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The Lands Of Xina

Gaining Skills
A character's initial skills are purchased with character points. Rank indicates how much training and experience your character has with a particular skill. Between game sessions, you can improve your character's rank in any skill he has been studying or practicing by spending creation points. Higher skill ranks cost more points than lower ranks, so it is best to focus on improving a small number of skills that are important to your character's concept and role in the group.

Character Classes
Players can purchase trademark skills for their character's class, and skills from the general list, at the normal price. Trademark skills for other classes cost double.

Skill Costs
Some skills are more expensive to buy than others. The point cost of a skill depends on its complexity. The complexity of a skill is based on how much information it covers, how difficult it is to learn, and how much it can impact the storyline.

The first two charts show what skill rank a character achieves based on the number of character points spent.

The third chart shows how likely a skill is to succeed, without situational modifiers, at certain ranks.

Physical   Mental      Chance of Success
RankEasyAverageHard   RankEasyAverageHardVery Hard   Rank% Success
DX-3--1   IQ-4---1   69%
DX-2-12   IQ-3--12   826%
DX-1124   IQ-2-124   1050%
DX248   IQ-11248   1162%
DX+14812   IQ24612   1274%
DX+281216   IQ+146816   1491%
DX+3121620   IQ+2681020   1698%
DX+4162024   IQ+38101224   18100%

Some skills require the player to choose a specialization. These mandatory specializations are indicated by brackets []. For example, a character with Ancient Language must choose which race this skill applies to. A character with Ancient Language [Elves] knows nothing of the ancient languages of the dwarves. If he wishes to know the ancient language of multiple races, he must buy the skill separately for each race.
The following is a list of sample specializations.
Ancient Language - Specific race such as humans, elves, or dwarves.
Area Lore - Specific racial lands, country, region, or major city. The smaller the area, the more detail is known about it.
First Aid - Basic medical training. The first successful First Aid skill check on a patient after combat restores 1 hit point. A critical success restores 2 hit points. First Aid can be used to stop bleeding for most wounds. It takes 1 minute per point of damage to apply first aid.
Lore - Academy life, military procedure, law enforcement, hunting lodges, or caravans.
Riding - Equines, canines, felines, feathered-wing or webbed-wing flying creatures.
Savoir Faire - Human nobility, dwarf mystics, merchant guilds, sailors, or men at arms.
Survival - Desert, forest, grasslands, jungle, mountain, ocean, rainforest, or swamp.

Some skills cover a broad range of information and can be optionally specialized. These skills are indicated by asterisks (*). If a specialization is taken, the character gains an effective +3 rank when using the skill in a manner appropriate to that topic, and a -1 rank otherwise.
The following is a list of sample specializations.
Composition - Songs, poems, speeches, chants, prayers, plays, or ballads.
History - Specific race, century, region, or category (such as wars).
Mythos Lore - Mystical sites, relics, artifacts, forgotten spells, or magical creatures.
Performance - Ballet, stand up comedy, opera, parades, formal dances, or religious services.
Physician - Specific race such as humans, elves, or dwarves. The first successful Physician skill check on a patient after combat restores 1d6/3 hit points (round up). A critical success restores 3 hit points. A successful check adds a +1 bonus to a patient's healing roll for the day. A critical success gives the patient a +2 bonus. This skill is required to stop bleeding if the patient has lost a limb or taken a critical hit to an internal organ. It takes 1 minute per point of damage to attend to a patient.
Science - Astronomy, chemistry, metallurgy, or physics.
Spirit & Planar Lore - Sentient spirits, nature spirits, demons, or elementals.
Theology - Specific race, era or region.

Other skills can be purchased with a specialization, with approval from the narrator. For these skills, there is a +1 rank bonus when the situation is appropriate to the specialization, and a -2 rank otherwise.

Using Skills
Skill rank is combined with attribute rank when determining how proficient your character is at a particular task. Each skill has a specific attribute associated with it. In order to determine if your character is successful when using a skill, you must make a skill check. Add his rank in the skill and any situation difficulty modifiers. This is your target number. Roll 3d6, three six-sided dice, and add up the result. If the sum is less than or equal to the target number, your character succeeds. Otherwise, he fails. The greater the difference between your roll and the target number, the more impressive the success or failure.

A difficulty modifier applies a bonus or penalty to your target number. A bonus, or positive modifier, adds to your target number. A penalty, or negative modifier, subtracts from your target number. For example, a difficulty modifier of 3 is a bonus, while a modifier of -2 is a penalty.

Difficulty ModifierTask Description   Difficulty ModifierTask Description
+5Effortless  -1Intricate
+4Trivial  -2Complex
+3Easy  -3Difficult
+2Simple  -4Challenging
+1Straightforward  -4Formidable
+0Average  -5Epic

For example, your character is trying to pick the lock on a door. He has a Lockpicking skill rank of 12. The lock on the door is particularly complex, so there is a skill check penalty of 2. Your target number is 12 2, or 10. After rolling 3d6 and adding the dice, you get a result of 8. You have beaten the target number, or "made it", by 2. This means that your character picked the lock quite successfully.

Missed ByMeasure of Success   Made It ByMeasure of Success
6Critical failure  1Solid success
5Complete disaster  2Noteworthy success
4Terrible failure  3Exceptional success
3Failed badly  4Incredible success
2Obviously failed  5Epic success
1Barely failed  6Critical success
0Barely succeeded 

In desperate situations, when your character is lacking the proper skill to handle a situation, the GM will allow you to use a related skill with a heavy penalty. The related skill must have a complexity higher than or equal to the skill your character really should be using. For example, you can use Veterinary to administer First Aid, or use Acrobatics when Climbing is the appropriate skill. In either case, there will be a negative difficulty modifier on the related skill check.

New & Modified Skill Descriptions