Tunnels & Trolls 5.5e introduces skills as an optional system. It's originally from a Sorcerer's Apprentice Issue #15 (which included the mention a yet to be published sci-fi rpg called WEB, but I digress). In turn, the skill system itself has it's roots in Mercenaries, Spies and Private Eyes and apparently Monsters! Monsters!)
The list in 5.5e is fairly small, as it was initially meant to show what one could do with skill in T&T, and the GM and players were to flesh it out. Skill level is added to the appropriate stat for saving rolls that relate to his / her skill.
Skills earn expo and increase by level independent of the character's level. So you need to track a skill's expo and level. Successful level with the same chart as the character's level, so it requires 20 uses of a skill to level it up. I don't think PCs will be leveling many skills during most gameplay. As most skills will remain at Level 1, they will be giving a boost to relevant SRs of 1... not worth the bookkeeping involved if you ask me.
Talent is found Tunnels & Trolls 7.xe, and is what skills morphed into. Players start with one talent at 1st level, and gain one with each additional level. Basically, the player defines the talent, and the talent adds 1d6 to the relevant stats SRs when the talent is called into play.
Personally, I don't like the randomness of the talent bonus. I would probably set it at a set bonus of 4. Additional levels in the same talent could be chosen, with diminishing returns (3 additional pts for the 2nd level chose, 2 pts for the 3rd level and 1 pt for the 4th and later levels). New talents always start with a bonus of 4 pts.
The skills in 5.5e still make a good source for ideas for talents in 7xe.
Adventures in Scaldwater Bay, session 01 - I started running a new game last week using Old School Essentials (OSE), figured I might post about the game here and there. This session was the first an...
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