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CHAPTER 3 - SKILLS Edit

SKILLS EXPLAINED Edit

Each skill has 1 primary characteristic (PC) and sometimes 1 or more secondary characteristics (SC) that indicate how many points are added to each 1d10 roll.  A secondary skill bonus is applied based on the secondary characteristic (SC).  If only one secondary characteristic applies, then the bonus is equal to that characteristic score divided by 2 truncated (drop the decimal). If two or more apply, the individual skill will explain how the multiple characteristics are calculated. This is then added to the base points and trained points gained in that skill for a total skill bonus.

Each example will have a typical character sheet example above it. Below is the meaning of each column.

TS

Skill Name

PC

PCB

SCs

SCB

BP

TP

XP/TSB

  • TS - Total Score including dice roll. This is typically in the format of 1d10 + Y.
  • Skill Name - this is the name of the particular skill for reference back to the Players Handbook to let you know what it does.
  • PC - Primary Characteristic. This shows which characteristic is the main one the skill is built on.
  • PCB - Primary Characteristic Bonus. This is the points you get to add to your die roll based on your primary characteristic involved in the skill. Basic Skills only use this number.
  • SC - Secondary Characteristics. This is any other characteristics listed in the skill description that pertains to the skill. Each individual skill will explain how those secondary characteristics are calculated.
  • SCB - Secondary Characteristic Bonus. This is the points you get to add to your die roll based on the secondary characteristics involved in the skill. Basic Skills do not have secondary characteristics and so do not get this bonus.
  • BP - Base Points. These are the points you originally spent on the skill at character creation or to learn a new skill without having to train to learn it.
  • TP - Trained Points. These are the points you gain after leveling up the skill through use.
  • XP/XPN - Experience Points/Experience Points Needed - This column represents the leveling up ability of the skill. The XP is the nuber of Experience Points gained for using the skill. The XPN are the amount of XP needed to gain 1 TP. XPN = BP + TP.
  • TSB - Total Skill Bonus. The total skill bonus is the number added to the die roll when attempting a skill check. TSB = PCB + SCB + BP + TP.

TS

Skill Name

PC

PCB

SC

SCB

BP

TP

XP/XPN

TSB

1d10+16

Longsword

STR

8

SPI

4

1

3

3/4

16

For example, Ethaniel has the Longsword skill. Strength is the primary characteristic and Ethaniel chose Spirit for the secondary characteristic. Ethaniel has a 8 Strength and a Spirit of 9 (divided by 2). He also has 1 base point and 3 trained points in Longsword. Ethaniel gets a total skill bonus of 16 (8 STR + 4 SPI+ 1 BP + 3 TP). His roll to make an attack with any standard longsword is 1d10+16 plus any bonuses an individual longsword supplies. Damage is calculated differently based on each skill.

Base Points Edit

When a player first creates their character, they start with a number of base points (BP) equal to the sum of all characteristic scores divided by 2 rounded up. These are used to spend on skills equal to the total of all nine primary characteristics. Basic skills cost 1/1. Specialized Skills such as weapons, armor, spell casting, crafting, and so on cost 1/1 as well.

TS

Skill Name

PC.

PCB

SC

SCB

BP

TP

XP/XPN

TSB

1d10+8

Ranged Combat

AGL

8

--

0

4

0

0/4

12

OR

TS

Skill Name

PC

PCB

SC

SCB

BP

TP

XP/XPN

TSB

1d10+7

Longbow

AGL

8

PRC

3

4

0

0/4

15

For example, if Marli puts 4 points into Ranged Combat, she gets 4 BP to add to her Ranged Combat checks. If instead, she decides to train in Longbow, she spends 4 points, and not only gains 4 BP to add to her attacks using a longbow, she also gets to use her secondary characteristic bonus (SCB), which is 3 for Perception (6 / 2) as well as any weapon bonuses. *Basic skills do not get base weapon bonuses but do get to add magic bonuses.

The benefit of putting base points into Specialized Skills is that the character has access to more characteristics than the Basic Skills do as well as and weapon, armor, tool, or spell bonuses, and the character does not have to roll to learn the specialized skill. Otherwise, a player has to learn the Specialized Skills by using the Basic Skill which can be tough if the scores are low.

