Skills

GIST!

Any useful skill, in a situation that requires a check, grants as roll modifier equal to its score. The total score of all the character's skills may not exceed twice the value of Mind score.
Skill ScoreLevel
-1Unskilled
0Skilled
1Competent
2Professional
3Veteran
4Master
If characters attempt something out of their competence, they are Unskilled and suffer a Roll Modifier of -1. Skills flavor and granularity are determined by the Referee consistently with the chosen setting and genre. The following is a generic list that can be modified and expanded as seen fit:
  1. Athletic: agility, stamina, strength, sports
  2. Artistic: creativity, artist, musician, singer, actor
  3. Intellectual: knowledge, wisdom, medicine
  4. Magical: rituals, cantrips, magic, ESP, supernatural abilities
  5. Martial: brawling, wrestling, combat, warfare
  6. Primal: will, insight, fortitude, sixth sense
  7. Skillful: "hands stuff", tracking, burglary, sailing
  8. Social: speaking, carousing, gossip, etiquette
Example Let's say that you are a player who wants to create a character for a GIST! game set in a fantasy world with magic and combat. You begin by determining your attribute scores. You decide to roll 2d6 four times and assign the scores to your stats, as you enjoy the unpredictability of random rolls. Your results are as follows:
Shape: 8 Agility: 11 Mind: 7 Soul: 9 You choose the background of "Apprentice Mage" for your character, reflecting your past experiences and skills. As an Apprentice Mage, you have a Skilled Level skill in magic and are assumed to have any necessary magical tools at your disposal.
Next, you select three skills from the list provided and assign 6 points between them. You choose the following skills:
Magical (score 3) Athletic (score 2) Social (score 1) Your character's name is Zephyr, and they are 21 years old. For starting gear, you choose a wand and a book of spells.
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