A 1st level PC starts with 50 EXP. You don’t start at 0 EXP. As part of character creation, some choices will tell you to take certain things. The rest is available for you to spend as normal (or not). You could spend it all to get one thing really high, but that’s dumb. It’s better to spread it around a bit. A rank +1 skill or speciality costs 4 EXP. Increasing it to +2 costs an additional 7 EXP. A rank +1 proficiency costs 3 EXP and 5 EXP more to go to +2. Your group may provide a discount. Warriors can get lots of cheap proficiencies and combat specialities. Experts get cheap non-combat skills and specialities.
Skill List
- Athleticism: running, jumping, etc
- Camouflage: disguises, hiding
- Coercion: force, threats
- Construction: structures (typically but not always permanent)
- Crafting: items (handheld, wearable, etc)
- Deception: trickery, deceit
- Entertainment: dancing, singing, pantomiming, etc
- Investigation: direct inquiry, examination (to gather information / introduce facts)
- Leadership: command subordinates, authority
- Manipulation: entice, seduce, tempt (they have to want what you’re offering)
- Negotiation: parley, offer consideration
- Persuasion: convince, flatter, reason
- Rapport: relationships, connections, chemistry (personal)
- Research: analysis, fact-finding (to gather information / introduce facts)
- Rituals: ceremonies, rites
- Sabotage: damage, destroy
- Sneaking: creeping, slinking, prowling
- Survival: foraging, navigation, camp sites (fire, bivouac shelter)
- Tampering: tinker, modify (traps, etc)
- Tracking: follow, trail
Note that certain skills require an appropriate Experience. You can’t just take Crafting to make swords. You need to acquire the appropriate experience, which is a project that can be undertaken and advanced during weekly downtime activities. An Experience is something character-defining. Aside from providing permission to use skills like Crafting, Entertainment, Rituals, etc; you can call upon your Experience to use Wisdom as your approach when making a check.
Proficiencies
Armor proficiency is used to determine your defense when being attacked, which is <proficiency> + Block / Dodge / Parry. Block is equal to the rank of the shield you are using. You can block a number of times per round equal to your shield proficiency. Dodge is equal to your armor’s dodge rating plus Dexterity. Parry is a speciality with additional specialities you can buy (such as the Unbalance and the Riposte combat specialities). The quality of the armor may limit the maximum benefit you can get from your proficiency rank.
Armor also has mitigation (typically ballistic, bludgeoning, piercing, and slashing). For example, a buff coat has is light armor with a proficiency limit of +3 with slashing 1 mitigation and dodge +1. Breast plate is heavy armor also with a proficiency limit of +3 and ballistic 1, piercing 1, and slashing 1 mitigation. For budgeting purposes, I am treating every +1 to dodge as two points of mitigation.
Mitigation reduces the margin of success on an attack, then it applies to the damage dice. For example, an attack with margin +2 against mitigation 3 would reduce the margin to +0 then reduce the damage dice by −1d6. If you are at 1d6, that becomes 0d6 (roll 2d6 and take lowest); 0d6 becomes 1 damage; and 1 damage becomes 0 damage. The reason for doing it this way is it means you’ll always do some damage if you roll damage dice.
- Armor: Light, Medium, Heavy, Unarmored, Shields
Weapons proficiencies are used with attack actions such as Melee Attack, Missile Attack, Thrown Attack, and Unarmed Attack. When you use one of those actions, they will tell you what to roll. For example, a Melee Attack has you roll <proficiency> + Strength versus the target’s defense. Damage is based on margin + weapon dice. A Missile Attack has you roll Bows or Firearms + Dexterity at +3 versus the target’s defense. You apply mitigation, but you do not get to add any remaining margin. To counter mitigation, you can use missile weapons and/or ammo with Armor Penetration (ArP).
Combat specialities and spells may have you use attack actions with modification. The Backstab speciality allows you to make one with ArP at +rank. Using Forceful Blow increases the margin of a Melee or Unarmed Attack by +rank, but you do not add margin to damage. Instead the target is knocked back margin meters, and then mitigation is applied to the margin to determine any reduction in damage dice. The
Smite spell allows you to choose between making a Melee Attack or a Missile Attack using your Mage rank as your proficiency. Because
Smite is lightning-aspected, the target must have lightning mitigation to reduce your
Smite damage.
- Weapons: Axes, Bows, Clubs, Daggers, Firearms, Hammers, Polearms, Slings, Sticks, Swords, Thrown, Unarmed. (The omission of crossbows is intentional.)
Specialties
There are quite a few different specialities, though the list is currently biased towards combat. Specialities may give you new actions, passive benefits, or a new method you can use when making a check. For example, Followers is a speciality. When you take it, you gain a small crew. If they help you on a group action, they roll their rank. Otherwise, you can use your Leadership to direct them.
For example: Tama (the cleric) in my game has Followers at +2. The party is working on developing a settlement. They’ve hired an engineer to oversee construction while they are away. When you hire someone, they have a rank relating to their speciality. In this case, the engineer is +1 and rolls 2d6+1 for the weekly progress check on construction (tracked via multiple clocks). Tama has directed her followers to remain back at the settlement and help, which allows her to perform a group check in absentia to help the engineer on the progress check.
At one point, spells were a kind of magical speciality, but that is not the case currently. Spells are just things that mages have access to cast. A cleric gets a set of spells they cast based on their rank. Casting spells costs MP. Some spells have fixed costs (e.g.,
Smite is rank +1 and costs 2 MP), but some scale.
Cure has rank *, which means you can determine the rank (up to your group rank) and pay the associated cost. A rank +2
Cure costs 3 MP and heals 2d6+3 while a rank +4 would cost 7 MP and heal 4d6+9. Characters have 3 MP per level. Mages gain 3 × Mage rank additional MP.
(Magical consumable items cost MP to use, and other classes also have ways of spending MP.)