2-0: Skill Points
Each roleplayer in UQ has 35 skill points to spend on their character. The gamemaster may choose to give out more or less, as they please. Now, each skill has a cost per level. This is the amount of points you must pay to get every skill level. The GM may modify these as they see fit, as well. The level limit is 10. The default skill level is 2, so spending two points for an archery skill actually gives you a level 3 archery skill. Also, skills with a (B) by their names are usable in combat. Here's a list of skills to get you started. More will be provided in various UQ supplements. SKILL / COST PER LEV Archery (B) / 2 Boating (B) / 1 Brawling (B) / 1 Cooking / 1 Construction / 2 Creature Training (B) / 2 Doctor (B) / 3 First Aid (B) / 2 Foreign Language / 1 Government / 2 Housemaking / 1 Housewife / 2 Hunting (B) / 1 Literacy / 1 Magic / 2 Persuasion / 1 Teaching / 2 Sports / 1 Swordsmanship (B) / 2

2-1: Skill Rolls and When to Make Them
Skills will occasionally require a roll to use. You should make skill rolls in combat (more detail about that later), or when a character is under enough stress to mess up or does not have the skill at all and has no aid (e.g. a cookbook for a character without a cooking skill). These rolls will consist of two six-sided dice. If the roll is below or matches the skill level the character has for said skill, then the character is successful in using the skill. If the roll is above, then the character fails. Now, if a character doesn't even have the skill, assume their skill level is at 2.

2-2: When New Skills Are Learned
New skills should be learned when a character without the skill practices it, whether or not they are successful. If they are successful, then by all means they should probably gain the skill. However, if not, then they should learn it after a certain number of time failing, just by default, without a definite success involved. I think I should study up on characters a bit more. Professor, I'm ready for your test on combat.