How skills work
Each skill is either trained or untrained:
- Trained skills add a bonus of +10 per rank (0 at Novice, up to +50 at Master) to the base characteristic when making a test
- Untrained skills apply a −20 penalty to the test instead
Every skill has one or more governing characteristics - the characteristics a skill can draw on. The player usually chooses which one to use, though the GM may specify based on circumstances. See Skill Test for how skill tests are resolved.
1.4.0.1 Skill Ranks
1.4.0.1 Skill Ranks
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Skill Rank Value Modifier Total XP Required XP Cost (Total) Equivalence Untrained - -20 - - No knowledge Novice 0 - 100 Rudimentary knowledge Apprentice 1 +10 1000 200 (300) Basic proficiency Journeyman 2 +20 2500 300 (600) Competent Adept 3 +30 4000 400 (1000) Extensive experience or training Expert 4 +40 5500 500 (1500) Professional level ability Master 5 +50 7000 800 (2300) Complete mastery Grandmaster (Talent) - - - - -
Learning a skill (moving from untrained to Novice) costs 100 XP. Skills must be advanced in order - you cannot skip ranks.
Favored Skills
A Favored Skill is any skill governed by at least one of your Favored Characteristics. Advancing a favored skill - or gaining a specialization in one - costs 75% of the normal XP (round down to the nearest multiple of 5).
Specializations
A trained skill can have specializations - focused areas within the skill that grant an additional +10 bonus on relevant tests. Each specialization costs 100 XP, and a character can have as many specializations in a skill as their rank in it (a Journeyman - rank 2 - can have up to 2 specializations in that skill).
Only one specialization bonus applies to any given test. Example specializations are provided on each skill’s page, but players are encouraged to invent their own with GM approval.
Spellcasting specializations
Specializations in spellcasting skills target a specific known spell rather than a general area. When that spell is cast at any level, the specialization bonus applies.
Evade cannot be specialized
The Evade skill is the single exception to the specialization rules - it cannot be specialized in.
Skill types
UESRPG has two skill types:
- Standard skills function as described above - one skill, one rank, one set of governing characteristics
- Field skills are collections of related sub-skills that each
function independently. Identified by
[Field]in the skill name. Each field is trained, ranked, and advanced separately. Profession and Combat Style are field skills
The full skill list
| Skill | Governing Characteristics |
|---|---|
| Acrobatics | Str, Ag |
| Alchemy | Int |
| Athletics | Str, End |
| Combat Style [Field] | Str, Ag |
| Command | Str, Int, Prs |
| Commerce | Int, Prs |
| Deceive | Int, Prs |
| Enchant | Int |
| Evade | Ag |
| Investigate | Int, Prc |
| Logic | Int, Prc |
| Lore | Int |
| Navigate | Int, Prc |
| Observe | Prc |
| Persuade | Str, Prs |
| Profession [Field] | Varies |
| Ride | Ag |
| Stealth | Ag, Prc |
| Subterfuge | Ag, Int |
| Survival | Int, Prc |
Spellcasting skills
The seven schools of magic each have their own skill, all governed by Willpower. Spellcasting skills are used to cast spells from their respective schools - see 00 - Magic for casting rules.
| Skill | School focus |
|---|---|
| Alteration | Altering physical and magical properties; self and ally buffs, enemy debuffs |
| Conjuration | Summoning otherworldly entities in various forms |
| Destruction | Direct damage; sapping enemy abilities and defenses |
| Illusion | Manipulating light and sentient minds; perception and awareness |
| Mysticism | Manipulating magicka itself; soul binding, spell reflection |
| Necromancy | Commanding the undead; morally fraught magic |
| Restoration | Healing, augmentation, and effects against the undead |
Combat Style [Field]
Combat Style is a field skill - each combat style is its own independent skill representing a complete package of training, tactics, and equipment. Players and GMs create their own styles rather than choosing from a preset list.
Each Combat Style has two components purchased at creation:
Trained Equipment - Up to 5 types of weapons, armor, or shields at purchase. Includes Unarmed Combat if selected. Armor is categorized by weight class (Light, Medium, Heavy, Super-Heavy) - armor without a quality requires no training. Expandable to a maximum of 10 types at 25 XP per addition.
Special Advantages - A list of Special Actions the character can use as an Advantage instead of paying the action’s normal AP cost (or auto-winning any opposed roll involved). Starts with 1 Special Advantage, expandable at 25 XP per addition with no upper limit.
Using Combat Style
- Melee attacks and defenses - Use Str or Ag
- Ranged attacks - Must use Ag
Fighting outside your training
- Unfamiliar circumstances (e.g., a battlefield soldier fighting in a bar brawl): GM may apply a −10 or greater penalty
- Untrained equipment (weapons/armor not in your style): standard −20 untrained penalty
Example Combat Styles
Cloak and Dagger
Small, concealable weapons in close quarters against unarmored foes. Equipment: Dagger, Shortsword, Throwing Dagger, Unarmed Combat, Light (1) Special Advantage: Feint (Special Action)
Imperial Legionnaire
Battlefield formations with sword, spear, shield, and javelin. Equipment: Spear, Shortsword, Javelin, Tower Shield, Medium (2) Special Advantage: Bash (Special Action)
Knight
Argonian Guerrilla Fighter
Skirmish warfare with light equipment, short blades, and ranged weapons. Equipment: Shortsword, Spear, Shortbow, Javelin, Unarmed Combat Special Advantage: Blind Opponent (Special Action)