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Skills

Starting Skill Points


All characters start with four (4) plus the attribute modifier of your highest attribute in skill points at first
level. Spending one skill point at first level in a skill means you are trained in said skill. Spending a skill
point at first level adds a 1d4 to the attribute roll for the skill in question. If you spend an additional skill
point in said skill, you can raise the 1d4 to a 1d6.
At first level, you cannot have any skill with a skill dice of above 1d6. If you are starting at zero (o) level,
you cannot have a skill dice above 1d4.
Skills after First Level
Every even level starting at 2nd, you gain the attribute modifier of your highest attribute in skill points
that can be spent on previous skills or used to train in a new skill.
After first level, a new skill costs two (2) points to purchase. Adding a skill dice of 1d4 or raising a skill
dice to the next level cost one (1) skill point. You may only add a skill dice or raise a skill on a particular
skill once per level.
A skill dice may never go above 1d10 without a feat or some sort of special power.
Extra Skill Points and Skill Dice Pool
Extra skill points may be saved and spent later. Additionally, they can be spent on a Skill Dice Pool. A Skill
Dice Pool (SDP) is basically a number of d6 that can be spent on any skill check, trained or untrained. A
player may use as many SDPs that they wish on a skill check. Once spent in this way, the d6 from the
SDP are gone until a character levels up, so some tracking is needed. The decision to roll these dice can
be made after the skill check is rolled, but before success or failure is determined.
A player can spend one (1) skill point for 1d6 to put in their characters SDP and the SDP is only limited
by the characters level. A level one (1) character can therefore have 1d6 in their SDP, level two (2) can
have 2d6, and so on.
Determining Success with Trained Skills
If you are trained in a skill, you roll 1d20 plus your proficiency bonus, plus/minus any attribute modifier,
and your skill dice, to determine success versus the difficulty set by the GM.
Untrained Skills
A player will roll a 1d10 plus/minus attribute modifiers for any untrained skill checks. This is versus a
difficulty set by the GM.
Common Skills

Common skills are skills that most people are able to do even without training. These skills are always
rolled at a 1d20. Any appropriate attribute modifiers are then added or subtracted to the roll. Common
skills can still be increased with skill dice just like normal skills, but first must be purchased as trained.
Common Skills

Athletics
First Aid
Knowledge (Common)
Perception

Backgrounds, Classes, and Skills


Backgrounds provide you four skills that you are already trained in. Your class may also provide you with
a trained skill. These skills may be improved as normal by spending your skill points as normal.
Tool, Mount, and Vehicle Proficiencies
Tool, mount, and vehicle proficiencies all fall under skills. If a class or background gives a character any
of these proficiencies, then they are equal to the skill of the same or similar name.

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