Now that you know that the character progression system depends upon skill use and mastery, it is important to understand how skills work, how to get skills, how to improve a skill's success rate, and what constitutes as a skill.

Magic spells are also counted as skills as far as the skill system is concerned. However, due to the complexity of magic, magic spells are listed in their own subsection. Magic Skills however are listed under skills.

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1. What Are Skills?

Skills are abilities that your character has gained and improved upon over use. The more your character uses these skills the better your character becomes at using skills. All skills are available to all characters as long as they meet the skill’s prerequisites, however based on your character's race and profession some skill types will be easier for your character to acquire and use than others.

The acquiring and improvement of skills is the only way your character can progress and become stronger . Therefore it is important to understand how skills work and how to go about acquiring them and improving them. It is important that you read over this section very carefully and study the effects of your character’s skills when you have chosen them. If you have any questions, please ask your game master for help and clarification. Also remember that you alone will be responsible for your character’s skills. There is no way the game master can remember them and keep track of them for you.

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2. Acquiring Skills & Improving Their Success Rates

In order to acquire a skill, you must spend skill points. The amount of skill points you must spend depends on the skill's cost, which vary depending upon the skill's tier level and what the skill provides or does for your character. If you meet the prerequisite for the skill and have the points to acquire the skill, then you simply spend the needed skill points and you have the skill.

When you get a skill, it will come with a predetermined Success Rate. The skill's Success Rate is what you must meet by rolling percentile dice to use the skill. As long as you roll the skill's Success Rate or less, you use the skill. So if the skill's Success Rate is 50, you have to roll 50 or less to use it. If you roll 51 or greater, you fail.

Each time you succeed at a skill, you can increase the skill's Success Rate. You can increase it by up to 25 points (35 points if the skill is a skill type listed in your profession). The way you do this is by taking the first digit of Mental (or divide Mental by 10 and round down), and add it to your skill's Success Rate. So, if your character's Mental is 25 and you succeed, increase the skill's Success Rate by 2. If your character's Mental is 100, you'd increase it by 10. If your character's Mental is 9, you wouldn't increase the Success Rate because you can't increase anything by zero. Remember though, you can only increase the Success Rate by 25 (or 35 for in Profession skill types). So if you are increasing the skill's Success Rate by 5 points each time, you might only get to increase it 5 times. You can never improve a skill's Success Rate past 95 however, always leaving a chance for failure.

Here's How You Gain Skill Points:
  • Your Skill Points you gain is simply the 1st digit of Mental.
  • You can instead divide Mental by 10 and round down if that is easier.
  • Each time you succeed at a skill, you get those skill points.
  • If you haven't improved the skill's Success Rate as much as you can yet, those Skill Points can go into it only if obtained by using that skill. Otherwise you can use those skill points to obtain new skills or upgrade skills you already have.

If you fail at using the skill, you won't get to increase the skill's Success Rate. There is a skill that lets you do this however, called Study Habits. So if you wish to improve your skill's Success Rate even faster you might want to make sure you pick up Study Habits.

After you have improved the skill's Success Rate as much as you can, you will instead gain those points that you would use to improve your skill's success rate as skill points which you can use to later acquire new skills. If you don't wish to improve the skill's success rate, you can of course just collect those points as skill points.

 In order to acquire skills at the start however, you will need an initial amount of skill points. The first amount of skill points your character gets is one half (1/2) of your total point pool created during character creation.

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3. Skill Tier Levels

As mentioned above, a skill's cost to acquire and its success rate is largely determined by the skill's Tier Level. Tier Level is simply its placement in the skill progression tree. Here's a simple table showing the basic's of a skill's tier level.

Tier Level Typical Cost to Acquire Success Rate Max Success Rate
1 25-50 skill points 60

85 (not in profession)

95 (in profession

2 75-100 skill points 55

80 (not in profession)

90 (in profession)

3 125 - 150 skill points 50

75 (not in profession)

85 (in profession)

4 175 - 200 skill points 45  

70 (not in profession)

80 (in profession)

5 225 - 250 skill points 40  

65 (not in profession)

75 (in profession)

6 275 - 300 skill points 35  

60 (not in profession)

70 (in profession)

 The Cost to Acquire the skill might be different, depending upon what the skill does. Some skills do have a 100 success rate, those skills are more likely effect skills that give your character some extra bonuses.

