Skills

Skills represent the set of abilities your character has which originate from his training, or by practicing. They may also represent something more intangible, like a friendship, or his ability to handle money. Skills range from 0 – 5 dice, with 2 being average for a skill you use on a daily basis (such as one you would use in your job).

Hyperskills

Hyperskills are any skills above 5 dice, or which have expert dice, hard dice, or wiggle dice.

Hyperskills may be purchased if your archtype has a Permission which grants access to Hyperskills. Because Hyperskills usually depend upon your archtype’s Source to power these superhuman abilities, and your Source can be disrupted by Miracles which target this source, Hyperskills are 1 point per die less expensive than a normal Skill die.

Customized skill rules

We will not be using the standard rules for buying skills, as listed on the Wild Talents, 2nd Edition Essentials Edition (pgs. 45 – 48)

Instead, we will be using the variant Skill rules from Kerberos Club (ORE edition), published by Arc Dream Publishing. These rules are detailed on pages 208 – 220 in the book.

This is a synopsis of the variant Skill rules for those who do not own this book.

Basic skills

Basic skills are focused on a single task or use. Basic skills are related to a specific stat, and may only be used with this attribute. Examples would be Football (Body), Pistols (Coordination), or Lie (Charm).

Basic skills cost 1 point per normal die.

Basic skills may be modified by adding any of the below aspects.

Is the skill Broad?

Broad skills cover a variety of uses. Broad skills are still only used with a single attribute, unless the skill also has the Flexible aspect.

Examples would be Athletics (Body), Firearms (Coordination), or Deception (Charm)

Adding the Broad aspect to a skill adds 1 to the cost of a normal die, 2 for an expert or hard die, or 4 for a wiggle die.

Is the skill Flexible?

Flexible skills can be used with a variety of attributes. Flexible skills are still only useful in a narrow area of focus, unless the skill also has the Broad aspect.

A Flexible “Football” skill could be used with Body to play football, Mind to know statistics, or Charm to impress someone over the water cooler.

Adding the Flexible aspect to a skill adds 1 to the cost of a normal die, 2 for an expert or hard die, or 4 for a wiggle die.

Is the skill Influential?

Influential skills are skills which represent your pull in the world around you.

Such skills are usually granted by membership in a club or organization from which you can petition for useful aid. A Flexible skill could also be used to denote a single person or persons whom owe you a favor or to whom you are particularly close, such as a close friend of family member.

Influential skills are still only used with a single attribute (usually Charm or Command), unless the skill also has the Flexible aspect, and are fairly narrow in scope, unless the skill also has the Broad aspect.

For example, an Influential skill called ‘1st Volunteer Calvary’ (Command) could be used to requisition aid from your company command structure, such as additional resources or personnel to aid in a mission. You could also have a skill called ‘Filthy stinking rich’ (Charm), which could represent your ability to use your money (personal or inherited) to get your way in the world.

Adding the Influential aspect to a skill adds 1 to the cost of a normal die, 2 for an expert or hard die, or 4 for a wiggle die.

Skills with only the Influential aspect can be purchased with Hard, Expert, or Wiggle dice for an character, regardless of archtype. Anyone can be fabulously wealthy, or have an influential aunt.

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Skills

Rough Riders matthewroark matthewroark