Skills and Attributes

Found on p 66-67

Skills by Occupation

A character’s 0-level occupation determines the basic skills he can use. If the player can logically role-play the connection between his occupation and a skill in a way that the
character’s background supports the skill in question, then his character can make what is called a trained skill check. For example, a farmer would be able to identify seeds, a woodcutter could scale a wall, and a fisherman could swim an underground lake.

If your character’s background does not support a skill use, your character is not familiar with the activity. In this case, he makes what is called an untrained skill check. For example,
a former gravedigger could not identify strange seeds. If there is ambiguity – for example, your character may have used the skill somewhat but not regularly – the character
may make an untrained check with a +2 bonus. For example, a former miller may have some knowledge of the seeds his mill worked with. Finally, if the skill is something that any adult could have a reasonable chance of attempting, then any character can make a trained skill check.

Skill Checks for Common Activities

In general, skill checks are associated with either a field of knowledge (reflected in the 0-level occupation) or a specific ability score (such as Strength or Agility). Here is a list of
common skill checks in a dungeon, and the ability scores associated with them.

  • Balancing: Agility
  • Breaking down doors, bending
    bars, and lifting gates: Strength
  • Climbing: Strength or Agility, as appropriate. A sheer wall uses Strength; a craggy cliff or tree uses Agility. Typically the player can choose to use one or the other ability, depending
    on how he wishes to approach the situation.
  • Listening: Luck
    *Searching and spotting: Intelligence
  • Sneaking: Agility

Don’t forget that as your armor gets heavier, it can impact some skills (especially physical or magical ones) negatively!

Skills and Attributes

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