Can you get one table to pick for another?

I wasn't sure how to phrase this in the subject line. Here is what I'm trying to do.

Let us say I'm making an Orc with random classes. When it is outputted it will look like this

Orc Archer
ST: 11 HP: 11 Speed: 6.5
DX: 12 Will: 9 Move: 5
IQ: 9 Per:9
HT: 10 FP: 10 SM: 0
Dodge: 9 Parry: 9 DR: 0

Armor: Cloth Armor (DR 1, Torso, Groin)
Weapons:
Small Knife: Swung: 1d-2 Thrust: 1d-1 imp; Parry: 8 Good Quality: +40% of list price
Small Knife, Thrown: 1d-2 imp; Acc 0; Range: 8.8/11; RoF: 1; Shots: T(1); SL: 8,Unarmed: Kick: 1d-1 cr; SL: {(12-2) + ; Punch: 1d-2 cr; Parry: 9; SL: 14,
Large Knife, Thrown: 1d-1 imp; Acc 0; Range: 8.8/16.5; RoF: 1; Shots: T(1); SL: 10,

Traits: Acute Vision 2, Bloodlust, Code of Honor (Soldier's), Fit, Striking Strength
Skills: Armoury (Missile Weapons)- 6, Brawling- 15, Camouflage- 5, Fast-Draw (Ammo)- 16, Fast-Draw (Arrow)- 12, First Aid- 5, Hiking- 6, Soldier- 7, Stealth- 7, Survival (any)- 8

Now my question is if I get a random skill selection of Dagger is there a way to make sure Dagger is chosen for a weapon and placed in its appropriate area, and if Crossbow is randomly chosen for weapon is there a way to have the skill selected as well?

I still have a lot to do with this GURPS NPC Generator and I'm slowly trying to optimize it for IPP3
Table: DF Orc
Set: Skills =[@{$Class}Skills&;#93;
Set: Class =[@Class&;#93;
Set: ST ={! ({1d3+9} + [#1 {$Class}Bonus])}
set: DX ={! ({1d3+8} + [#2 {$Class}Bonus])}
set: IQ ={! ({1d3+7} + [#3 {$Class}Bonus])}
set: HT ={! ({1d3+9} + [#4 {$Class}Bonus])}
set: HP ={! ({$ST} + [#5 {$Class}Bonus])}
set: Speed ={! (({$HT} + {$DX}) /4) + [#6 {$Class}Bonus]}
set: Will ={! {$IQ} + [#7 {$Class}Bonus]}
set: Move ={! floor(({$HT} + {$DX}) /4) + [#8 {$Class}Bonus]}
set: Per ={! {$IQ} + [#9 {$Class}Bonus]}
set: FP ={! {$HT} + [#10 {$Class}Bonus]}
set: Dodge = {! floor({$Speed})+3}
set: Parry = {! floor({$DX} /2)+3}


<table border="0"><tr><td><b>Orc</b></td><td>{$Class}</td></tr><tr><td>ST: {$ST}</td><td>HP: {$HP}</td><td>Speed: {$Speed}</td></tr><tr><td>DX: {$DX} </td><td>Will: {$Will}</td><td>Move: {$Move}</td></tr><tr><td>IQ: {$IQ}</td><td>Per:{$Per}</td></tr><tr><td>HT: {$HT}</td><td>FP: {$FP}</td><td>SM: 0</td></tr><tr><td>Dodge: {$Dodge}</td><td>Parry: {$Parry}</td><td>DR: 0</td></tr></table><br><b>Armor:</b> [@Armor&;#93;\n<b>Weapons:</b> <li>[!Weapons]</li>,[!{$Class}Weapons >> <li></li>]\n<b>Traits:</b> [!5 {$Class}Traits >> implode >> sort]\n<b>Skills:</b> [!10 {$Class}Skills >> implode >> sort]
EndTable:

Table: Class
Archer
Bandit
Barbarian
Hedge Wizard
Knight
Mage
Scout
Thief
EndTable:

Table: Weapons
[when] {ST} > 1 [do]<b>Whip:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]-2} cr; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+1} [@QualityWeapons&;#93;[end]
[when] {ST} > 1 [do]<b>Unarmed:</b> Kick: [#{ST} ThrustDamage][#{ST} ThrustDamageModifier >> +-] cr; SL: {({DX}-2) + {[SL]}; Punch: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} cr; Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; SL: {{DX} + {[@SL&;#93;}}[end]
[when] {ST} > 4 [do]<b>Dagger:</b> Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] -1} imp; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3};SL: {({DX}-1) + {[@SL&;#93;}} [@QualityWeapons&;#93;<li>[#6 Rangedweapons]</li> [end]
[when] {ST} > 4 [do]<b>Bone Knife:</b> Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +1} cut; Reach: C Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3};SL: {({DX}-1) + {[@SL&;#93;}} [@QualityWeapons&;#93;[end]
[when] {ST} > 4 [do]<b>Small Sword:</b> Thrust: [#{ST} ThrustDamage]{[ [#{ST} ThrustDamageModifier >> +-] +1 >> +-]} imp; Parry:  {floor ((({DX}-1) + {[@SL&;#93;})/2)+3};SL: {({DX}) + {[@SL&;#93;}} [@QualityWeapons&;#93;[end]
[when] {ST} > 4 [do]<b>Small Knife:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]-3} Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]} imp; Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+3} [@QualityWeapons&;#93;<li>[#5 Rangedweapons]</li>[end]
[when] {ST} > 4 [do]<b>Rope Dart:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]-1} cr; Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} imp; Reach: 1-4; Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+1} [@QualityWeapons&;#93;[end]
[when] {ST} > 4 [do]<b>Chain Whip:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-] + {1d4}} cr; Reach: 1-4; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+1} [@QualityWeapons&;#93;[end]
[when] {ST} > 4 [do]<b>Knife-Wheel:</b> Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +1} cut; Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] -1} imp; Reach: C; Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+3};SL: {({DX}-1) + {[@SL&;#93;}} [@QualityWeapons&;#93;[end]
[when] {ST} > 4 [do]<b>Stiletto:</b> Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] -1} imp; Reach: C; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3};SL: {({DX}-1) + {[@SL&;#93;}} [@QualityWeapons&;#93;[end]
[when] {ST} > 4 [do]<b>Short Baton:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]-1} cr; Thrust: [#{ST} ThrustDamage][#{ST} ThrustDamageModifier >> +-] cr; Reach: C,1 Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+2}; SL: {{DX} + {[@SL&;#93;}} [@{1d3} QualityWeapons][end]
[when] {ST} > 5 [do]<b>Large Knife:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]-2} Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} imp; Parry: {floor (({DX}-1) + {[@SL&;#93;})/2)+3} [@QualityWeapons&;#93;<li>[#16 Rangedweapons]</li>[end]
[when] {ST} > 6 [do]<b>ShortStaff:</b> Swung: [#{ST} SwingDamage][#{ST} SwingDamageModifier >> +-] cr; Thrust: [#{ST} ThrustDamage][#{ST} ThrustDamageModifier >> +-] cr; Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; SL: {({DX}-1) + {[@SL&;#93;}} [@{1d3} QualityWeapons][end]