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4. Using Skills

In order to use a skill, you need to roll its success rate or lower . Meaning if you wanted to use the skill Punch and its success rate is at 60, you would need to roll, using percentile dice, any number between 1 and 60. If you do so, your character successfully used the skill. You would apply what ever effect the skill does, subtract the stat cost from the required stat and give your character skill points.

Let’s take the skill Punch for example. You rolled a 10, which is below the 60 success rate, so it is a success. This allows you to do more damage punching a target, assuming the target does not evade your attack. You would also receive skill points. If your character's Mental stat is 25, that would be 2 in this case. Punch is not a free skill however. It costs 5 EP points, so once you rolled for it you need to subtract 5 from your character’s EP.

If you fail, you still need to take away the skill’s stat costs, but the skill’s effect will not be used. You also do not get skill points, unless you have Study Habits. Therefore if you failed using Punch in the above example, you would still lose 5 EP, and would not gain any skill points.

free action skill is a skill that doesn't count as any of the battle actions. If the skill is a free action skill, you only get to attempt that skill once per round if it is in combat. Even if you fail it counts as an attempt. If it isn't in combat, actions don't matter. If the skill has an action listed, such as “Support action”, then it counts as that action. If it has a number in front of it, such as “2 Support actions.” then it counts as two support actions. Most characters will only have one support action per round so a skill that takes two support movements would take two rounds to use. The use of actions will be further explained in Combat.

It is important to subtract the stat each time you attempt a skill, successful or not.

4a. Critical Success and Critical Failure

While attempting to use a skill, your character may experience what are referred to as Critical Successes and Critical Failures.

Whenever you are using a skill, if you roll a 001 on your percent dice, that is considered a critical success. It not only doubles your character’s skill points, but it also doubles every value attribute about the skill except for its stat and action costs. Therefore, if you made a critical success using the skill Punch from the above example, it double the success rate of skill points your character receives and double the added damage that the skill does. A critical success on a skill like Hide would double the penalty to the enemy's perception as well as double the success rate of skill points your character would earn. Critical Successes on a skill also decrease the skill's stat cost by half for that use.

 Critical mishaps only effects are failing at the skill but not gaining any skill points and loosing double your success rate of skill points. So if your success rate is, with modifiers applied, 4, then you would lose 8 from that skill's master rate. This will not affect skills that depend upon this skill, or any upgrades, however if you lose a required skill, skills that require the skill will also be lost.

Just like there are critical successes, there are also critical failures.critical failure is whenever you are trying to use a skill and you roll a 100 on the percent dice. This hard to get roll is the exact opposite of the critical success roll. With a critical failure you do not get to use any of the skill’s effects and you do not get any skill points. However, you will spend double your skill's stat cost, and could suffer different effects depending upon the skill and the GM. Many combat skills could leave you stunned or worse if you fail, however sometimes critically failing could lead to an unexpected and surprising outcome. One example of this is could be tripping over your staff, causing you to somersault and kick the target when you meant to bash the target. The result of a critical failure should depend upon the skill and the situation.

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5. Upgrading Skills

Upgrading skills is something else that can be done with skill points. You can only upgrade  a skill that you can no longer improve its success rate. Below is a table of simple upgrades that can be done to a skill.

Upgrade Effect Skill Point Cost
Decrease Stat Cost You can decrease a skill's stat cost by spending skill points. You can only decrease the stat cost to 1/2 of its original cost. If a skill cost two different stats, such as 20 EP and 10 SA, each have to be decreased individually. 5 skill points per 1 point decreased
Decrease Action Cost You can decrease the skill's action cost by 1, but not less than 1. If a skill cost two different actions, such as 2 attack and 2 support, you can decrease 1 from each. However, each action cost cannot be decreased to be less than 1. 50 skill points per action
Increase Area of Effect You can increase a skill's area of effect by one additional hex/square ring (i.e. a 3x3 hex to a 4x4 hex) only if the skill has an area of effect greater than 1 hex or 1 target. You can only apply this upgrade once per skill. 25 skill points
Double Range You can double a skill's range only if the range is not 1 target and not decided by weapon or movement ranges. 25 skill points
Increase Duration You can increase a skill's duration by +1 only if the skill's duration isn't instant and is measured in rounds. You can only increase the duration once per skill. 25 skill points
Increase Skill Level You can increase the skill's Tier Level. This will increase the skill's damage or healing power by +20. It will also increase the skill's stat cost by +20. Nothing else will be changed however, including the skill's Success Rate. 25 skill points
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6. Picking Skills

Once you reach this part of character creation, you should be able to pick up skills for your character. You will be doing so by spending the Cost to Acquire for the skills you desire.

