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Character customization

416 bytes added, 17 March
=== Combat skills ===
[[Combat skills]] are grouped into subcategories and reflect your character's level of skill and proficiency with the corresponding type of weapon. In total, there are '''2930''' combat skills grouped into three subcategories: '''Firearms''' (11 skills), '''Heavy weapons''' (4 skills), and '''Melee/Other weapons''' (14 15 skills).
'''Firearms'''
* Thrown weapons
* Martial arts
 
'''Shields'''
* Shields
=== Non-combat skills ===
You start out at Level 1 (Unskilled) in every skill, and you must reach a certain amount of Skill Points to increase your skill level. Every skill has five levels, in order from level 1 to level 5: Unskilled, Basic, Skilled, Expert, and Master.
All combat skills (except [[Shields]]) have the same thresholds: 10 SP to reach Basic, 25 SP to reach Skilled, 50 SP to reach Expert, and 100 SP to reach Master.* [[Shields]] work differently due to being both useful as combat and non-combat tools: 50 SP to reach Basic, 100 SP to reach Skilled, 200 SP to reach Expert, 400 SP to reach Master.
Non-combat skills have different requirements and thresholds.
When spending skill creation points on combat skills, you will obtain Training Points (TP) for them in return. 10 Training Points are worth 1 Skill Point. Training Points are normally earned through training exercises in the game, and you cannot get more than 250 TP per combat skill - just enough to reach Skilled, and no more. There is only so much experience your character can get by training; you must be on the field to progress any further.
* If you are purchasing Training Points for the [[Shields]] skill, the maximum number of Training Points is '''1000'''. For each '''1 skill creation point''' spent, you get '''100 TP'''.
When spending skill creation points on non-combat skills, you will be buying a certain skill level directly. If your GM has locked certain non-combat skills, your character will be Level 0 (Unaware) in these skills, and you cannot progress at all to Level 1 until you buy access to the skill (if your GM allows it) or unlock the skill during a session. The recommended cost of unlocking a locked skill is 1 point.
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