Character Creation

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5.2 add - CHARACTER DESIGN PROCESS

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Favored Items

When initially purchasing a skill, a favored item (weapon, vehicle, etc.) should be chosen.  If lost or destroyed one experience point can buy a new favored item.  Only one favored item is allowed for each skill.  The advantage of a favored item is the character may ignore fumbles rolled during its use and treat the roll as a result of one.  

5.4 mod - SKILL DESCRIPTIONS

5.4.5 - Fitness Skills

Acrobatics, Dance, Dodge, Hand to Hand, and Melee skills, like Athletics, are properly governed by Fitness vice Agility.  Use Agility as the governing attribute to determine beginning level limits and for Experience Point calculations in Tutoring, while the character gains muscle memory in the skill, but when characters perform feats during the game, Fitness will determine the true effectiveness of these skills.

5.4.8 - Perception Skills

Perception applies to Heavy Weapons.  The shooter uses a sight or targeting system, often judging the range and relative speed of a target.  Agility does not help in these types of systems.

5.6.2 add - Ranged Personal Weapons

Laser sights allow for quick acquisition.  A +1 is added to the Combat Sense roll for shooting purposes.

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