Skills

Each character starts with 5+1d6 skill points to spend as they wish - these skill points can be spent on combat, shady, arcane or other skills.

 

Combat Skills

Combat skills are fairly easy to come across, they can be picked up in the street, from parents, in the Baron’s service and just about every where else. As the Barony of Quadrania is in such an exposed location everyone over the age of 14, is expected to have at least minimal combat skills, and is expected to fight in the militia companies should the town ever get attacked.

Melee Weapon skills

Melee weapons are used in hand to hand combat, and include swords, spears axes and other weapons used to stab, slash or thump people during combat. They come in three categories: Light and Improvised Weapons; Average Weapons and Heavy Weapons. It costs 1 skill point to learn to use a light or improvised weapon, 2 skill points to learn an average weapons, and 3 points to learn a heavy weapons.

You need to spend points for each weapon that you wish to use.

Thrown Weapon skills

Some melee weapons may be hurled at an opponent, thus gaining an attack at distance when it is more difficult for your opponent to hit back.. It costs 1 extra skill point to learn how to throw a melee weapon, but you must already have learned to use the weapon in melee before you can learn how to throw it. You must record the thrown weapon skill separately and separate points must be spent to increase these skills.

Ranged Weapon skills

Slings, Bows and Crossbows are classed as Ranged Weapons and are normally only used for distance attack. If you use them in melee they are classified as Improvised Weapons at basic proficiency, except the Sling which cannot be used as a melee weapon at all. For distance attacks, use the weapons normal classification. It takes two extra skill slots to learn how to use a ranged weapon.

Armour skills

It costs 2 points to be able to benefit from light armour, 4 points for average armour and 6 points for heavy armour. In this case the benefits are cumulative if you have spent 2 points you may only wear light armour, but if you have spent 4 points you may wear light or medium armour, 6 points and you can choose from any of the armour types. It costs 2 extra point to understand the shield well enough to benefit from it.

Wearing armour or using weapons that you have not learned to use, may make you look and feel good but, gives no benefits in combat.

Off and two handed fighting

It costs 1 extra point to be able to fight with a weapon in your "off" hand. This does not means you can attack with two weapons at once, just that if your good hand is wounded you can still fight on.

Before you can use a weapon in your off hand you must have bought proficiency with the weapon, and then spend the extra point. You may then to use that weapon with either hand. You may only buy off hand proficiency with Light Weapons that are used single handed.

You must record the skill separately on your character sheet and may buy further proficiency in the weapon by using extra skill points.

When you attain a +2 modifier in an off hand weapon you may choose to attack using a 2 handed style, using that and another weapon.. You must be proficient in both weapons and must have off hand proficiency (at +2 dm) in at least one of the weapons. In combat you use the combat modifier for your main weapon and add the +2 modifier for the Two handed Style. No matter how good you get using a weapon in your off hand, when you fight using the Two handed style the is a maximum modifier of +2.

Shady Skills

Being able to sneak about and open locks, or having enough ‘Practical Dexterity’ to reach into a pocket and extract some coins, does not always make for a character who lives on the wrong side of the law. The hunter might be able to sneak up on his prey, the locksmith understands locks and other mechanisms and the stage illusionist can make things disappear. BUT most people are still regarded with suspicion if they demonstrate the shady skills openly. For this reason Shady Skills are more difficult to come by, and characters must pay a skill premium of two points before they can develop any shady skills.

Sneak

This skill is used when the character wants to creep quietly, sneak up on someone, hide, or behave sneakily in any other way. It costs 2 skill points (on top of the skill premium) to learn initially.

Locks and Mechanisms

This skill is used whenever the character tries to open a lock without the proper key, searches for a trap or tries to disarm a trap. It is also used if the character tries to fix or understand any other mechanical device such as a clock or mechanical toy. It costs 2 skill points (on top of the skill premium) to learn initially.

Manipulation

This skill is used whenever a character wants to do something particularly dextrous. This could be picking someone’s pocket, cheating at cards, or doing stage magic. It costs 2 skill points (on top of the skill premium) to learn initially.

Climbing

This skill is used whenever a character wants to climb something, typically a wall or a tree. It costs 2 skill points (on top of the skill premium) to learn initially

Other skills

Other skills include swimming, horse riding, blacksmith, farming etc and all cost 1 skill point to gain basic proficiency.

Spending one skill point on a skill gives the character the ability to perform the simplest tasks associated with the skill, much in the same way as a trade apprentice would.

Swimmers, for example, will only be able to swim slowly using dog paddle. Blacksmiths might be able to mend simple metal items and make nails. Horse riders can ride a horse , but cannot jump it or fight from its back.

For more detail descriptions see the Skill List later in the book.

A character may spend extra points to become more proficient in a skill.