Strength Skills

Strength Skills are based on the strength statistic, with a starting value of 10% of your strength statistic rounded up. You can spend strength skill poty points between these skills, but can't put more than half of the pot in a single skill.

Skill Values
Each skill has four sections on the character sheet.

Value
This is the value of the skill. To test against the skill, you roll d% and if you roll less than your skill value, you pass.

Critical
Your critical value for a skill is 10% of its normal value, rounded up. If your skill test above is below the critical value, you will pass spectacularly.

Fumble
Your fumble value for each skill is 90+critical. If you roll above your fumble score in the test roll, your fumble skill test and something bad happens.

Pass tick
if you pass a skill roll during an adventure, you should tick this box. Then these ticks are used in character advancement.

''Example: A fighter has a strength of 36. This means the base value for his swords skill is 4 (10%str rounded up). He then spends 40 strength skill pot points to bring the value ''up to 44. This would result in the following:

Strength Skills
Axes

Polearms

Spears

Maces/clubs

Forks/Tridents

Swords

Carpentry

Stonemasonry

Swimming

Jumping