The Skills of RoC
When you start a character you are declaring for a profession that will see you through life, like anyone in real life you can change jobs as you go but in each one you pick up new skills your character is no different.
What are Skills?
- It’s a High Fantasy World you can’t do everything that your character can do; case in point: Magic.
How do I get these skills?
- Some of them you choose when you start and they will determine your profession
- The rest you buy with Endeavour
What’s Endeavour and how do I get it?
- At the end of any Day Event you gain 2 Endeavour
- At the end of any Multi Day Event you gain 2 Endeavour per day you have played and a bonus 2 Endeavour at the end of the event.
- You can spend Endeavour between events to gain skills
- This is done via e-mailing the system until the website supports Endeavour spending
How do the skills work?
- Each skill comes with a short description which informs you how to use it in the circumstance that it was designed to be used.
How Many times can I buy a Skill?
- During your Characters creation you will choose a place to train which will define the beginnings of your characters life.
- These professions will put a cap on how many times you can buy this skill.
Some Skills say they add suits to an Omni Deck Check
- Yes: Some skills increase your odds on a Feat Sheet Check.
- The following order is universal in how to increase the odds:
- If no suits add ♠
- If ♠ add ♥
- If ♠♥ add ♦
- You may never add ♣
What are Feat Sheets?
- A Feat Sheet is a sheet that requires skills to succeed.
- HERE is a Venator or hunting sheet example
- The top left image is the image for Venator to make them recognisable.
- The Top right describes the suits that you need to pull to make the success
- The bottom section runs you through how to operate the card
- The rear of the card explains what you have discovered.
- The second card is a Medical Card calling for the speciality in Forensics.
- Skill checks are set up with ♠♥♦♣ as the success sequence under the following rules:
- Clubs are always a failure
- Black Jokers are always a Disaster Result whilst Red Jokers are always a Critical Success Result and are removed from your deck for the scene when drawn.
Visual Cue Images
Following are the images that appear on each of the Feat Sheets that allow you to identify the Skills associated with the Feat Sheet that you wish to interact with: