Advancement

Improving Skills

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
11Trained, but not completely
24Well Trained, able to make a modest living in this field
39Professional, either taught by the best or very experienced
416Reknowned Expert in the Field, Best of the Best
525Legendary Master, A true virtuoso that comes along once in a generation

Tutors

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.

Time Required

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.

Improving Attributes

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
-210
-110
010
110
220
330
440
550

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 Hearing2 + 1 to Notice Rolls having to do with Hearing
Acute Sight2 + 1 to Notice rolls having to do with Sight
Acute Smell1 + 1 to Notice Rolls having to do with Smell
Acute Taste1 + 1 to Notice Rolls having to do with Taste
Ambidextrous2Same penalties applied to off hand as primary hand
Animal Kinship1/2/3 + 1 to rolls having to do with handling or training of Animals per level
Charisma5/10/15Adds + 5 to Social Stamina per level, Easier to gain an audience
Double Jointed1 + 1 to Escape rolls while bound
Fearless2/4+ 1 to rolls against Fear/Intimidation per level
Influential3/6/9Adds + 1 to Reputation per level, easier to attract minions
Divine Intuition5Roll an modified 6 on CRE and get an advantageous opinion on a specific matter from the GM
Light Sleeper4Can make Notice rolls while asleep for the purpose of waking up without penalty
Lucky10When rolling Luck, roll twice, keep best one
Perfect Memory2/4/6+ 1 to rolls to remember specific events perceived by character per level1111
Quick Learner4Lessens time needed to train character, and + 1 to trainer’s roll to teach
Quick Heal2/4Lessens time needed to heal by 25% per level
Resistant to Alcohol2/4 + 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/Toxins2/4 + 1 to rolls to resist the effects of Drugs and Toxins per level
Resistant to Magic3/6 + 1 to rolls to resist the influence of Magic inflicted on character per level
Tolerant of Type of Climate2/4 + 1 to resist the effects of a specific harsh natural climate per level
Thick of Skin5/10/15 Add +5 Stamina per level
Savant:Craft5Multiple 5’s and 6’s add + 1 to rolls (instead of only 6’s) in any Skilled Craft Roll
Savant:Performance Art5Multiple 5’s and 6’s add + 1 to rolls (instead of only 6’s) in any Skilled Performance Arts Roll
Savant:Visual Art5Multiple 5’s and 6’s add + 1 to rolls (instead of only 6’s) in any Skilled Visual Arts Roll

FLAWS:

Flaw
Points Given
Description
Addiction to Drink3-1 to resist the effects and need for alcohol
Addiction to Drugs3-1 to resist the effects and need for addictive drugs
Animal Antipathy2-1 in all non combat rolls dealing with animals
Bad Luck in Games of Chance1Treat all 2’s as 1’s in all rolls of Gambling and Strategy
Bad Luck with the Opposite Sex2Treat all 2’s as 1’s in all rolls in dealing with the opposite sex
Belief in Oddities1Odd beliefs for the norm, easy to believe incredulous stories tied to oddity
Bloodlust5For each round in combat, WIL vs 5 or suffer -3 to notice friend from foe and frenzy
Clumsy6Treat 2’s as 1’s in all rolls of Physical Nature
Code of Honor2Must follow the Cultural Norm of an Honorable person, WIL against 6 to disregard
Dedicated to the Cause2Must follow the restrictions of an established Cause, WIL vs 6 to disregard
Goal of Conquest2WIL roll against 6 when going against the perceived Goals of the Obsessed
Heavy Sleeper2-3 to PER or Notice rolls to wake up during dangerous situations
Insomniac2PSY roll against 6 to fall asleep each night or stay awake and suffer fatigue effects
Motion Sickness2WIL 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
Obligation3WIL roll against 6 to act against responsibilities of Obligation
Paranoid3PSY roll against 6 to trust information obtained by anyone other than self
Phobia (mild)1WIL roll against 4 (6 if touching) in presence of Phobia or -1 to all rolls
Phobia (severe)3WIL roll against 6 (8 if touching) in presence of Phobia or -2 to all rolls and frenzy
Poor Hearing2-1 to all Notice rolls having to do with Hearing
Poor Sight2-1 to all Notice rolls having to do with Sight
Poor Smell1-1 to all Notice rolls having to do with Smell
Poor Taste1-1 to all Notice rolls having to do with Taste
Quirky Habit1WIL vs 5 to go against function of habit, must perform naturally (can have up to 3 different Quirks)
Secret3WIL against 6 to reveal secret or to act against stopping it from being known
Sickly (moderate)4HEA roll against 4 modified by climate or -1 to Physical rolls until full sleep
Sickly (severe)8HEA roll against 6 modified by climate or -2 to Physical rolls until full sleep
Slow to Heal3Adds time to heal from wounds by 25%
Slow Learner3Adds time to learn from teachings and -1 from teachers skill to teach
Thin of Skin5Subtracts 5 from Stamina, bruises easy, WIL roll of 5 to fatigue each time wounded
Unlucky10Roll Luck Dice twice, keep lowest one

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Advancement

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