[when] {ST} > 6 [do]<b>Quarterstaff:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]+2} Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +1} cr; Reach: 1,2 Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+5};SL: {({DX}-1) + {[@SL&;#93;}} [@QualityWeapons&;#93;[end]
[when] {ST} > 7 [do]<b>Hatchet:</b> [#{ST} SwingDamage][#{ST} SwingDamageModifier >> +-] cut, Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; Acc 1; Range: { {ST} *15}/{{ST} *25}; SL: {{DX} + {[@SL&;#93;}}[@QualityWeapons&;#93;[end]
[when] {ST} > 8 [do]<b>Shortsword:</b> Swung: [#{ST} SwingDamage][#{ST} SwingDamageModifier >> +-] cut; Thrust: [#{ST} ThrustDamage][#{ST} ThrustDamageModifier >> +-] imp; Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; SL: {({DX}-1) + {[@SL&;#93;}} [@QualityWeapons&;#93;[end]
[when] {ST} > 8 [do]<b>Spear:</b> Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +2} imp; Thrust (2 hands): [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +3} imp; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3};SL: {({DX}-1) + {[@SL&;#93;}} [@QualityWeapons&;#93; [end]
[when] {ST} > 9 [do]<b>Broadsword:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]+1} cr; Thrust: [#{ST} ThrustDamage][#{ST} ThrustDamageModifier >> +-] cr; Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; SL: {({DX}-1) + {[@SL&;#93;}} [@{1d3} QualityWeapons][end]
[when] {ST} > 10 [do]<b>Small Mace:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]+2} cr; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; SL: {({DX}-1) + {[@SL&;#93;}} [@{1d3} QualityWeapons][end]
[when] {ST} > 10 [do]<b>Bastardsword:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]+1} cut; Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +1} cr; Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+3};SL: {({DX}-1) + {[@SL&;#93;}} [@QualityWeapons&;#93; [end]
[when] {ST} > 10 [do]<b>Axe:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]+2} cut; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3};SL: {({DX}-1) + {[@SL&;#93;}} [@QualityWeapons&;#93; [end]
[when] {ST} > 10 [do]<b>Jian:</b> Swung: [#{ST} SwingDamage][#{ST} SwingDamageModifier >> +-] cut Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]+1} imp; Reach: 1,2 Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+3} [@QualityWeapons&;#93;[end]
[when] {ST} > 11 [do]<b>Mace:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]+3} cr; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3} SL: {({DX}-1) + {[@SL&;#93;}} [@{1d3} QualityWeapons][end]
[when] {ST} > 11 [do]<b>Morningstar:</b> Swung: [#{ST} SwingDamage]{  [#{ST} SwingDamageModifier >> +-]+3} cr; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; SL: {({DX}-1) + {[@SL&;#93;}} [@{1d3} QualityWeapons][end]
[when] {ST} > 12 [do]<b>Greatsword:</b> Swung: [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]+3} cut; Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +2} cr; Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+3};SL: {({DX}-1) + {[@SL&;#93;}} [@QualityWeapons&;#93; [end]
EndTable:

