Skill Checks

To perform a Skill Check, draw a card from the top of your draw pile. The number on the card combined with the suit will give the final check value. If the Skill has a modifier, that modifier is then added to the check and compared against a target number.

Suit Modifiers

The suit modifier for a Skill is simply a +1 or -1 that can be determined by looking at the associated Potential of the General Skill. The name of the General Skill is followed by the associated Potential name. In the case of Tinker this would be Ingenuity(Ing).

If the color of the card matches the color of the suit for the associated Potential, the overall check gets a +1; otherwise, the check gets a -1.

For example, if Tinker was being used and a clubs or spades card was drawn, the check would get a +1 overall.  If a diamonds or hearts was drawn, the check would get a -1 overall.

Construction of a Skill

Before we can explain how to get the Skill modifier, you need to understand how a General Skill is constructed.

Skills are divided into two categories: General Skills, and Specific Skills.  While both categories can be used for Skill Checks, the modifiers are applied differently depending on which one is being used.  Specific Skills grant greater benefits because their uses are more specific. 

General Skills are made up of at least 3 different Specific Skills that are related to the General Skill in some way.  As a character spends points in the General Skill, they can either learn a new Specific Skill or upgrade a current one.  Additionally, they gain one rank in the General Skill, giving all other related Skill sets a minor boost.

When learned, Specific Skills start at rank 1 and can be increased to rank 4. Increasing rank can be done via the spending of Skill Points, which are granted on level up and at character creation.

The first point spent on a Specific Skill grants rank 1 and the Skill grants a +1 bonus whenever it is used. To increase the Specific Skill to rank 2, two Skill points would need to be spent and the Skill grants a +2 bonus whenever it is used. Increasing the Specific Skill to rank 3, three Skill points are needed and the Skill grants a +3 bonus whenever it is used. Rank 4 would require four Skill points and the Skill then grants a +4 bonus whenever it is used.

General Skill Tree

Each General Skill has two blank blocks next to its name on the character sheet to track the current progress along the Skill Tree. These boxes are for reference, but the entire Skill Tree is shown in Default Skills.  An Example can be seen on the right.

To the right of the title and General Skill benefits are the Specific Skills, with their rank in the box on the right as seen in the image below. 

Sample Skill for book.png

The benefits granted from the Skill Tree apply to both the General Skill and all the learned Specific Skills. You start by selecting a Skill box at the top of the tree, As the General Skill is leveled up, you can choose to cross out boxes beneath the Skill box you selected prior, or you may start on the other side of the Skill Tree. Each symbol present in the box means that the character is granted an additional +1 when that suit is present for this skill.

Skill Types

Finally, some Specific Skills will have a special action type which will be indicated by a note.  Sometimes a General Skill will have this special indicating that all Specific Skills for this General Skill can be used as this action type. There are three types: Non-combat, Recovery, and Reactions.

Non-combat

Non-combat skills take too long to be performed in combat and thus can only be performed in encounters where time permits. These actions require a lot of extra time to perform and thus, require two main actions in encounters where characters start with two or more actions.

Recovery

Recovery Skills directly increase a character’s Health. Actions are Recovery actions in addition to another type and the Specific Skill is denoted by a (R) when the Skill is a recovery Skill. These Skills are covered in detail in the section Health and Recovery.

Reactions

Reaction Skills, while still being able to be used like a normal action, can also be used in response to another creature’s action, like an attack or movement. Reactions can also be used as a response to an environmental effect.

Applying the Skill Modifier

The skill modifier will be the rank of the Specific Skill, if it is relevant, plus the benefits gained from improving the General Skill. So, using the example below, a Deploy Device Check is being attempted and a 4 of spades is drawn.  We start with a 4, then add 1 for being an associated suit, then add an additional 1 for the rank 1 in Deploy Device, then finally add the General Skill general modifier of a +1 for being spades.

  • 4 for the Spades

  • 1 for the associated suit (same color)

  • 1 for rank 1 Deploy Device

  • 1 for being spades and having the General Skills Benefit

Total    7


  Card Number + Suit Modifier + Skill Modifier = Check Value.


Weapon Skills

Weapon Skills are a unique type of General Skill with a set four Specific Skills:  Diamonds, Spades, Hearts, and Clubs.  Skill Points are spent the same way as other General Skills, spending points to increase the ranks of the Specific Skills. The difference in Weapon Skills is that ranks in the Specific Skills unlock new or improved maneuvers available to the character while in combat. 

These Specific Skills cannot be used for an ordinary Skill Check. Outside of an encounter, the +A (Accuracy) is what decides the General Skill modifier. This is a maximum of +2. The suit modifier is determined the same way as General Skills with Fin weapons gaining a +1 for Spades and Clubs and -1 for Diamonds and Hearts while Str weapons are the opposite.

The available maneuvers for each specific suit based Specific Skill are all listed in Default Maneuvers.

