24
15
16
18
20
22
24
26
28
30
32
25-29
17
18
20
22
24
26
28
30
32
34
30-34
20
21
23
25
27
29
31
33
35
37
35-39
22
23
25
26
28
30
32
34
36
38
40+
25
26
27
28
30
32
34
36
38
40
3.12 Skill List
Table 5 is a list of the main Skills, with the various factors which determine the Governing values. If you want a Skill that isn't here, consult your GM and get them to draw up a definition for that Skill. For more explanation about Governing values, see section 3.11, above. If a certain column does not apply to a particular Skill, a '-' appears.
Three of the Skills - Combat, Craft and Magic, are not specific Skills, but groups of Skills. The details for these are given in Table 6, Table 7 and Table 8.
Apart from those Skills listed in italics, everyone will have some degree of proficiency in the various Skills listed. If a Skill is listed in italics, a character must put at least 1% of their time into that Skill to gain a Skill level. Note that this means that no-one gets any Schools of Magic, Crafts or Fighting styles (apart from Brawling and Skirmisher) without putting at least 1% of their time into it.For non-italicised Skills that are not chosen by a character, roll for Skill level on the 0 line of Table 10. For unselected, italicised Skills, the starting level is recorded as a dash (-), and any Task Resolution rolls are made at a level of -10. More on Task Resolution can be found in Chapter 4.
3.13 Basic Skill Descriptions
See Table 5 for Governing Values and section 3.11 for further information.