IMPROVING CHARACTERS
This is a reminder for all players about character development and how you use your experience points. When you get experience points, you may use them to increase an ability (but only of the two in each pair) or to apply toward skills.
INCREASING ABILITY
Players can increase their characters' ability scores by trading 1 XP to raise an ability score 1 point. No ability score can ever be raised above 100.
For example:
STR/STA: 40 / 40
DEX/RS: 63 / 60
INT/LOG: 85 / 70
PER/LDR: 30 / 30
In this case, extra experience has been used to raise DEX by 3 points and Intelligence by 15 points (total XP cost = 18.)
Certain Racial Abilities (Lie Detection, Comprehension and Battle Rage) also can be
increased by trading 1 XP to increase the ability 1 point. Just like the normal Abilities, Racial Abilities cannot be raised above 100.
INCREASING SKILL LEVELS
Characters can learn skills which allow them to perform special actions. Each skill has six levels of expertise. A character can raise his skill levels by spending experience points.
Experiences points can be traded to gain a level 1 skill or to increase a skill the character already has to the next level.
The experience point cost depends on the skill's level and PSA. The Skill Cost
Table shows the costs for each level of skill in the different PSAs. If the skill is from the character's Primary Skill Area, the cost is the LOWER number. A character can learn skills from other PSAs, but must pay twice as many experience points for them. Doubled costs are shown in parentheses.
SKILL COST TABLE
PSA Military Technology Biosocial
Level 1 3(6) 4(8) 5(10)
Level 2 6(12) 8(16) 10(20)
Level 3 9(18) 12(24) 15(30)
Level 4 12(24) 16(32) 20(40)
Level 5 15(30) 20(40) 25(50)
Level 6 18(36) 24(48) 30(60)
A character can learn only one skill level at a time. Skipping levels is not allowed, even if the character has enough experience points to do so.
In general, each skill level adds a 10% chance to success aded to the base amount
Example:
Beam weapons: 1/2 Dex + skill means success if 1/2 of your skill level (rounded up) plus 10% for each level you have in the beam weapons skill.
This message was last edited by the GM at 19:32, Mon 06 Aug 2012.