Table: RangedWeapons
\z
[when] {ST} > 1 [do]<b>Blowpipe:</b> 1d-3 pi-; Acc 1; Range: { {ST} *4}; RoF: 1; Shots: 1(2); SL: {({DX}-6) + {[@SL&;#93;}}[#2 QualityWeapons][end]
[when] {ST} > 4 [do]<b>Atlatl with Dart:</b> [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-] -1} imp; Acc 0; Range: { {ST} *3}/{ {ST} *4}; RoF: 1; Shots: 1(1); ST: 5; SL: { ({DX}-5) + {[@SL&;#93;}}[@QualityWeapons&;#93;[end]
[when] {ST} > 4 [do]<b>Atlatl with Javelin:</b> [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-] +1} imp; Acc 0; Range: { {ST} *2}/{ {ST} *3}; RoF: 1; Shots: 1(1); ST: 5; SL: { ({DX}-5) + {[@SL&;#93;}}[@QualityWeapons&;#93;[end]
[when] {ST} > 4 [do]<b>Small Knife, Thrown:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] -1} imp; Acc 0; Range: { {ST} *0.8}/{ {ST} *1}; RoF: 1; Shots: T(1); SL: { ({DX} -4) + {[@SL&;#93;}}[end]
[when] {ST} > 4 [do]<b>Dagger, Thrown:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] -1} imp; Acc 0; Range: { {ST} *0.8}/{ {ST} *1}; RoF: 1; Shots: T(1); SL: { ({DX} -4) + {[@SL&;#93;}}[end]
[when] {ST} > 4 [do]<b>\Shuriken:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] -1} imp; Acc 1; Range: { {ST} *0.5}/{ {ST} *1}; RoF: 1; Shots: T(1); SL: { ({DX} -4) + {[@SL&;#93;}}[end]
[when] {ST} > 5 [do]<b>Large Knife, Thrown:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]} imp; Acc 0; Range: { {ST} *0.8}/{ {ST} *1.5}; RoF: 1; Shots: T(1); SL: { ({DX} -4) + {[@SL&;#93;}}[end]
[when] {ST} > 5 [do]<b>Sling:</b> [#{ST} SwingDamage]{ [#{ST} SwingDamageModifier >> +-]} pi; Acc 0; Range: { {ST} *6}/{ {ST} *10}; RoF: 1; Shots: 1(2); ST: 6; SL: { ({DX}-5) + {[@SL&;#93;}}[@QualityWeapons&;#93;[end]
[when] {ST} > 6 [do]<b>Short Bow:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]} imp; Acc 1; Range: { {ST} *10}/{ {ST} *15}; RoF: 1; Shots: 1(2); ST: 7†; SL: { ({DX}-5) + {[@SL&;#93;}}[@QualityWeapons&;#93;[end]
[when] {ST} > 6 [do]<b>Crossbow:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +4} imp; Acc 4; Range: { {6d2-4} *20}/{ {6d2-4} *25}; RoF: 1; Shots: 1(4); ST: 7†; SL: { ({DX}-4) + {[@SL&;#93;}}[@QualityWeapons&;#93;[end]
[when] {ST} > 6 [do]<b>Pistol Crossbow:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +2} imp; Acc 1; Range: { {6d2-4} *15}/{ {6d2-4} *20}; RoF: 1; Shots: 1(4); ST: 7†; SL: { ({DX}-4) + {[@SL&;#93;}}[@QualityWeapons&;#93;[end]
[when] {ST} > 7 [do]<b>Bolas:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] -1} cr; Acc 0; Range: { {ST} *3}; RoF: 1; Shots: T(1); SL: {{DX} + {[@SL&;#93;}}[end]
[when] {ST} > 8 [do]<b>Spear <small>Thrown</small>:</b> [#{ST} ThrustDamage >> +-]{ [#{ST} ThrustDamageModifier] +3} imp; Acc 2; Range: { {ST} *1}/{ {ST} *1.5}; RoF: 1; Shots: T(1); SL: { ({DX} -4) + {[@SL&;#93;}}[end]
[when] {ST} > 8 [do]<b>Javelin:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +1} imp; Acc 3; Range: { {ST} *1.5}/{ {ST} *2.5}; RoF: 1; Shots: T(1); SL: { ({DX} -4) + {[@SL&;#93;}}[end]
[when] {ST} > 9 [do]<b>Regular Bow:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +1} imp; Acc 2; Range: { {ST} *15}/{ {ST} *20}; RoF: 1; Shots: 1(2); ST: 10†; SL: { ({DX}-5) + {[@SL&;#93;}}[@QualityWeapons&;#93;[end]
[when] {ST} > 9 [do]<b>Composite Bow:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +3} imp; Acc 3; Range: { {ST} *20}/{ {ST} *25}; RoF: 1; Shots: 1(2); ST: 10†; SL: { ({DX}-5) + {[@SL&;#93;}} [@QualityWeapons&;#93;[end]
[when] {ST} > 10 [do]<b>Longbow:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] +2} imp; Acc 3; Range: { {ST} *15}/{ {ST} *20}; RoF: 1; Shots: 1(2); ST: 11†; SL: { ({DX}-5) + {[@SL&;#93;}}[@QualityWeapons&;#93;[end]

