Skills & Progression
Skill Points
Skill points are used as dice modifiers, similar to Reflex or Presence, for many combat & non-combat rolls. Skill points are used to gather resources more efficiently. Skill points are used as thresholds for crafting items into higher tiers. Skill points are just as important for building a character as their stats are.
Skill point distribution can be recalculated each combat level. Juggle them around & make the math work. The math should work the same forward as it does backward for skills. Just try to keep the skills your swapping around have the same total level or higher when you’re done.
Example: If you have “Tailor: 5(time)+2(combat)=7(total)” — You have “Tailor: 7”. If you gain a combat level & you raise your Mind stat from 5 to 6, you may replace a combat skill point with a passive skill point to have “Tailor: 6(time)+1(combat)=7(total)” — You still have “Tailor: 7”. Now you can use that combat skill point somewhere else, or put it back into tailor to raise it to 8.
*No skill may be a negative number.
*Average level skills are 5-6 for a professional.
*Levels 9-10 are usually reserved for the best in their field.
*Levels 11-12 are legendary, & usually reserved for only player characters or “power NPC’s”.
*Levels higher than 12 are restricted to only a few races.
Passive Skill Points
For each month that passes, a character gains 1 point (as a time skill point) to add to any skill up to that character’s Mind stat. If all skills are maxed, then these skills points will be able to be used when the character next raises their Mind stat.
Combat Skill Points
For each Combat Level, a character gains bonus skill points (as Cmb skill points) to add to any skill. The amount rewarded is based on their Mind stat. Skill levels should not exceed a total 12 at any time. Only Combat Skill Points may go above your Mind stat.