Chapter Three: Skills Whenever a character attempts to perform a specific task (such as shoot his Colt .44, pick a lock, convince a lady after a romantic interlude to give you information), he uses one of his skills. These skills have either been learned in training or gained through experience. A character's personality will evolve over time as he takes part in adventures and receives Skill Points, which may be used to acquire new skills and to raise the Skill Bonus of skills the character already possesses. The use of Skill Points is explained in Chapter 6. The bonus to which you can raise a skill is limited by the characteristic(s) on which the skill is based. The maximum Skill Bonus can be no higher then the characteristic value used for that skill. For example, if a character has a Agility of 11 and possesses the Hand Guns skill, the Skill Bonus can be a maximum of 11. Likewise, a skill bases on two characteristics uses the higher value to determine the maximum Skill Bonus for that skill. New skills cannot be gained unless the character has had prior experience with the skill, Example, trying to pick a lock without the Lockpicking/Safecracking skill. The character can now buy the skill. Whenever you character attempts a task which falls under the domain of one of the skills, either you or the GM will resolve the attempt with a D100 dice roll. The GM will roll the dice in secret for tasks in which the information that is revealed is more than the character would have in that situation. For example, if a player rolls dice to determine the success of a Stealth task and the result is a failure, he will not play his character the same way as if the result had been a success; the player knows more about the situation - that the character has been seen or heard. In all other circumstances where information does not need to be kept secret from the players, the dice rolls are performed by the players. The player explains to the GM what he wants his character to do, and the GM decides under which skill (or characteristic) the task falls. If the task involves several actions - for instance, firing a gun while climbing a mountain - each action is resolved as a separate task. Thus, for firing while climbing, the GM would resolve the Climbing task first and, if it is successful, would then resolve the Hand Guns (or Rifles and Shotguns) task. The difficulty for each task would be modified appropriately. A character using two skills in one round would have a 10% penalty added to his difficulty for each task. Using three skill has a 20% penalty added to his difficulty for each task, and so on. A task may be interrupted by unexpected circumstances - such as an NPC firing at a character as he climbs the mountain. In this case, the Climbing attempt has succeeded but the climb is interrupted (the GM will indicate at which point in the climb the interruption occurs) to resolve the Hand Guns (or Rifles and Shotguns) task; another Climbing attempt would have to be made if the character suffers damage (if he is wounded, no new roll needs to be made). If a combination of skill and characteristic is used in a task - say, carrying a body while climbing - the task would be resolved under the skill but with a Static Action modifier applied to account for the extra difficulty involved. Each skill has its own formula (see below) which is used to determine the Roll Modifier when using that skill. A skill is based on one or two characteristics, the value of which is then added to the dice roll to increase the chances of success for the task. In cases where a skill is based on two characteristics, such as Stealth or Survival, add the two characteristic values together and divide by two (all fractions are rounded down). Copy the Skill Bonus, other penalties or bonuses, and the Roll Modifier onto the Character Record Sheet for easy reference. As the characteristics or Skill Bonuses rise over time, enter these new values on the Character Record Sheet, and recompute the Roll Modifier. Skills and Skill Formulas: Skill: Formula: Agriculture [(Intelligence + Concentration)/2]+Skill Bonus Ambidexterity Agility + Skill Bonus Archery [(Agility + Strength)/2]+Skill Bonus Black Smithing [(Strength + Agility)/2]+Skill Bonus Climbing Agility + Skill Bonus Con [(Charisma + Concentration)/2]+Skill Bonus Cow Hand [(Intelligence + Agility)/2]+Skill Bonus Demolitions Intelligence + Skill Bonus First Aid Intelligence + Skill bonus Gambling Intelligence + Skill Bonus Hand Guns Agility + Skill Bonus Hand-to-Hand Combat Strength + Skill Bonus Horsemanship [(Intelligence + Agility)/2]+Skill Bonus Horse Riding Agility + Skill Bonus Indian Customs Intelligence + Skill Bonus Law Intelligence + Skill Bonus Leadership [(Charisma + Intelligence)/2]+Skill Bonus Lockpicking/Safecracking [(Intelligence + Agility)/2]+Skill Bonus Perception [(Intelligence + Concentration)/2]+Skill