Any time a character wants to perform an action that is difficult or contested, he/she should make a skill check. Skills can be seen in the Skill List.

Skills are earned by training them. In this game system, a character is strong by the fact that he has trained strength skills, a character is intelligent if he has trained academic skills. The player must have the necessary foresight to train the basic skills to round out his character. This punishes min/maxing and also makes for a much simpler system.

In order to train a skill, the character must have:

  • The time required to train it
  • The means to train it (a character cannot train Fencing if he does not have the sword or partners)

A GM may also award a player with skill rewards for completing sufficiently tough challenges.

Skill Training Time

Training skills takes time. The time it takes to train a skill increases with each rank:

Rank Time
1 1 Day
2 1 Week
3 1 Month
4 2 Months
5 3 Months
6 4 Months
7 5 Months
8 6 Months
9 7 Months
10 8 Months

There are also specialties for skills. These are trained by performing special actions and are usually rewarded by the GM for adventures. You cannot have more ranks in a specialization than you have in the skill. Certain checks are impossible without specialization. In these situations, the DC is greater than 6. These specializations almost always apply to the sub-skill but are not required to.

Making Skill Checks

To make a skill check, roll a number of d6 equal to your skill rank. If you have specialization in a skill, and it applies for this particular check, you can upgrade a number of dice equal to your specialization rank to d10.

If a skill check is unopposed, such as jumping over a pit of a fixed width, it will have a difficulty class set by the GM. The difficultly class will be something like 2dc4. The first number is the number of successes needed, and the second number is the difficulty class of the roll. So you have to roll at least 2 die that are above a 4. You can also have a difficulty like 2dc2 + 2dc5. This requires at least 4 successes, 2 of dc2 and 2 of dc4.

Defending against a Skill Check

If another character makes a skill check against you and you have points in a skill that is used to defend against it, instead of rolling a skill check for defense you provide a difficulty. This difficulty is calculated by halving your skill dice. For example, if you have a 1d8 + 3d6 your difficulty level is 1dc4 + 3dc3.

Additional Rules

The GM may decide on alternate rules for skill checks if the case warrants it. These rules can [[be:

  • No Winner – if neither side succeeds by a certain number then there is no winner.
  • Die Hard – Die are continued to be rolled even if a success condition is met. This could result in mutual destruction or Pyrrhic victories.

Whenever a check is made, the GM should describe how the success or failure fits in the story. There are no critical successes or failures; if there are a disproportionate number of successes or failures, the description should be better or worse.

Combining Skill Checks

Sometimes a character wants to perform multiple things at once. In this situation, the action is broken down into its component skills and each check is performed separately. A failure in one of these skill checks could result in failure in all of them, at the discretion of the GM.

For example, if a character is riding a horse away from an enemy encampment while they shoot arrows at him and he wants to cast a spell to aid his escape, he must succeed the following checks:

  • Ride
  • Dodge
  • Spell Check

If he fails the ride check but succeeds at the other two, the GM could have him fall off his horse before the spell goes off, after the spell goes off, have the horse get hit by an arrow, or anything else he can imagine.


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