Weapon Skills are categorized by groupings of weapons. The name is a combination of the weapon’s range, weight, and damage type.  For example, a character using a longsword would have the Weapon Skill for Melee, Medium, Slash. The maneuver would grant a character bonuses and maneuvers when using similar types of weapon. The type, weight, and range of the weapons available in C22 by default are contained in Default Maneuvers.

The Skill Tree for Weapon Skills is different from other General Skills and is shown in Default Skills.

Finally, the associated Potential for Weapon Skills is either Strength or Finesse. The bullets below help identify these associations.

  • Weight: Heavy – Strength

  • Weight: Medium - Strength

  • Weight: Light – Finesse

  • Range: Long – Finesse

  • Type: Barrier - Strength

Magic and Power Skills

Magic and Power Skills have a list of Effects and Styles that can be learned as Specific Skills. Skill points are spent the same way as other General Skills, to increase the ranks of these Styles or Effects. A Style must be used whenever a Magic or Power Skill Check is being performed. Outside of an encounter the +I (Influence) is what decides the General Skill modifier. This is a maximum of +2. The suit modifier is determined the same way as General Skills, with one of your Powers gaining +1 for Diamonds and Hearts and -1 for Spades and Clubs while your other Power is the opposite.

There are a few more rules required for Magic Powers so it is recommended to read Chapter 8: Powers for more details.

Creating Your Own Skills

Due to the nature of the system, not all Skills will be able to be included in this SRD, as not all settings and stories are the same.  If a Player feels like a different Skill would fit their character, a custom Skill can be created. 

First time Players are encouraged to use the Skills provided by this SRD or the specific setting.  Once returning Players understand the groupings and categories, they are encouraged to create new Specific Skills that more directly represent their character. For example, a character may want to add the basketball Specific Skill under the Athletics General Skill to represent their character’s experience on the basketball team.

Creating a General Skill is recommended only for experienced Dealers as each General Skill requires at least 3 available related Specific Skills, an associated primary Potential, a Skill Tree, and an action type.  More details about this will be contained in the core settings’ Dealer Sections.

Skill Difficulty

In rare cases, a Player or the Dealer can request to mix a Specific Skill with a different General Skill.  For example, a Player wishes to climb a castle wall, but they do not want to be spotted by the guards above.  In most cases a simple action like this does not need multiple checks, so the Dealer can request for a Stealth Check using their character’s Climb Skill.  The character would combine the +modifier from their Climb Skill to the benefits from their Stealth General Skill.

* Note: this should be limited to experienced Dealers as it can cause quite a bit of confusion for first time Players.

Skill Difficulty

Skill Checks are compared against a target number to determine their success. The chart below highlights the general level of difficulty each Skill Check result equates to. External factors can influence the difficulties of challenges your characters might face on their adventures.

Requirement Example Situation
3 Very Easy: Any character can do this. If failure occurs it is very minimal. Eg: climbing messy stairs.
5 Easy: Most characters can do this to some degree, and in the case of failure the consequences do not prevent them from trying again shortly after. Eg: climbing a broken stairwell with missing steps.
6 Moderately Easy: These are the most common checks that a character should be comfortable with. There is a chance of failure but to most characters they are manageable enough. Eg: climbing up a steep hill.
8 Moderately Difficult: These checks are still common to adventuring parties, but they are the checks where failure is a very real possibility. Eg: climbing the side of a trench covered in loose rocks.
10 Difficult: These checks are uncommon to adventuring parties and require alternative approaches. Groups should send their more specialized party members. Eg: climbing a cliff with relatively frequent handhelds.
12 Very Difficult: These are rare occurrences even for adventurers. They require special training, preparation, or both. Eg: climbing a cliff without easy to spot handhelds.
16 Near impossible: Only the most skilled characters will even have a chance at this check. Eg: climbing a smooth castle wall.

Degrees of Success

Additionally, Skill Checks almost always have degrees of success.  While a particular check may require a character to beat a 6, if the Player manages a 5, perhaps they still succeed in unlocking the chest, but in their haste, they jostle the chest, breaking one of the potions inside.  On the other hand, if the Player manages an 9 on the check, that is significantly above the 6, so perhaps they find a false bottom with additional loot or they get to keep the lock.

Value Effect
Check - 3 or lower Failure with major complication
Check - 1 Failure, or Success with major complication
Tied the Check Success with minor complication
Check + 1 Success
Check + 3 or greater Success with a major boon

Offering Assistance

Characters help each other it’s how they overcome the odds.  When a character offers to assist another character, they state the Skill they would like to use to assist and then performs a Skill Check.  A success will grant a +1 benefit in the way they describe.  A major success would grant at most a +2 to their ally’s Skill Check. If they have a major complication, the Dealer may impose a -1 to the ally’s check, depending on the circumstances.