Bonus Quick Draw Agility + Skill Bonus Reading and Writing Intelligence + Skill Bonus Rifles and Shotguns Agility + Skill Bonus Seduction [(Charisma + Intelligence)/2]+Skill Bonus Stealth [(Agility + Concentration)/2]+Skill Bonus Survival [(Concentration + Intelligence)/2]+Skill Bonus Swimming Agility + Skill Bonus Teamster [(Agility + Intelligence)/2]+Skill Bonus Tracking Intelligence + Skill Bonus Most tasks may be attempted only once (exceptions include Hand Guns and the like). If the dice result is a failure, that task may not be attempted again until circumstances have changed - you character has increased his Skill Bonus, he has obtained new equipment, and the like. Note: Each time a character attempts to use a skill, he will be attempting a task. In concert with the player, you will define exactly what boundaries that task involves, and then you will assign any particular Static Action modifiers you feel are appropriate. Most tasks attempted in the game begin at a difficulty of 70% (or Hard) and are modified up or down from that point. Your character may also attempt tasks using skills which he does not yet have. In such cases, refer back to the skill formula to learn what characteristic(s) the skill is based on. There will be no Skill Bonus added to the characteristic(s) value, and your GM will apply a -30 Static Action modifier in addition to any other modifiers which would normally apply. Whenever your character is attempting a task that cannot be logically applied to the domain of any particular skill, your GM will decide which characteristic value would most apply to the task. The characteristic value then becomes the Roll Modifier. The difficulty begins at 70% (or Hard) and is modified normally by the GM as appropriate. When characteristics are used in this way, you can say you are "trying to make an Hard Strength roll." That is, you roll the dice and add your character's characteristic value for Strength. If the roll is equal to or greater than the difficulty the GM gave, then the task was a success. Roll Difficulties Cinch: 10% Very Easy: 20% Easy: 30% Routine: 40% Average: 50% Moderate: 60% Hard: 70% Very Hard: 80% Difficult: 90% Very Difficult: 100% Inconceivable: 110% Near Impossible: 120% Impossible: 130% Each of the skills a character may possess is described in detail below. The description also explains how and when the skill will be called into play. Static Action modifiers will be included in the skill descriptions, however, the examples given will not even come close to covering all the possible situations which would merit a modifier. They are simply roadsigns to help find ways of creating and applying modifiers. The GM will have the final say as to how modifiers are applied to tasks. Agriculture These tasks involve your character's ability to understand the procedures in the farming of different agriculture. It allows the character to be able to harvest the produce and also understand the differences in grains. It also allows the character to understand the different factors involved to grow a particular produce. Modifiers can include +2 if the character already knows about a similar produce, to a -2 if the character has never seen this type of produce before. Ambidexterity This task allows your character to use his other hand as well as his normal hand. To use this skill the GM assigns a difficulty, then the roll is made. If the roll was a failure, then subtract the roll from the difficulty. This difference is then added to the difficulty of the task that is to be performed with the other hand. If the roll was a success then there is no penalty to the task that is to be performed with the other hand. Modifiers could include +2 for simple applications such as Hand-to-Hand Combat, to -2 for very delicate applications such as trying to use First Aid on the Character's normal arm. Archery This task allows the character to be able to use a bow and arrow with ease. Refer to Chapter 4, Combat and Healing, for details about combat and modifiers. Black Smith This task allows the character to use a black smith forge, and to be able to make repairs to damaged weapons. A successful roll means that the character has mended a damaged weapon, or has made something. This task also allows the character to make horse shoes. Modifiers can include a +2 for making or repairing a knife or horse shoes, to a -4 for trying to make a firearm. Climbing This task allows your character to scale vertical surfaces. A successful role means that your character has climbed or descended 50 feet. If the roll was a failure, your character must make a Hard difficulty Agility roll to save himself. If your character falls, he will incur damage based on the length of the fall: 0-10 feet, no damage; 11-20 feet, 1D; 21-60 feet, 3D; 60-150 feet, 5D; 151-250 feet, 7D; over 250 feet, the character meets his