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Character customization

2,568 bytes added, 22:29, 15 May 2019
/* Skill attribution */
* '''Evading''' - The ability to evade and parry enemy attacks, and to deliver counter-attacks
=== Spending points on skills === You start out at Level 1 (wipUnskilled) 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 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. Non-combat skills have different requirements and thresholds. When spending 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.  When spending 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 spend. '''Combat skills''': 1 point = 50 TP* '''Skill packages''': Certain combat skills are closely related, and you can get a 'discount' and pay a little less than you normally would if you bought them individually. It costs '''3 points''' to get 100 TP (Basic), and '''8 points''' to get 250 TP (Skilled) in all of the skills included in the package.** '''Pistol package''': Semi-auto pistol + Automatic pistol** '''Rifle package''': Semi-auto rifle + Automatic rifle** '''Shotgun package''': Semi-auto shotgun + Automatic shotgun** '''Revolver package''': Single-action revolver + Double-action revolver** '''Club package''': One-handed club + Two-handed club** '''Sword package''': One-handed sword + Two-handed sword '''Non-combat skills''': 2 points for Level 2 (Basic), 4 points for Level 3 (Skilled), 8 points for Level 4 (Expert)** If any non-combat skills are locked, they should cost 1 point to unlock and obtain Level 1 (Unskilled). GMs are free to adjust the costs of skills depending on how much experience and capabilities they wish the players to have. The recommended costs are ideal for new but balanced characters. The costs can be adjusted up or down, depending on whether you prefer your PCs to have less, or more talents at their disposal.
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