Skills are innate abilities of a character. When a game starts with a number of supplemental actions available to characters, it would be a good idea to know how well the character can do these things.
Mistresses have attributes (wealthy, beautiful, influential) and characters have Military Ability (1-6) and STR/EXP/CON (3-18).
Reasons to ImplementEdit
Not all characters are created equal. Adding more stats may make an otherwise poor character more interesting, or provide a mechanism for a low SL character to gain some amount of advancement. It also limits the high SL characters from being ideal in everything.
Version 1: Hidden SkillsEdit
The vast majority of people think that they are above average drivers. Some must be mistaken. The GM can hide the exact value of stats from the general players, or even the player them selves. This is easier if the system is automated (see Military Ability). A reputation value can be assigned to the new skills, or the player can find out from seeing how often they succeed/fail at tasks.
Version 2: SkillsEdit
Skills likely do not need to be gradiated on a 3-18+ scale like primary abilites. Adding a 1-6 skill for each activity added to the game system. Some basic activities could be tested with new skills as well. Testing could be roll skill or under with a die (so skill 6 is guaranteed, skill 1 will rarely succeed). Sample Skills and use:
- Etiquette - Toadying or any Court rules
- Dancing - Balls or Court
- Hunting - Estate rules
- Administration - Counterpoint to MA for Aide/QM/Inspection positions, or modifier to embezzling
- Sport - Court
- Science - Royal Science Academy
- Stealth - Spying, Stealing
- Writing - Theatre, Poetry
Version 2a: Skill advancementEdit
Like MA, skills could be improved (or reduced) based on notable successes.
Version 3: AcademiesEdit
Skills, including MA can be trained in an academy