maker. Modifiers could include a +2 for using a rope or other climbing gear, or the surface is not that steep, to a -2 for a truly vertical surface with nothing to hang onto except tiny cracks. Con A character uses this task to persuade an NPC to do something that isn't in the NPC's best interests. Con can involve reasoned argument and false logic, or simply throwing up a verbal smokescreen to get the target to hesitate. Sometimes it can take the form of a bargain - "do this for me and I'll do that for you" - but in a con, the conner has no intention of fulfilling his part of the bargain. Modifiers could include +4 for conning you own grandmother, +2 conning a naive teenager, -2 conning a government official, -4 conning a bounty hunter who's after you. Cow Hand This task allows your character to understand the fundamentals of being a cow hand. How to round up cattle on a cattle drive, how to give birth to a calf, knowing what to do when there is a sick cow, how to breed a bull to a cow, how to milk a cow, how to brand a cow, how to dehorn a bull, how to make a steer, how to use a rope, ETC..... This skill is used to throw a rope in combat. Modifiers could include +2 for milking a cow, to -2 for riding a bull. Demolitions This skill covers all tasks involving the use of explosives. Modifiers could include +4 for blowing a wooden door, -2 for blowing a strong box, -4 for blowing a bank safe. First Aid This skill allows the character to bandage wounds to stop bleeding. A successful roll means that the character has successfully stopped the bleeding on himself or another character (and the -1 damage point per round). Modifiers could include -4 for trying to bandage a bullet hole in you characters head, to a +2 for bandaging a knife wound on a fellow character. Gambling These tasks allow characters to play games of chance, but without the players needing cards or other paraphernalia. See Chapter 5, Gambling, for details on how to use these games. Hand Guns These tasks allow the characters to use hand guns. This does not include throwing the weapon at the target during combat, that falls under hand to hand combat. See Chapter 4, Combat and Healing, for details on how to use Hand Guns in combat. Hand-to-Hand Combat These tasks involve combat using fists, swords, knives, or any weapon that is not a projectile weapon. All thrown weapons are under this skill. If your character wishes to use a weapon that is not included among those described in Chapter 7, the GM will assign it a Damage Code and a Range, and you character may then throw it. See Chapter 4, Combat and Healing, for the details of Hand-to-Hand Combat. Horsemanship These tasks allow the character to perform basic veterinary applications on a horse, to groom a horse, evaluate a horses condition and price, to shoe a horse, and anything else that pertains to a horse. Modifiers could include a -2 for trying to groom a horse that has a bad disposition. Horse Riding These tasks involve the control, direction, and speed of a horse your character rides during a chase. Also it may be used to calm down any excited horse your character encounters. Your GM may call this skill into play if your character is attempting something while riding a horse that he feels needs a dice roll to resolve. Modifiers could include -4 for trying to jump a gorge. Indian Customs These tasks allow the character how to perform in front of Indians, to know the basics of different indian cultures and customs. Modifiers could include +2 for knowing about a tribe you have been around all of your life, to a -2 for never even hearing of this particular tribe. Law These tasks include having knowledge of the local laws governing citizens in a state or township. Also knowing the standard police procedures and legal systems, including crimes and punishments. Modifiers could include +2 for knowledge in your home town, to a -2 for knowledge in a town in another state that you have never heard of. Leadership These tasks involve making an NPC do what the character wants - by ordering him in a persuasive and authentic tone. When successful, the target snaps to and does as ordered. To look at it another way, a character with a high Leadership skill can take charge of a situation when leadership is needed, and get other characters to cooperate without debate or question. Modifiers could include +4, NPCs have every reason to obey; +2, NPCs have some reasons to obey; -2, NPCs are skeptical or suspicious; -4, NPCs have every reason to be suspicious. Lockpicking/Safecracking These tasks involve attempts to open locked doors or safes with tools designed for that purpose. Modifiers could include +2 to unlock a door; -2 to unlock a bank safe. Perception These tasks involve the use of primary senses. The GM will have the player make this roll if something happens in the game that a character could miss, and the GM wants