Everyman skills are skills that your character has
a familiarity with due to cultural exposure, or daily
life. They give your character an 8 or less (8-) chance of success to perform
them under use. Attributes do not affect this success rate.
If you want to increase these skills you must buy them up at normal
full costs, and then your character gets them based on their attribute values.
If a character is performing a skill in a routine manner without stress, risk or unusual
interference or competition involved (ex: Finding a Major Public Building
in Quartermain using Area Knowledge) then they get a +5 to their succes chance, raising it
to a 13- rate. The GM may choose to not have a character roll on such a simple usage,
to reduce time spent in game on such trivial matters, and simply assume success.
A character is not considered Competent at a skill unless they have at least a normal 11- chance of success.