Skill Points
A starting character has a pool of 20 points to draw on in order to select skills. These points may be spent in the following ways:
Non-combat skills: Each skill point spent on a non-combat skill grants 10% towards any skill checks made; for example, spending two points on an Agriculture skill grants 20% towards skill checks involving Agriculture.
This kind of skill is meant to be fairly broad-based in nature, or at least widely applicable: Agriculture, Subterfuge, Economics, Carpentry. A character doesn't need to spend skill points to reflect their education, but for a specialized skillset or to be able to make practical use of knowledge in a trade or discipline spending points is advised.
Weapon Skills:
Spending a point on a skill dedicated to a specific weapon type grants a 10% bonus to hit with that weapon per point so dedicated. Three skill points spent on Skill: Swords means an extra 30% chance to hit with a sword when attacking.
Dodge Skill:
Likewise, the ability to Dodge can be bought up higher at a cost of one skill point per 5% bonus.
Skill Checks
Non-combat skills are used by rolling percentile dice. The base chance of success is 20%, plus the character's score in the skill in question. A completely untrained character may attempt a skill check using only their Psyche, with a 10% chance of success per Psy modifier.
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