to determine whether the character notices it or not. Modifiers could include +2, seeing a naked guy walk into a saloon, to -2, seeing a trained Indian scout, who has made a successful Stealth roll, sneak up behind you. Quick Draw These tasks involve the drawing of a weapon during a show down. When this skill his used all parties involved roll the dice, the player who has the highest roll, shoots first, with the other party not getting to shoot if he his dead. Modifiers include the QD penalties or bonuses on the weapon, and could include any other possibilities, including, -2 for having to draw the weapon out of your boot or your jacket. Reading and Writing These tasks involve understanding of the writing language. A successful roll means that the character is able to read or write something. Modifiers could include +2 for his native language, to -4 for an obscure language. Rifles and Shotguns These tasks allow the character to use of a rifle or shotgun. See Chapter 4, Combat and Healing, for details on how to use Rifles and Shotguns in combat. Seduction Such a task involves your character attempting to form an intimate romantic relationship with an NPC. A successful attempt may alter the NPC's reaction to your character, possibly resulting in a more beneficial working relationship. The GM will secretly determine the reaction of the NPC to a Seduction attempt and will role-play the result. The reaction roll is a Concentration roll of 50% (Average). Modifiers include -2, attempting a Seduction on an NPC who has already successfully resisted; +2, the NPC is male and the player character is female; -1, the player character's charisma is less then 6; +2, the player character's charisma is greater than 10; +3, the player character's charisma is 15. Stealth These tasks involve attempts by your character to move silently and in a fashion designed to make him as visually inconspicuous as possible. As he moves, your character will not always be aware whether or not his movements have been noticed until an observer reacts to him. This skill does not allow your character to move as if he were invisible. Rather, it allows movement to and from concealable positions. If your character moves directly into the line of sight of an observer, he will be seen even if you do make the roll. By using cover, your character can time his moves for when the observer is distracted or looking in another direction. Travel is 100 feet for each successful roll. Modifiers will be based on factors in the environment (darkness, rain, fog, camouflage, distraction, and so forth) as the GM sees fit. Survival These tasks involves knowing how to survive in hostile environments - deserts, jungles, oceans, etc. It can be used in three ways. First, it can be used like any other knowledge skill when a player asks for information about some element of the natural world. Second, when a character is threatened by nature, you can make a skill roll to see whether he immediately makes the right move - runs upwind of a forest fire, whatever. Third, when a character is in a hostile environment without adequate protection, he may use the skill to find the necessities of life. Modifiers will be based on how much experience the character has in the environment. +4, character is intimately familiar; +2, character is familiar; -2, character is unfamiliar; -4, character is completely unfamiliar. Swimming These tasks involve a character when he swims. On a failed roll the character begins to drown. Roll an Average dexterity roll every round. On a failed roll, the character drowns. Another character may make a rescue attempt. He must make to Swimming rolls, one to swim himself, the other to rescue the drowner. Because he is using two skill rolls, his difficulty is increased 10% for each roll. The difficulty for the second roll is 70% (hard). Modifiers include +4, swimming in a lake on a good day in a calm area; +2, swimming in the ocean on a good day in a calm area; -2, swimming in a storm; -4, swimming in a gale - huge waves, sheeting rain. Teamster These tasks involve the control, speed, and direction of a team pulled wagon in a chase. The GM may require a roll if your character is attempting something while driving a wagon that may need a dice roll to resolve. Modifiers could include anything from the weather to some trick maneuver the character is attempting. Tracking These tasks involve the following of a trail left by someone or something such as foot prints, broken branches, crushed grass, hanging pieces of cloth, etc. Also detailed information about the tracks can be obtained, such as type of animal, age of tracks, weight of animal, speed animal is moving, back tracking, etc. Modifiers will be based on environmental conditions, experience with the type of animal that is being tracked, if the person being tracked is taking precautions of hiding his tracks, etc.