
A character may acquire and refine skills during a campaign. He can hone his
talents in a series of interrelated non-magical and quasi-magical abilities, which
combine to form a single skill. A character's degree of talent is measured by his
rank in a skill. He begins with the simplest abilities at the lowest ranks, and gains the
more difficult ones as he progresses through the ranks. His percentage chance of
successfully performing tasks associated with a skill will increase as his rank
becomes higher. The skills presented here are only those likely to be used by a
character during an adventure. The fruits of the labors of those using other, more
plebeian, skills may be purchased. The gamesmaster will be guided in determining
the price (in Silver Pennies) of the various goods produced by craftsmen by the
Basic Goods Cost List. Weapon smiths' products are valued on the Weapons
Chart; Armorers’ on the Armor and Shield Charts. The three factors which determine
the price of finished goods are the quality of the material used, the man-hours spent
in construction, and the estimated Rank of the craftsman (if one person produces
the goods) or of the overseer (if the effort is a team project). However, if a character
wishes to purchase a custom-made or rare item, then he will have to negotiate with
the craftsman (represented by the gamesmaster), and may defray costs by
providing some of the scarcer components himself. The barter system is acceptable
when dealing in costly or rare items

Time spent on adventure may not count toward the necessary eight weeks.
The method by which a character learns a skill affects the Experience Point cost to
acquire that skill or to increase the character's Rank.
(Optional Rules) If the character is taught by someone of greater Rank in the skill,
decrease any Experience Point cost by 10%. If the character learns from a book,
verbal descriptions or practices with someone of equal or lesser Rank in the skill,
any Experience Point cost is unmodified. If the character practices with no useful
outside assistance, any Experience Point cost is increased by 25%. The availability
of qualified teachers, and the fees they charge the character for their services, are
left to the discretion of the GM.
A character may attempt to employ a non-magical skill any number of times during a
day. The use of a skill does not, in and of itself, prevent a character from using the
same or any other skill immediately afterwards. However, a character might suffer
adverse fortune (e.g., lose Fatigue Points) while executing a skill, which would inhibit
his ability to act. The use of a non-magical skill is rarely automatically successful.
A character usually has a chance of failure when using a non-magical skill. Unless
the ability is described as an exception to this rule, the maximum chance to succeed
with it is never greater than (90 + Rank) %. A character always fails if the roll is
greater than the modified chance or 100 or 99 (regardless of rank).
A character must practice any skill he acquires or risk a decrease in Rank.
The GM may presume that a character will practice a skill while undergoing other
training. This can be done in a safe manner, however if the skill is not used for two
consecutive adventures the GM may assume that the character is growing rusty in
the skill and must state that they are practicing it or loose a rank.






