Skill Knowledge


How Knowledge and Skills Work

Here at Standing Trials, players are given the freedom to build and shape their characters exactly the way they like with very few restrictions. The following guide will explain exactly how skills and spending skill points work, and what knowledge is used for any why it is important.

With so many different skills to choose from, building a well-rounded character can be tricky. Each skill costs two hundred and fifty points to master fully, which is sixteen and a half threads marked at full reward (15/15) to achieve. To master everything, you would have to write over one and a half thousand threads, but let's face it, no one is good at everything, and the same goes for our characters.

A character is considered a novice in any given skill wherein they have 25 points or less. All skills, including magic, offer an easy 1 for 1 point ratio. Person (A) is a new player and has completed three threads with person (B) in which both were awarded 15 points for each thread, giving them a total of 45 skill points to spend. (A) plays a knight, therefore the use of a weapon is very important and (A) plans to spend all of his points in Blade: Longsword. (B) also plays a knight and has 45 points to spend.

(A) spends all 45 points in Blade: Longsword. 25 of his 45 points complete the first rank of novice where each skill point is worth one in his chosen skill. With twenty points remaining, (A) must make sure he has eleven pieces of knowledge to advance from "Novice" to "Competent" so that he can spend the rest of his points. It costs twice as many skill points to increase the chosen skill at a competent level, leaving him with a total of 45 out of a possible 250, and with 31 points still needed to reach the next skill tier at 76.

(B) on the other hand, wants to spend his skills more wisely and chooses to put 25 of his 45 points in Blade: Longsword, and spend his 20 remaining points in Shield Combat. Even though (A) has a higher sword level, he will struggle to get by (B) defences. It isn't only skill points that come into effect, however, as knowledge is also important. While (B) might win this battle as it stands, if (A) had a lot more knowledge than (B) regarding the use of his Longsword, it is fair to say that he would once again have the upper hand.

There isn't much that separates a novice fighter from a competent one, which is why knowledges and spending your skills wisely will more often than not give you the upper hand. If you do find that you are having a disagreement with another player about which character should win the battle, we advise people to roll a dice and leave it to fate before seeking a third party (moderator) to step in and make the choice for you.

The Skill Breakdown

Fast Track Skill

You pick your Fast Track Skill when developing your character, you may choose any skill so long as it isn't domain magic. A Fast Track Skill is a one off, 100 point maximum skill that allows you to spend points on that specific skill all the way to 100 without the multipliers that apply to other skills (250 etc).

Novice: 0 - 25 (0 - 25 for Fast Track Skills.)

  • At this skill level there is no mimimum knowledge or XP requirement.
  • To be at maximum in this skill level you must invest a total of 25 points, and have 10 Knowledge. (your UCP Skill will show a star in a maxed out bar)
  • You remain at Novice until you have the minimum required for Competent.
  • Please note that your UCP Skill bar always works with the assumption that you are working towards the next level, so shows you the target for entering the next level (26 points and 11 knowledge).

Competent: 26 - 75 (26 - 50 for Fast Track Skills.)

  • This skill level has a minimum requirement of 26 XP and 11 pieces of knowledge (so an investment of 1XP and 1 Knowledge from the maximum needed for Novice).
  • To be at maximum in this skill level you must invest a total of 50 points and gain another 10 knowledge from the maximum for the level below.
  • You remain at Competent until you have the minimum required for Expert.
  • Please note that your UCP Skill bar always works with the assumption that you are working towards the next level, so shows you the target for entering the next level (51 points and 11 knowledge).

Expert: 76 - 150 (51 - 75 for Fast Track Skills.)

  • This skill level has a minimum requirement of 76 XP and 22 pieces of knowledge.
  • To be at maximum in this skill level you must invest a total of 75 points and gain another 10 knowledge from the maximum for the level below.
  • You remain at Expert until you have the minimum required for Master.
  • Please note that your UCP Skill bar always works with the assumption that you are working towards the next level, so shows you the target for entering the next level (76 points and 11 knowledge).

Master: 151 - 250 (76 - 100 for Fast Track Skills.)

  • This skill level has a minimum requirement of 151 XP and 33 pieces of knowledge.
  • To be at maximum in this skill level you must invest a total of 100 points and gain another 26 knowledge from the maximum for the level below.
  • You remain at Master until you have the minimum required for Grandmaster.
  • Please note that your UCP Skill bar always works with the assumption that you are working towards the next level, so shows you the target for entering the next level (100 points and 27 knowledge).

Grandmaster: 250 (100 for Fast Track Skills.)

To earn this skill level, players must have invested a total of 250 XP in the skill, and additionally have earned 60 pieces of knowledge about the skill. To get to this point is an impressive feat that will earn players capstone abilities.

It is important to remember as players, that no character should be defined by one skill alone, and that well-rounded, carefully planned out characters are likely to do a lot better and be much more fun to play than a grandmaster swordsman who doesn't have the strength to pick up his bastard sword, or the endurance to wield it long enough to outmatch someone half his level with strong perks in everything else (such as shield, strength, endurance, and meditation). Plan your characters carefully, remember that true strength lies in knowledge, and have fun, no one likes a power gamer, especially one who refuses to lose from time to time. Be considerate, but true to yourself. This isn't a race, so sit back, make some a friends, meet some of our amazing writers, and enjoy the ride.

Clarification on Skill Levels

How to use the skill levels between players Two pcs at the same level of proficiency (Expert, Master etc) in any skill may be considered roughly equal in terms of utilizing that skill. However, there is progression within these levels, and this should be taken into account IRP. Things which will make a difference to proficiency within a level includes number of XP (154 vs 245, for example), Knowledges (both number of knowledges and specific content) and levels of complimentary skills - for example, a character's Cooking skill is significantly augmented by Baking.

It is important to note that it is the IRP context which makes the most difference here. The difference between a skill of 91 and a skill of 93 in Baking is unlikely to be important or noticeable. However, if these two pcs both entered an IC Baking Competition (Masterchef: Idalos) - then that tiny, tiny detail might mean the difference if they find themselves in the dreaded Bakeoff.

Equally if they find themselves in that dreaded Bakeoff, facing each other for the right to remain in the competition - knowledge of the Bakeoff Challenge Dish might be much more useful.

If both PCs have knowledge of that dish, both write well and the context is otherwise neck and neck? Well, Baking of 93 might well get it. Obviously, the majority of this is self-enforced and boils down to an expectation that players will be playing to their skill and knowledge level. If, however, you feel at any point that this is being handled incorrectly in a thread then discuss with the player in the first instance - most things can be settled that way. If that does not work, however, or one or both of you remain dissatisfied, then approach a member of the Advocate team who will be happy to mediate and help you come to a conclusion. Mostly, though, enjoy playing your skills!

A Note on Domain Magic

The Domain Magic Skills have a few additional restrictions on them, due to the nature of Domain Magic. Please note, these restrictions apply to Domain Magic Disciplines, not Practices.

For further information see the Magic Page

A Note On Magic Knowledge

In order to be able to use a Technique to the best of their ability, then the pc should have the knowledge of that Technique in their list. Please check this - and if you are requesting a review and have used a Technique, let your Peer Reviewer know that your magic is a X level and you have (or do not have) Y Technique.

Peer Reviewers: Please refer to the Magic Review Guide in order to understand what would merit awarding magic experience.

Mutations

Mage Mutations: All mutations must be submitted and approved in the Prophet Support Forum. You may submit your mutations one at a time.