The base cost to improve a Skill by one level is the next level squared, in XPs. Of course, upgrading a skill means one must purchase lower levels before proceeding to the next, i.e. you can’t jump a skill from 0 to 2 by only paying 4 XP. One must buy skill level 1 at 1 XP then buy skill level 2 at 4 XP.
|New Skill Rating||XP Cost||Description|
|1||1||Trained, but not completely|
|2||4||Well Trained, able to make a modest living in this field|
|3||9||Professional, either taught by the best or very experienced|
|4||16||Reknowned Expert in the Field, Best of the Best|
|5||25||Legendary Master, A true virtuoso that comes along once in a generation|
Tutors reduce the XP cost of learning or improving a Skill. Anyone who has a Skill level greater than the Skill level of the character wishing to improve can serve as a tutor; only those possessing the Teaching Skill or a high level of Skill, however, will really make a difference.
The period of time needed to be taught is a number of months equal to the XP cost of learning the Skill minus the tutor’s Teaching Skill. A minimum of one week is required for the student to gain any benefits from the tutor’s teaching. The months above are 150-hour learning periods (about 40 hours per week).
Alternatively, the learning period could be spread over multiple months or even years. A minimum of one hour per week must be maintained to gain any benefit to the character.
Teaching XP Rebate
Once the tutelage is finished, the tutor makes a test. This Skill roll uses either the Teaching Skill or the Skill being taught, whichever is highest. This is modified by the Creativity Attribute of the tutor. The result is the number of XP that are subtracted from the cost of learning or improving the Skill.
Quick Learner Perk
Quick Learner is a perk that can be used to a character’s advantage when learning from a tutor. A Quick Learner will reduce the time a tutor needs to teach by 25% and adds an additional +1 to the tutors test when rebating XP.
Because Attributes are generally more difficult to improve than Skills, the following chart shows the point costs required. There is no tutoring or rebating allowed in the pursuit of increasing one’s attributes.
|New Attribute Rating||XP Cost|
Buying Off Flaws
Simply put, a Flaw is a character trait that can be fun to roleplay. However, due to the dangers of having such a flaw, or perhaps because of character development and growth, Flaws can be bought off by paying TWICE the amount of XP the Flaw had cost in Perk/Flaw Points.
Buying New Flaws
No. New flaws are given as game play dictates, usually to reflect an EPIC FAIL of the characters and hopefully sparingly. There is no bonus or additional XP given for such a travesty. Please avoid this situation.
Buying (or improving) Perks
Some Perks are really useful, but perhaps you had no oppertunity to choose the right one at character creation. No worries, you can purchase Perks at TWICE the amount of XP the Perk originally cost in Perk/Flaw Points.
|Skill Level||Point Cost||Description|
|Acute Hearing||2|| + 1 to Notice Rolls having to do with Hearing|
|Acute Sight||2|| + 1 to Notice rolls having to do with Sight|
|Acute Smell||1|| + 1 to Notice Rolls having to do with Smell|
|Acute Taste||1|| + 1 to Notice Rolls having to do with Taste|
|Ambidextrous||2||Same penalties applied to off hand as primary hand|
|Animal Kinship||1/2/3|| + 1 to rolls having to do with handling or training of Animals per level|
|Charisma||5/10/15||Adds + 5 to Social Stamina per level, Easier to gain an audience|
|Double Jointed||1|| + 1 to Escape rolls while bound|
|Fearless||2/4||+ 1 to rolls against Fear/Intimidation per level|
|Influential||3/6/9||Adds + 1 to Reputation per level, easier to attract minions|
|Divine Intuition||5||Roll an modified 6 on CRE and get an advantageous opinion on a specific matter from the GM|
|Light Sleeper||4||Can make Notice rolls while asleep for the purpose of waking up without penalty|