Table: BrawlingWeapons
<b>Kick:</b> [#{ST} ThrustDamage][#{ST} ThrustDamageModifier] cr; SL: {({DX}-2) + {[SL]}}
<b>Punch:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} cr; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; SL: {{DX} + {[@SL&;#93;}}
<b>Sharp Claws:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} cut; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; SL: {{DX} + {[@SL&;#93;}}
<b>Talons:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} cut or imp; Parry: { floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; SL: {{DX} + {[@SL&;#93;}}
<b>Blunt Teeth:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} cr; SL: {({DX}-2) + {[SL]}}
<b>Fangs Teeth:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} imp; SL: {({DX}-2) + {[SL]}}
<b>Sharp Beak:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} pi+; SL: {({DX}-2) + {[SL]}}
<b>Sharp Teeth:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} cut; SL: {({DX}-2) + {[@SL&;#93;}}
<b>Blunt Claws:</b> [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-]-1} cr; SL: {{DX} + {[SL]}}
<b>Hooves:</b> [#{ST} ThrustDamage]{ ([#{ST} ThrustDamageModifier >> +-] + [#{ST} PlusOnePerDieThrust])} cr; SL: {{DX} + {[SL]}}


Table: ArcherWeapons
[#2 Weapons],<li>[#{1d6+6} RangedWeapons]</li>,<li>[Weapons]</li>

Table: ScoutWeapons
<li>[#2 Weapons]</li>, <li>[#{2d4} RangedWeapons]</li>, <li>[@Weapons&;#93;</li>

Table: ThiefWeapons
<li>[#3 Weapons]</li>, <li>[#{1d6} Weapons]</li>





Table: QualityWeapons
20: \z
1: Fine Quality: 3 times the list price
2: Good Quality: +40% of list price
1: Fine Quality: -1 to Break, +1 cut & imp damage 
1: Very Fine Quality: -2 to break, +2 cut & imp damage 
 
Table: Armor
None (DR 0)
Cloth Armor (DR 1, Torso, Groin)
Leather Jacket (DR 1, Torso, Arms)
Leather Armor (DR 2, Torso, Groin)
Leather Armor (DR 2, Torso, Groin, Arms)
Leather Armor (DR 2, Torso, Groin, Arms, Legs)
Light Scale Armor (DR 3, Torso)
Light Scale, Leather Limb (DR 3 Torso, DR 2 Arms, Legs)

Table: SL
20: 0
15: 1
11: 2
10: 3
5: 4
3: 5
1: 6
1: 7
1: 8
1: 9
EndTable:


Table: ThrustDamage 
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
2d
2d

Table: ThrustDamageModifier 
-6
-6
-5
-5
-4
-4
-3
-3
-2
-2
-1
-1
\z
\z
1
1
2
2
-1
-1

table: SwingDamage
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
1d
2d
2d
2d
2d
3d
3d
3d
3d

table: SwingDamageModifier
-5
-5
-4
-4
-3
-3
-2
-2
-1
\z
1
+2
-1
\z
1
2
-1
\z
1
2

Table: PlusOnePerDieThrust
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
2
2
2
2
2
2
2
2

Table: PlusOnePerDieSwing
1
1
1
1
1
1
1
1
1
1
1
1
2
2
2
2
3
3
3
3
4
4
4
4
5
5

EndTable:

Table: ArcherBonus
0
2
0
0
0
1
0
0
0
0

Table: BanditBonus
1
2
0
1
0
0
0
0
1
0

Table: BarbarianBonus
7
3
0
3
5
(-1)
0
0
2
0

Table: Hedge WizardBonus
0
0
2
0
0
0
0
0
0
0    

Table: KnightBonus
4
4
0
3
HP
(-0.75)
0
0
0
0

Table: MageBonus
(-1)
1
3
1
1
0
0
0
(-3)
2

Table: ScoutBonus
3
4
1
2
0
1
0
0
3
0

Table: ThiefBonus
1
5
3
1
0
(-0.5)
0
1
1
0

EndTable:

Table: ArcherSkills
Fast-Draw (Arrow)- {!{$DX} + {[@SL&;#93;}}
Fast-Draw (Ammo)- {!{$DX} + {[@SL&;#93;}}
Hiking- {!({$HT} -4) + {[@SL&;#93;}}
Soldier- {!({$IQ} -5) + {[@SL&;#93;}}
Camouflage- {!({$IQ} -4) + {[@SL&;#93;}}
Stealth- {!({DX} -5) + {[@SL&;#93;}}
Survival (any)- {!({$Per} -5) + {[@SL&;#93;}}
First Aid- {!({$IQ} -4) + {[@SL&;#93;}}
Brawling- {!{$DX} + {[@SL&;#93;}}
Armoury (Missile Weapons)- {!({$IQ}-5) + {[@SL&;#93;}}

