Hackmaster -- Skill System

Characters in Hackmaster have skills -- particular things that they can try to do in certain circumstances. Some skills require a specialization -- refining a general skill category to a specific application -- such as `Weapons' and `Survival'. The combination of a skill and a specialization is treated as a unique skill for character building purposes. Some skills have prerequisites that must be met before the character may acquire the skill.

Players use character points to acquire new skills and improve their existing skills by buying points, called ranks in a skill. A character's rank in a skill is added to a modifier based on the character's stats to determine the score in that skill. The score is an indication of `how good' a character is at a given skill; the details are described in the section on skill use.

Acquiring the first rank in a new skill costs 3 character points. Each character point spent on subsequent training on that skill gives you an additional rank in that skill. While the character's score is essentally unlimited, the rank in a given skill may not normally exceed the character's level, but see Talents. It is expected that almost all Hackmaster characters will have at least one such talent.

Spells are NOT currently treated as skills, although I'm considering changing this; feedback is strongly encouraged.

Attempting to Use a Skill

All skill attempts are resolved on a roll of d20 (higher is better). The base target number for all skills is `20', although modifiers may be imposed by the GM. Additionally, characters may spend character points to gain a one-time bonus to the skill, gain a `second chance' roll, or even to attempt to improvise a skill.

Stat 1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18-19 20-21 ... 40-41
Modifier -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 ... +15

Play-or-Roll Skills

Some of the skills listed are marked as `play-or-roll skills'. Skills in this category may be resolved through a skill use attempt as normal, or they may be resolved through detailed roleplaying. For example, our friend Tulio has just been involved in a misunderstanding with some temple gaurds, and wants to stay out of the way for a while. Tulio's player could say ``I'm going to get out of sight using my Hide skill of 16.'', or Tulio's player could instead say ``I'm going to sneak down to the now-empty central chamber and hide on top of that huge statue there, behind the right ear. I'll grab some soot from the nearby fire to cover my exposed skin while I'm at it.''

The second method is often preferable to the first because it does a much better job of evoking the imagery of the game and inspiring the imagination of the other players. It can also be better for the character, because often the GM will either only require a critical check (a roll made only to see if a critical failure or success occurs) or dispense with the roll entirely. On the other hand, sometimes it will be better to simply say ``I'm attempting to hide; my score is 16'' in order to keep the game from being bogged down in secondary details.

Of particular interest to Hackmaster is the fact that all Lore skills are play-or-roll. This means that a player who is knowledgeable about animals, botany, astronomy, or the particular details of the magic system in use may choose (remember that it can be fun to roleplay a character who doesn't know as much about some things as the player does, though!) to make use of this knowledge in the game if they so wish. Your GM may require that you have at least one rank in a given lore to make use of your player knowledge.

Critical Attempts

For certain skill attempts, the possibility of a `critical failure' exists (on a roll of a `1'). A critical failure could result in, for example, surprising circumstances or misleading information. Similiarly, certain skill attempts carry a possibility for a `critical success' (on a roll of a `20'). Both critical failures and critical successes are handled by the GM.

List of Available Skills

This is a rough list of skills available to Hackmaster characters. Skills marked with a `*' require a specialization. Many of the skill descriptions are still in need of editting.

Name of Skill     Related Stat     Prerequisite
Agriculture  Strength, Constitution, Intelligence   
Ancient History  Intelligence   
Linguistics  Intelligence   
Animal Handling  Willpower, Intelligence, Charisma   
Appraising  Intelligence, Perception   
Armorer  Intelligence, Strength  Leather Working, Blacksmithing
Astrology  Charisma, Intelligence   
Astronomy  Intelligence   
Blacksmithing  Strength, Constitution, Intelligence   
Blind-fighting  Perception   
Bowyer/Fletcher  Intelligence, Dexterity   
Brewing  Constitution   
Bribery  Charisma  
Carpentry  Strength, Intelligence   
Charioteering  Dexterity, Strength   
Cobbling  Dexterity, Intelligence   
Companion Link  Charisma, Willpower  Animal Companion
Contortions  Dexterity, Constitution   
Cooking  Intelligence   
Climbing  Dexterity, Strength   
Cryptography  Intelligence  Reading/Writing
Dancing  Dexterity, Charisma   
Disguise  Charisma, Perception   
Endurance  Constitution   
Engineering  Intelligence   
Etiquette  Charisma, Dexterity   
Fishing  Dexterity, Intelligence   
Forgery  Dexterity, Perception  Reading/Writing
Gaming  Charisma, Intelligence   
Healing  Dexterity, Intelligence, Perception   
Heraldry  Intelligence   
Herbalism  Intelligence, Perception   
Hide  Dexterity, Perception ???   
Hunting  Perception, Dexterity   
Juggling  Dexterity   
Jumping  Strength, Dexterity   
Leather working  Intelligence, Dexterity   
Local History  Intelligence, Charisma   
Magical Attunement  Intelligence, Perception   
Magical Bolt  Dexterity ???  Elemental Bolt
Magical Lore  Intelligence ???   
Mechanical Devices  Intelligence, Dexterity, Perception   
Mining  Constitution, Strength   
Language  Intelligence   
Musical Instrument  Charisma   
Navigation  Intelligence, Percpetion   
Orienteering  Intelligence, Perception   
Painting  Dexterity, Charisma, Perception   
Pottery  Dexterity   
Reading and Writing  Intelligence   
Lipreading  Intelligence, Perception   
Religion  Intelligence   
Riding  Willpower, Dexterity   
Rope Use  Dexterity, Perception   
Running  Strength, Constitution   
Sculpting  Dexterity, Charisma   
Search  Dexterity, Perception   
Singing  Charisma   
Seamanship  Willpower, Dexterity   
Sleight of Hand  Dexterity, ???   
Sneak  Dexterity, Charisma   
Sneak Attack  Dexterity, Intelligence>   
Spellcraft  Intelligence, Perception   
Spontaneous Healing  Charisma, Intelligence  Spontaneous Healing
Stonemasonry  Strength   
Survival*  Intelligence, Willpower   
Swimming  Strength, Dexterity, Constitution   
Tailoring  Dexterity, Intelligence   
Tightrope Walking  Dexterity   
Throwing  Dexterity, Strength   
Tracking  Perception   
Tumbling  Dexterity, Strength   
Ventriloquism  Intelligence, Charisma   
Weapon*  Strength, Dexterity*   
Weaponsmithing  Intelligence, Dexterity   
Weather Knowledge  Intelligence, Perception   
Weaving  Intelligence, Dexterity   

chad