Skills System
Skills System
Core Mechanics
Path Points (PP) Generation:
- Each skill level gained = 1 PP earned
- This rate is consistent regardless of skill rarity
- PP is the primary currency for advancing along Paths
Skill Rarity:
- Determines the scope and scale of power for the skill
- Higher rarity skills have greater effects but are not worth more PP
- Rarity affects availability and unlock conditions, not PP value
Skill List:
- The skill list is intentionally dynamic and growing
- GMs can create new skills as needed for their campaigns
- Example skills will be documented and linked as guidelines
- AI agents can be used to generate appropriate skills based on existing examples
Skill Resolution
All skill checks use the same fundamental system:
- Calculate Power Level: Skill Level + Relevant Stat(s)
- Compare Power Levels (attacker vs defender or actor vs difficulty)
- Roll dice pool (default 4dF)
- Count successes to determine outcome
This unified system applies to:
- Combat skills (e.g., Brawl + Strength)
- Social skills (e.g., Persuasion + Charisma)
- Crafting skills
- Knowledge skills
- Any other skill type
Design Philosophy
Skills serve as the primary driver of character progression through PP generation. This creates a feedback loop where:
- Using skills โ Gaining levels โ Earning PP
- Spending PP on Paths โ Gaining new abilities/stats
- Improved stats/abilities โ More effective skill use
- Repeat
The intentionally open-ended skill system allows for emergent gameplay and character specialization based on player actions rather than predefined class restrictions.