Following this page you will find the skills, separated into the following categories: Offensive, Defensive, Character, Support, and Magic Skills. You won't find any magic spells yet, those will be dealt with in the following Magic section. Some skills may be repeated in different categories if that particular skill or ability belongs to more than one category.

The skills listed within their categories will be organized by what tier they are on in the skill progression tree. There will also be a skill progression tree proceeding each skill category.

Before continuing on with picking your skills, lets first go over some of the terms that you will find. Lets start with skills.

  • Skill: This is the name of the skill. You would record this in the Skill field on your skill record sheet.

  • Skill Type: This is what type of skill the skill is considered. Here you will list what type of skill it is, whether it is an offensive skill, support skill, or whatever.  Please note that several skills have several skill types. It is here that you will also see what tier the skill is in. You will see this listed as "tags" on the detailed skill description page, which is accessed by clicking on the skill name.

  • Effect: This is the skill’s effect, whether it be damage, restoration, or whatever. This info is to be listed in the Effect field on your skill record sheet. This will be a brief description of the skill's effect.

  • Stat Cost: This is how much it cost to use the skill in stat points. This is typically either SA or EP, however some skills may cost HP. This goes in the Stat Cost field on your skills record sheet.

  • Range & Area: This is the range and area of effect of the skill, starting from your character and extending outwards. Sometimes this may be just one target, however if it affects an area on the battle field it will be listed in a hex by hex method, such as 3 hex by 3 hex. This would mean that starting from the center of the effect, which is typically where you target the skill, the effect spans outward in every direction in 3 hexes. Record this information in the Range & Area field on your skill record sheet.

  • Duration: This is how long the skill’s effects last, whether in rounds, minutes, cycles, or days. This information is recorded in the Duration field on your skill record sheet.

  • Success Rate: This shows you the Success Rate that comes with the skill, basically what you will need to roll or below to successfully use the skill.

  • Prerequisites: You won’t find this field on your skill record sheet. This tells you what you must have accomplished before you can get that skill.

  • Cost to Acquire: This is how many skill points it costs to acquire this skill.


Now that you understand better how skills work, continue to the next page to begin selecting your skills. Here's a few important facts to remember when doing so.

  • Fact 1: To acquire a skill, you must meet its Prerequisites and spend its Cost to Acquire in skill points.

  • Fact 2: You can improve a skill's Success Rate by up to 25 points, or 35 points if it is within the skill type for your Profession.

  • Fact 3: You gain the first digit of your Mental Stat as skill points for successfully using skills. Without having Study Habits, you cannot gain skill points for failing at using skills.

  • Fact 4: During character creation, your initial accumulated skill point pool is is one half (1/2) of your total point pool created during character creation.

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7. Sacrificing Skills

Lets say you created this xodian character, but you don't care about the Mind Speak ability. You never really plan to use it and really you'd rather have the skill points instead of that skill. You can trade in that skill for skill points. You can trade in any skill for skill points, as long as that skill isn't a prerequisite for another skill that you wish to keep. Before you can trade in any skill for skill points that is a prerequisite for another skill that you have, you must first get rid of the skill that requires it.

The amount of skill points you can receive for trading in skill points depends upon the skill or spell's tier level. To determine how many skill points you can get, simply refer to the following table.

Tier Level Skill Points Refunded
1 20 skill points  (add 10 skill points for each upgrade and 10 for mastered skills)
2 70 skill points (add 10 skill points for each upgrade and 10 for mastered skills)
3 120 skill points (add 10 skill points for each upgrade and 10 for mastered skills)
4 170 skill points (add 10 skill points for each upgrade and 10 for mastered skills)
5 220 skill points (add 10 skill points for each upgrade and 10 for mastered skills)
6 270 skill points (add 10 skill points for each upgrade and 10 for mastered skills)

While the refund of skill points will be less than what you might have spent to get the skill, this is at least a way to get back skill points if you decide that skill just isn't what you want for your character.

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8. Chapters

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