Skills

Beyond their physical attributes and personality, a character is also a collection of skills. Skills represent a character’s in game abilities.

Purchasing Skills

Characters earn xp by attending weekend games and can spend that xp to acquire new skills or upgrade existing ones. Any character can purchase any skill for which they have sufficient unspent xp, for which they meet the prerequisites, and for which they are of appropriate tier.

Skill List

Multipliers

Every skill is tied to one or more multipliers which determines the cost of gaining that skill. Any character can learn any skill they meet the prerequisites for, but the higher the multiplier used to purchase a skill, the higher the xp cost will be.

  • Note: The multiplier used to purchase a skill is always a character’s lowest multiplier applicable to the skill.

Types of Skills

There are 4 types of skills in the IA2 system:

  • One Off purchase skills can be purchased once.
  • Multiple purchase skills can be purchased over and over again.
  • Ranked purchase skills can be purchased up to 10 times, with each purchase increasing the skill’s effectiveness.
  • Special purchase skills have unique rules which will be explained in the description of the skill.

* Note: Some multiple purchase skills have a maximum number of purchases.

One Off Skills

When purchasing a one off skill, the xp cost of the skill is calculated by multiplying the base cost of the skill by multiplier being used.

Base Cost x Multiplier = XP Cost

Multiple Skills

When purchasing a multiple skill, the xp cost of the skill is calculated by multiplying the base cost of the skill by multiplier being used.

Base Cost x Multiplier = XP Cost
  • Note: The number of purchases of a multiple skill has no effect on the xp cost for subsequent purchases.

Ranked Skills

When purchasing a ranked skill, the xp cost of the skill is calculated by multiplying the base cost of the skill by the multiplier being used multiplied by the rank being purchased

Base Cost x Rank x Multiplier = XP Cost
  • Note: Each rank of a skill must be purchased in order and increasing ranks cost more and more xp.
  • Note: Constant bonuses do not count when determining the next rank to purchase.

(Specific) Skills

Many skill names are listed with the (Specific) suffix. These are skills for which additional more specific options must be chosen for the general skill. The specific options vary from skill to skill and must be declared when purchasing the skill.

  • Note: Once purcahsed, the specific option is fixed.

Prerequisites

Many skills have perquisites that must be met before the skill can be purchased. Some skills require that other skills be purchased first, some require an appropriate class or heritage. The details of a skill’s prerequisites are explained in the description of the skill.

  • Note: Constant bonuses do not count towards meeting prerequisites.

Tier Caps

A character’s level determines how many ranks of a ranked skill they can purchase:

Tier Ranked Cap
Low Rank 04
Mid Rank 06
High Rank 08
Epic Rank 10
  • Note: Constant bonuses allow a character to exceed this cap.

Using Skills

Skills are used in game to determine the outcome of many endeavours, during combat, to allow a character to cast magic spells, etc. Many skills represent abilities which can be called on during a game, other skills increase a character’s attributes, and other skills represent passive effects.

Skill use requires a player to roleplay their character’s actions and make a skill call.

Skill Use Calls

In order to use a skill in game, a player must announce to the Referee or Storyteller which skill they are using, the skill rank if applicable, and any other relevant information.

A player must actually use a skill to receive any information from a Referee or Storyteller. Once used, a player must wait for the Storyteller or Referee to announce the result of the skill use.

  • Note: Skill calls are considered out of character information.

Opposing Skills

Many skills have another skill which opposes them and many skills are used to counter various effects during a game.

When 2 skills oppose each other, the result is decided by comparing the instigator’s rank in the skill, including constant bonuses, to the target’s rank in the opposing skill, including constant bonuses.

If the instigator’s rank in a skill is greater than the target’s then the skill use is successful. If the target’s rank in the opposing skill are greater, then the target is affected. The target wins ties.