Definitions
Class Abilities:
Class abilites are those abilities granted to a specific class. Such as a thiefs surprise attack, a rangers duel wielding, monk abilites etc...they come through level progression within a specific class.
To select a class ability a character must have all the requisites for that ability including the requisites to take that clss, level at which the ability is gained in the parent class, or stat requirements.
If an ability has an effect or variable dependant on class level that level is calculated by determining the level at which the ability, or a precursor ability was purchased, and then subtracting that from the characters total level to come up wiht the characters effective Class level.
Skill levels
as a player increases ranks in certain skills, the effectiveness of the skill increases granting abilities, attacks and perks not available at lower degrees of skill. these benefits are determined by the Level of the skill. Each level is determined by the number of ranks in the skill.
Skill Levels Ranks required
I 1 rank
II 3 ranks
III 6 ranks
IV 10 ranks
V 20 ranks
to gain the benefits of each level the player must have ranks in the skill equal to or greater to the required ranks. ( no rounding up ) at which point he gains the benefits of the Skill level.
Skill/power checks
Some skills, powers, abilities require a skill check to determine success. such checks use 1d20+( ranks in power+stat modifier) + any other modifiers as the skill score for determining success or failure. For certain checks level in rank may be added as indicated in the ability/skill/power descriptions.
Opposed Skill/power checks
In certain cases the check is opposed by the target or another player. In this case the roll/or check used to oppose the check will be indicated in the description. If indicated a power/skill/ability may be used to oppose the check as directed by the GM or descriptions.
Skill evolutions:
As powers, skills or abilities reach a certain level of development they can learn to use their ability in new ways that make the power/skill/ability more effective, more damaging or give them unique benefits not available to less skilled characters.
Evolutions become available at Level IV receiving the first evolution when he spends 10 ranks .However, Some evolutions require pre-requisites which must be met before an evolution can be chosen, and others follow a set path of evolution that limits their choices.
Ranks spent to purchase evolutions after the first ( ten ranks) are not counted toward attack bonuses, and or skill checks. or added to damage if the power or skill adds ranks to damage rolls.
Skill Mutations:
Occasionally a skill has abilities that do not increase he power or effectiveness of the skill itself. It may add some new or alternate uses or abilities to the skill/power/ability outside of combat or allow him to execute novel maneuvers or attacks
Mutations are given levels to determine when a character can acquire that mutation. The character must have sufficient ranks in a skill/ability/power to reach that level before the player can select a mutation. each mutation, unless indicated, requires one rank to be spent in the mutation. However these ranks do not count toward any check, attack roll, damage or effect