Table: BanditSkills
Riding (Horses) {!({DX} +1) + {[@SL&;#93;}}
[|Crossbow {!({DX} +2) + {[@SL&;#93;}}|Bow  {!({DX} +1) + {[@SL&;#93;}}|]
[|Broadsword {!({DX} +1) + {[@SL&;#93;}}|Sabre  {!({DX} +1) + {[@SL&;#93;}}|]
[|Navigation(Land) {!{IQ} + {[@SL&;#93;}}|Area Knowledge {!({IQ} +1) + {[@SL&;#93;}}|]
[|Intimidation {!({Will} +1) + {[@SL&;#93;}}|Leadership {!({IQ} +1) + {[@SL&;#93;}}|]
[|Camouflage {!({IQ} +1) + {[@SL&;#93;}}|Stealth {!{DX} + {[@SL&;#93;}}|]
Shortsword {!{DX} + {[@SL&;#93;}}
Whip {!{DX} + {[@SL&;#93;}}
Savoir-Faire {!{IQ} + {[@SL&;#93;}}
Brawling {!({DX} +1) + {[@SL&;#93;}}
Carousing {!{HT} + {[@SL&;#93;}}
Gambling {!({$IQ} -1) + {[@SL&;#93;}}
Knife {!({DX} +1) + {[@SL&;#93;}}

Table: BarbarianSkills
Camouflage {!({IQ} +4) + {[@SL&;#93;}}
Navigation (Land) {!({IQ} +4) + {[@SL&;#93;}}
Survival (Any)  {!({Per} +3) + {[@SL&;#93;}}
Tracking  {!({Per} +3) + {[@SL&;#93;}}
Thrown Weapon [|Axe/Mace|Harpoon|Spear|Stick|] {!({DX} +2) + {[@SL&;#93;}}
[|Bolas|Bow|Spear Thrower|Throwing|] {!({DX} +1) + {[@SL&;#93;}}
Axe/Mace
Broadsword
Spear
Flail
Shield
PoleArm
Two-Handed Axe/Mace



Table:ThiefSkills
Forced Entry- {!{$DX} + {[@SL&;#93;}}
Climbing- {!({$DX}-5) + {[@SL&;#93;}}
Filch- {!({$DX}-4) + {[@SL&;#93;}}
Stealth- {!({$DX}-5) + {[@SL&;#93;}}
Escape- {!({$DX}-6) + {[@SL&;#93;}}
Pickpocket- {!({$DX}-5) + {[@SL&;#93;}}
Lockpicking- {!({$IQ}-5) + {[@SL&;#93;}}
Traps- {!({$IQ}-4) + {[@SL&;#93;}}
Acrobatics- {!({$DX}-6) + {[@SL&;#93;}}
Slight of Hand- {!({$DX}-4) + {[@SL&;#93;}}
Gesture- {!({$IQ}-4) + {[@SL&;#93;}}
Holdout- {!({$IQ}-4) + {[@SL&;#93;}}
Shadowing- {!({$IQ}-4) + {[@SL&;#93;}}
Smuggling- {!({$IQ}-5) + {[@SL&;#93;}}
Streetwise- {!({$IQ}-5) + {[@SL&;#93;}}
Search- {!({$DX}-6) + {[@SL&;#93;}}
Urban Survival- {!({$Per}-5) + {[@SL&;#93;}}
Brawling- {!{$DX} + {[@SL&;#93;}}
Gambling- {!({$IQ}-5) + {[@SL&;#93;}}