A player may spend a maximum Base Points on any skill equal to their Primary Characteristic.

More on this in Chapters 4-8, which cover Specialized Skills.

BASIC SKILLS Edit

Basic skills are used when a more specific skill is not yet known. This skill is used to earn a training point in the specific skill. Basic skills do not have Secondary Characteristic Bonuses and thus will typically roll lower than a more specific skill. There are two ways to learn new Specialized Skills: In the Moment or by Training.

IN THE MOMENT Edit

Necessity is the mother of invention, but also invention's twin is learning. Skills can be learned on the fly as need arises. In the heat of combat or maybe an unforseen obstacle requires the use of a skill no one has trained for or has the correct gear to do it the normal way.

To learn a skill on the fly, roll the appropriate Basic Skill check related to the Specific Skill. If the check succeeds for a meaningful check, you gain 1 TP for the new Specific Skill and can add it to your skill list. A failed roll for a basic check that is meaningful to the story gives 2 TPs in the Specific Skill being learned.

TRAINING Edit

New skills can also be learned in non-threatening or not in the field situations with 10 minutes of training for Physical Combat, Knowledge, Social, or Movement skills, 1 hour of training in Crafting, Mental Defense, Magecraft, or Spiritualism. The trainer must have at least 10 Total Skill Bonus to train.

To train skills already known outside of real world situations, the amount of training needed is as listed after the skill in the lists below. The trainer must be at least 10 TSB higher than the student at all times during the training. No more than a maximum of 10 Training Points can be gained this way.

BASIC COMBAT SKILLS Edit

BASIC NON-COMBAT SKILLS Edit

  • Crafting - 1 day x (Training Points + Bonus Points)
  • Knowledge - 1 day x (Training Points + Bonus Points)
  • Social - 1 day x (Training Points + Bonus Points)
  • Movement - 1 hour x (Training Points + Bonus Points)

BASIC SKILLS CONCLUDED Edit

By this point, we have a pretty good picture of the first page of the character sheet. Below is what it should look like at this point.

Character Sheet Edit

_____________________________________________________________________________________

Player Name:____________Character Name: _______________ Current Alias: _____________________

Kind:______________________ Age:_______ Gender: ___________ Height: _____________

Weight: ______________ Eye color:______________ Coloring: __________________________________

Occupation: ________________ Faction:_____________________

_____________________________________________________________________________________

Base Characteristics Edit

AGL

4

INT

6

LIFE

70/70

Base Points Acquired

33

BEA

2

PRC

5

EDR

80/80

Base Points Spent

27

CON

2

PRS

3

REC

8

Speed

4

STR

3

WIS

3

Turns

SPI

5

1 2 3 4 5 6 7 8 9 10 11 12

_______________________________________________________________________

Base Skills Edit

Roll

Skill Name

PC

PCB

BP

TP

XP/TSB

1d10 + 3

Melee Combat

STR

3

0

0

0/3

1d10 + 6

Ranged Combat

AGL

4

2

0

0/6

1d10 + 6

Physical Defense

PRC

4

2

0

0/6

1d10 + 7

Mental Defense

WIS

3

4

0

0/7

1d10 + 10

Magecraft

INT

6

4

0

0/10

1d10 + 7

Spiritualism

SPI

5

2

0

0/7

1d10 + 7

Crafting

INT

6

1

0

0/7

1d10 + 8

Knowledge

INT

6

2

0

0/8

1d10 + 4

Social

PRS

3

1

0

0/4

1d10 + 7

Movement

AGL

4

3

0

0/7

As there are no formal classes or professions in the HG D10 system, a character can be anything they choose and call it whatever they wish.  This particular character has focused on mental things so is likely a spellcaster of some sort.  With high Crafting and Knowledge skills, they may also go into alchemy or enchanting equipment.  However, with the above average Range Combat, Physical Defense, and Movement, they may also be fairly handy with a bow or other ranged weapon.  There is no reason they cannot have both.  Players just need to keep in mind that while versatility is awesome (my preferred way to play, in fact), it has the drawback of slower progression in any one skill.  They will likely not be the best at anything other than competence in everything.

At this point, the player has enough information to begin playing the game, although their character will be more on par with an NPC townsfolk than an active member of the Hero’s Guild.  It is not advisable for the character to wander out of town just yet, not without a few specialized skills at least.