|Lucky||10||When rolling Luck, roll twice, keep best one|
|Perfect Memory||2/4/6||+ 1 to rolls to remember specific events perceived by character per level1111|
|Quick Learner||4||Lessens time needed to train character, and + 1 to trainer’s roll to teach|
|Quick Heal||2/4||Lessens time needed to heal by 25% per level|
|Resistant to Alcohol||2/4|| + 1 to rolls to resist the effects of Alcohol per level|
|Resistant to Disease||2/4|| + 1 to resist the onset or effects of Disease per level|
|Resistant to Drugs/Toxins||2/4|| + 1 to rolls to resist the effects of Drugs and Toxins per level|
|Resistant to Magic||3/6|| + 1 to rolls to resist the influence of Magic inflicted on character per level|
|Tolerant of Type of Climate||2/4|| + 1 to resist the effects of a specific harsh natural climate per level |
|Thick of Skin||5/10/15|| Add +5 Stamina per level|
|Savant:Craft||5||Multiple 5’s and 6’s add + 1 to rolls (instead of only 6’s) in any Skilled Craft Roll|
|Savant:Performance Art||5||Multiple 5’s and 6’s add + 1 to rolls (instead of only 6’s) in any Skilled Performance Arts Roll|
|Savant:Visual Art||5||Multiple 5’s and 6’s add + 1 to rolls (instead of only 6’s) in any Skilled Visual Arts Roll|
|Addiction to Drink||3||-1 to resist the effects and need for alcohol|
|Addiction to Drugs||3||-1 to resist the effects and need for addictive drugs|
|Animal Antipathy||2||-1 in all non combat rolls dealing with animals|
|Bad Luck in Games of Chance||1||Treat all 2’s as 1’s in all rolls of Gambling and Strategy|
|Bad Luck with the Opposite Sex||2||Treat all 2’s as 1’s in all rolls in dealing with the opposite sex|
|Belief in Oddities||1||Odd beliefs for the norm, easy to believe incredulous stories tied to oddity|
|Bloodlust||5||For each round in combat, WIL vs 5 or suffer -3 to notice friend from foe and frenzy|
|Clumsy||6||Treat 2’s as 1’s in all rolls of Physical Nature|
|Code of Honor||2||Must follow the Cultural Norm of an Honorable person, WIL against 6 to disregard|
|Dedicated to the Cause||2||Must follow the restrictions of an established Cause, WIL vs 6 to disregard|
|Goal of Conquest||2||WIL roll against 6 when going against the perceived Goals of the Obsessed|
|Heavy Sleeper||2||-3 to PER or Notice rolls to wake up during dangerous situations|
|Insomniac||2||PSY roll against 6 to fall asleep each night or stay awake and suffer fatigue effects|
|Motion Sickness||2||WIL roll against 6 to become ill when riding or embarked for each hour or suffer -1 to all skill rolls during and 1d6 hours after disembarking, can only fail twice|
|Obligation||3||WIL roll against 6 to act against responsibilities of Obligation |
|Paranoid||3||PSY roll against 6 to trust information obtained by anyone other than self|
|Phobia (mild)||1||WIL roll against 4 (6 if touching) in presence of Phobia or -1 to all rolls|
|Phobia (severe)||3||WIL roll against 6 (8 if touching) in presence of Phobia or -2 to all rolls and frenzy|
|Poor Hearing||2||-1 to all Notice rolls having to do with Hearing |
|Poor Sight||2||-1 to all Notice rolls having to do with Sight|
|Poor Smell||1||-1 to all Notice rolls having to do with Smell|
|Poor Taste||1||-1 to all Notice rolls having to do with Taste|
|Quirky Habit||1||WIL vs 5 to go against function of habit, must perform naturally (can have up to 3 different Quirks)|
|Secret||3||WIL against 6 to reveal secret or to act against stopping it from being known|
|Sickly (moderate)||4||HEA roll against 4 modified by climate or -1 to Physical rolls until full sleep|
|Sickly (severe)||8||HEA roll against 6 modified by climate or -2 to Physical rolls until full sleep|
|Slow to Heal||3||Adds time to heal from wounds by 25%|
|Slow Learner||3||Adds time to learn from teachings and -1 from teachers skill to teach|
|Thin of Skin||5||Subtracts 5 from Stamina, bruises easy, WIL roll of 5 to fatigue each time wounded|
|Unlucky||10||Roll Luck Dice twice, keep lowest one|
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