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The Multiverse Adventurers Guild
Play your own hero!
The idea is that the skills are very general. This way, everything is covered. If you are unsure, take your best guess and keep the game moving. Having all skills is one way PCs are superior. NPCs will only have relevant skills.
There are times when you may decide the skill pairs with a different (st). Let's say I want to intimidate someone due to my strong physical presence. We could decide to use charismatic with strength.
Target number (TN)
Stat and skill modifiers are based on stable characteristics. TN is not. This is the GM assigning the level of difficulty for a task. It is a circumstantial modifier. The GM may not tell you the TN merely whether you succeeded or failed. This modifier is on a (-4) to (+4) depending on difficulty. Multiply this number by 3. This encapsulates all factors. Keep it simple.
The following could factor into a either increasing or decreasing it;
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Circumstance; lighting, objects hindering/helping,
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In Charismatic ratio of PCs to NPs, how vulnerable the PCs are to the Charismatic effect ie. A dragon would seldom be intimidated but a group of minions would be easy
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Role play factors; bribing a guard would be easier than bribing a noble.
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Time spent on the task.
Remember, there are no hard and fast numbers. Keep the game moving and consistent.
Skills (sk)
Skills work in conjunction with stats and enhancements. Skills can be as short as an action in combat. They can also be much longer, depending on what you do. The GM will decide how long. PCs have access to every skill. NPCs might not.
Athletics (strength) - climbing, jumping, swimming.
Attack skill - these are the slashing, bladed, blunt, and unarmed attacks. All guns, thrown weapons, and bows are in this category. The attack skill pairs with the CS and Item bonus. This pairs with the combat (st).
Charismatic (influence) - These are the face skills, which use the force of personality to manipulate someone to do what you want. If I am intimidating someone to get my way, it's covered by this skill. The time depends on what you are doing. The GM figures this in the TN.
Observation (intuition) - use one or more of the five senses. If a player has the power skill they are granted the ability to aura read, which is seeing magic. A player with powers sees in both realms simultaneously.
Outdoor (endurance) - tracking, survival etc. Any skill for living and surviving in the outdoors.
Sneak (intuition) - this is blending in in any setting. Maybe you make this roll at a dinner party to be quietly ignored or in a jungle from mercs gunning for you. This would include pickpocketing.
Technology (education) - These are skills that manipulate technology to do your bidding. For example, safe cracking, computer usage, lock picking. In technical environments, hacking is the skill to manipulate computers. In guild play, this skill is used to hack.
Vehicle (dex) - drive or fly or manipulate any vehicle. This includes animals and spaceships.
Skills starts at 0. However, you must adjust 5 skills of your choice to the following +2,+1,+1,-1,-2. Bonuses show where your character excels. Negatives provide great opportunity for role play and character depth.
Players can use xp to improve skills, just like stats and enhancements. Most characters start with 10 xp and get more as the game progresses. Your GM will determine the specifics. To increase a skill from 0 to 1-4 use the following reference.
Stat = XP cost​
1 = 1
2 = 4
3 = 9
4 = 16
If you already have above a 0 you use the above cost, and subtract the cost of your existing skill. For example, from 2 to 4 takes the cost of 4 minus the cost of 2: 16-4=12xp.
To increase a skill from a negative value to 0 cost the following
-4 = 16
-3 = 9
-2 = 4
-1 = 1
If you are improving a skill, but it is stating negative you use the above cost, and subtract the cost of your existing stat. For example, from -4 to -2 takes the cost of -4 minus the cost of -2: 16-4=12xp.

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