The next section is about improving skills. A player may want to skim over that section and come back after looking at the various specialized skills.

Improving Skills Edit

BASE POINTS Edit

Base Points do not need to be spent immediately but should be spent in keeping with the overall picture the player has in mind for their character, not just because of the need of the moment. Base points may be gained in one of two ways.

1. They may be awarded generally for the player to use as they see fit on the fly or in town.

2. They may be awarded to start a new Specialized Skill for heroic deeds as the GM sees fit.

For example, a character picks up an unknown device and fiddles with it. After pressing a button they did not know was there, the device emits a cohesive beam of sunlight. They may now add that device to their Specialized Skills and begin using it with 1 BP awarded for figuring out how it works.

Base Points awards should be a rare occurrence, no more than 1-2 per long session or 'Chapter'.

TRAINED POINTS

As is often the case, when someone fails at something, there is often the opportunity to learn from the mistakes that were made. When a character uses a skill in a meaningful way in the storyline, but fails a check, they gain experience in that skill. Each meaningful use that fails is worth 1 experience point (XP). When the amount of experience equals the total bonus (PCB + SCB + BP + current TP), then the character gains a new training point (TP). This, of course, makes the new total higher and therefore it becomes harder to earn the next TP.

TS

Skill Name

PC

PCB

SC

SCB

BP

TP

XP/TSB

1d10+13

Longbow

AGL

8

PRC

3

2

0

0/13

1d10+13

Longbow

AGL

8

PRC

3

2

0

2/13

1d10+14

Longbow

AGL

8

PRC

3

2

1

0/14

For example, Marli has 2 base points in Longbow, but has no trained points. She attacks a goblin with her longbow and misses it. She gains 1 XP. However she needs a total of 13 XP to gain a Trained Point (her total bonus in Longbow is 8 PCB + 3 SCB + 2 BP + 0 TP = 13 total). She continues hunting the gang and kill several goblins before she misses a second time gaining another XP for 2/13 XP. Missing eleven more creatures means she gets 1 TP and a new total skill bonus (TSB) of 14. Now she must miss attacks 14 times with her longbow during combat (or training) to go up in the Longbow Skill.

A note about failures. A character cannot choose to fail a roll and gain XP. While there are situations where it may be desirable to fail a check for storyline purposes, doing so will not gain XP in the failed skill.

Xd10 Edit

Once a character reaches 10 TSB in a specialized skill, they may choose to subtract 10 from their TS and add another die to their roll instead. This has the benefit of potentially rolling more 10's which in turn increases the chance for more critical successes, but the drawback of not always having the highest possible score. The choice is up to the player depending on their style of play.

Note, once this becomes available, the change from 10 TSB to additional d10 can be done before each roll. For attempts that need more surety, the 10 might be desired (akin to "taking 10" in d20 systems), even though they get less chance of amazing rolls. For attempts where the risk is worth the payoff, every 10 bonus can be converted into a d10 instead. However, once the roll is made, then it is made and there is no going back to the other option after the fact.

Conclusion

Every action a character takes in the game can be considered a skill. Some skills, like walking, opening a door, eating food are mundane and so common that there is no need to have these on the character sheet or roll for them (an absurd amount of tedium indeed!). However, every significant action requires a skill check, especially if there is a possibility of failure or consequence for failure. Characters will eventually develop a living list of skills they actually use instead of guessing at character creation or leveling up. The skills they use more will grow and eventually the dice will be nothing more than gravy on any check...or perhaps the only thing between success and victory between them and an equally skilled opponent.

In the following sections and chapters are the categories and the skills that fit into them. Each category will have its own set of rules for how the skill is set up.

Navigation Edit

Hero's Guild Players Handbook Home Edit

Chapter 1 - Creature Kinds Edit

Chapter 2 - Base Characteristics Edit

Chapter 3 - Skills Edit

Chapter 4 - Traits and Foibles Edit

Chapter 5 - Physical Combat Skills Edit

Chapter 6 - Mystical Skills Edit

Chapter 7 - Equipment Edit

Chapter 8 - Crafting Edit

Chapter 9 - Social and Movement Skills Edit

Chapter 10 - Optional ClassesEdit

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