(Zeitgeist) Expertise attribute
Posted 27th July 2008 at 06:01 AM by Modeus
The expertise attribute defines the skills that the party is particularly good at.
All Zeitgeist have a default starting skill affinity which is represented by the 1st point of expertise. Eg. The Indomitable Suns always have a skill affinity with Diplomacy.
For each two additional points of Expertise, the Zeitgeist can have another skill affinity which can be chosen from a fixed list of 5 skills.
For the Indomitable Suns, this is selected from the list as follows : Religion, Athletics, Insight, History, Perception.
Having a skill affinity means as follows :
- When a skill challenge is made with a skill affinity, a success counts as two successes.
- If a skill challenge fails with a skill affinity, the PC has the option of using an Action point to make the failure not count as the number of failures.
Note : When Zeitgeists are used in a campaign, we will use the pre-errataed DCs for skill challenges.
All Zeitgeist have a default starting skill affinity which is represented by the 1st point of expertise. Eg. The Indomitable Suns always have a skill affinity with Diplomacy.
For each two additional points of Expertise, the Zeitgeist can have another skill affinity which can be chosen from a fixed list of 5 skills.
For the Indomitable Suns, this is selected from the list as follows : Religion, Athletics, Insight, History, Perception.
Having a skill affinity means as follows :
- When a skill challenge is made with a skill affinity, a success counts as two successes.
- If a skill challenge fails with a skill affinity, the PC has the option of using an Action point to make the failure not count as the number of failures.
Note : When Zeitgeists are used in a campaign, we will use the pre-errataed DCs for skill challenges.
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