Table:ScoutSkills
10: Camouflage- {!({$IQ}-4) + {[@SL&;#93;}}
10: Fast-Draw (arrow)- {! {$DX} + [@SL&;#93;}
10: Observation- {!({$Per}-5) + {[@SL&;#93;}}
10: Tracking- {!({$Per}-5) + {[@SL&;#93;}}
10: Climbing- {!({$DX}-5) + {[@SL&;#93;}}
10: Stealth- {!({$DX}-5) + {[@SL&;#93;}}
10: Gesture- {!({$IQ}-4) + {[@SL&;#93;}}
10: Cartography- {!({$IQ}-4) + {[@SL&;#93;}}
10: Shadowing- {!({$IQ}-4) + {[@SL&;#93;}}
10: Traps- {!({$IQ}-5) + {[@SL&;#93;}}
10: Navigation (Land)- {!({$IQ}-4) + {[@SL&;#93;}}
10: Hiking- {!({$HT}-4) + {[@SL&;#93;}}
10: Survival- {!({$Per}-5) + {[@SL&;#93;}}
3: Jumping- {!({$IQ} + [@SL&;#93;}
3: First Aid- {!({$IQ}-4) + {[@SL&;#93;}}
3: Running- {!({$HT}-5) + {[@SL&;#93;}}
3: Swimming- {!({$HT}-4) + {[@SL&;#93;}}
3: Search- {!({$Per}-5) + {[@SL&;#93;}}

EndTable:

Table: ArcherTraits
Acute Vision 2
Fit
Striking Strength
Bloodlust
Chummy
Code of Honor (Soldier's)
EndTable:

Comments

  • Example below will be simplified, but i hope it'll help.
    So, we have a table, that gives us skill name. We want assign equipment piece to some of those skill, right? Lt's do so then:
    Table: Skills
    Archery[SkillEquipment==Bow and {1d10} arrows]
    Brawl
    Cooking[SkillEquipment==Iron Pot]
    Fencing[SkillEquipment==Rapier]
    Firearms[SikillEquipment==Pistol]
    
    Now, we want to check if we have skill specific equipment and if so, list it first:
    Table: EquipmentList
    Equipment: [when]SkillEquipment[do]{SkillEquipment}[else][@ SomeRandomEquipmentTable >> Upper][end] ... other equipment here.
    
    So it lists skill specific equipment if available or random one.
    If you need list equipment first, skills later, then roll for skills and assign result to variable instead displaying it:
    [MySkills==[@Skills&;#93;]
    
    Rolling "Skills" will set "SkillEquipment" variable.

    Of course, you can assign number of row in some equipment table to our "SkillEquipment" variable instead, and pick that line.

    Drawback: Only last of skill based equipment pieces will be granted, overriding all previous. If that is a problem and You look for solution with multiple instances we will look further next time.

    I hope it helps and answer didn't came to late.
  • I decided the easiest thing to do was to assume that if they have the weapon they can use it. I've now added a condition that will reduce their skill level if their strength isn't high enough to properly wield the weapon.
    1:<b>Shortsword:</b> Swung: [#{ST} SwingDamage][#{ST} SwingDamageModifier >> +-] cut; Thrust: [#{ST} ThrustDamage][#{ST} ThrustDamageModifier >> +-] imp; Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; SL: [when] {$ST} < 8 [do] { floor ({DX} + {[@SL&;#93;}) - ({ST}-5)} [else] {{DX} + {[@SL&;#93;}} [end]
    

    So under the shortsword you get a condition of a SL (skill level)
    SL: [when] {$ST} < 8 [do] { floor ({DX} + {[@SL&;#93;}) - ({ST}-5)} [else] {{DX} + {[@SL&;#93;}} [end]
    
  • ACK! Being both Dyslexic and Dyscalculia can be a pain when coding!

    I mixed my numbers around so it was giving a bonus for being too weak to properly wield a weapon! The code should be
    1:<b>Sledgehammer:</b>† Swung: [#{ST} SwingDamage]{ [[#{ST} SwingDamageModifier ]+3 >> +-]} cr; Thrust: [#{ST} ThrustDamage]{ [#{ST} ThrustDamageModifier >> +-] -2} cr; Parry: {floor ((({DX}-1) + {[@SL&;#93;})/2)+3}; SL: [when] {$ST} < 12 [do] { floor ({DX} + {[@SL&;#93;}) - (12-{ST})} [else] {{DX} + {[@SL&;#93;}} [end]
    

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