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 3d6 per Flux Check System)
- 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 → Gaining levels → Earning PP
- Spending PP on Paths → Gaining new abilities/stats
- Improved stats/abilities → 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.
Rarity and Experience Requirements
Skill Rarity Determines Base XP Costs:
- Each skill has a Rarity rating (1-25) that determines its potential power and base experience requirements
- Higher rarity skills require exponentially more experience to level but offer proportionally greater capabilities
- Rarity affects the base XP cost for each level, while Power Scales determine the milestone multipliers
Rarity Categories:
- Common Skills (Rarity 1-5): Basic abilities with low XP requirements
- Advanced Skills (Rarity 6-12): Specialized abilities with moderate XP costs
- Legendary Skills (Rarity 13-25): Extraordinary abilities with high XP requirements
XP Cost Calculation:
- Base XP cost is determined by skill rarity
- Milestone levels (1, 5, 10, 25, 50, 100, etc.) apply exponential multipliers
- Total XP required = Base Cost (from Rarity) × Milestone Multiplier (from Power Scales)
Example Progression:
- A Common skill (Rarity 3) might require 100 base XP per level
- A Legendary skill (Rarity 20) might require 10,000 base XP per level
- Both face the same milestone multipliers at levels 25, 50, 100, etc.
- This creates meaningful choices between broad competency vs specialized mastery
Skill Leveling Mechanics:
- All skills generate 1 PP per level gained regardless of rarity
- Higher rarity skills are harder to level but provide the same PP reward
- Players must balance effort investment vs progression speed
- Rarity represents potential power ceiling, not PP generation efficiency