← 2.0.0.0 Characters

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

Skill RankValueModifierTotal XP RequiredXP Cost (Total)Equivalence
Untrained--20--No knowledge
Novice0-100Rudimentary knowledge
Apprentice1+101000200 (300)Basic proficiency
Journeyman2+202500300 (600)Competent
Adept3+304000400 (1000)Extensive experience or training
Expert4+405500500 (1500)Professional level ability
Master5+507000800 (2300)Complete mastery
Grandmaster (Talent)-----
Link to original

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

SkillGoverning Characteristics
AcrobaticsStr, Ag
AlchemyInt
AthleticsStr, End
Combat Style [Field]Str, Ag
CommandStr, Int, Prs
CommerceInt, Prs
DeceiveInt, Prs
EnchantInt
EvadeAg
InvestigateInt, Prc
LogicInt, Prc
LoreInt
NavigateInt, Prc
ObservePrc
PersuadeStr, Prs
Profession [Field]Varies
RideAg
StealthAg, Prc
SubterfugeAg, Int
SurvivalInt, 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.

SkillSchool focus
AlterationAltering physical and magical properties; self and ally buffs, enemy debuffs
ConjurationSummoning otherworldly entities in various forms
DestructionDirect damage; sapping enemy abilities and defenses
IllusionManipulating light and sentient minds; perception and awareness
MysticismManipulating magicka itself; soul binding, spell reflection
NecromancyCommanding the undead; morally fraught magic
RestorationHealing, 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

Chivalrous combat, honor duels, and mounted warfare in heavy armor. Equipment: Lance, Shields, Longsword, Mace, Heavy (3) Special Advantage: Force Movement (Special Action)

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)

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