This system is a complete replacement for the current attack, skill, and saving throw system. The goal of this system is to allow characters to have a stronger skill presence, more control over how good they choose to be at the different aspects of the game, and reduce the importance of a character’s ability scores within the system. It also tries to reduce pure dominance of entire skills groups by individual characters.
The first aspect of this system is the idea of a limit. You cannot increase any skill or saving throw to endless levels in any simple way. Your character has a limit, which no skill or saving throw bonus can go beyond without overskilling (explained later). The limit is determined by your total character level (combined levels of all your characters classes).
Beginning at level 1 your limit is 6, this increases by 1 at every 3rd character level: 3, 6, 9, 12, 15, and 18.
A skill or saving throw has no limit to how low it can go into the negatives. However, you can not lower any skills into negative values in order to gain additional points of any kind.
In order to help bring balance to a game that is heavily focused on roleplay and skill challenges, the skills are changed. Some have been removed, or broken into multiple different skills. As well, new skills have been added due to the setting itself being unique in its needs.
All skills are divided into seven groups, six based around the ability scores, and one unique to this setting. The skills are shown in the table below, with the columns acting as the skill groups. Within the groups there are up to 5 regular skills and some groups have a combat skill.
|Overpower||Slight of Hand||Secret Society||Hacking||Negotiation|
Read all of the new skill descriptions.
If any of your ability scores ever goes beyond 20, the limit of all skills within the related skill group are increased by 1 for every 2 points beyond 20. (i.e. an ability score of 28 would increase all the related skill limit by 4).
If any of your ability scores ever goes below 10, the limit of all skills within the related skill group are decreased by 1 for every point below 10. (i.e. an ability score of 8 would decrease all the related skill limits by 2).
General Skill Power
Every character begins with 6 general skill power, which is a replacement for any skill proficiencies.
Class features that would provide proficiency to any skills, or interacts with proficiency in anyway (expertise, jack of all trades, etc…) require changes in this system. These changes are detailed within the class changes.
When unsure, or no direct guidance is given (e.g. homebrew), anything that gives proficiency or double proficiency in a skill instead gives +1 skill power. Dungeon Master discretion would be needed if it has any unique interactions with proficiency (such as jack of all trades has within core).
Restricted Skill Power
Each skill group has its own skill power, known as restricted skill power. A skill groups restricted skill power is increased by 1 for every 2 ability score points above 10 for the related ability score. If your ability score is ever changed, your restricted skill power is changed to match. You can never have a negative restricted skill power.
Saving throws are divided into two groups: primary and secondary. These groups determine the difficulty in raising the related save (explained later).
- Primary Saving Throws: Dexterity, Fortitude
- Secondary Saving Throws: Charisma, Intelligence, Wisdom
If any of your ability scores ever goes beyond 20, the limit of the related saving throw is increased by 1 for every 2 points beyond 20 (i.e. an ability score of 27 would increase the related saving throw limit by 3).
If any of your ability scores ever go below 10, the limit of the related saving throw is reduced by 1 for for every 1 point below 10 (i.e. an ability score of 6 would reduce the related saving throw limit by 4)
Every character begins with 5 save power, which is a replacement for any saving throw proficiencies.
Class features that would provide proficiency to any saves, or interacts with proficiency in anyway (slippery mind) require changes in this system. These changes are detailed within the class changes.
When unsure, or no direct guidance is given (e.g. homebrew), anything that gives proficiency or double proficiency in a saving throw instead gives +1 save power for a secondary save, or +2 save power for a primary saving throw.
Each individual saving throw has its own base save, which is a number of free save points placed within a saving throw. A saving throws base save is increased by 1 for every 2 ability score points above 10 for the related ability score. You can never have a negative restricted skill power.
If your ability score is ever changed, your base save is either increased or decreased to match.
Skill & Save Points
Your skill power (both general and restricted) and your save power is used to determine your skill points and save points, respectively.
General Skill Points
At 1st level, you can determine a characters skill points with the following two formulas:
- General Skill Points: 20 + General Skill Power × 4
- Restricted Skill Points: Restricted Skill Power × 2
General skill points can be added into any skill, whereas restricted skill points are tied to the related skill group, and can only be added into skills within the group.
You gain an additional number of general skill points equal to your general skill power at levels 3, 6, 9, 12, 15, and 18.
You gain an additional number of restricted skill points equal to your restricted skill power at levels 6, 12, and 18.
At 1st level, you can determine a characters save points with the following formula:
- Save Points: Save Power × 2
You gain an additional number of save points equal to your save power at levels 3, 6, 9, 12, 15, and 18.
You must spend 2 save points in order to increase a primary saving throw. Secondary saving throws only require 1 save point.
No skill or saving throw can be increased beyond your limit. However you can optionally engage in overskilling in order to increase this limit for a non-combat skill. You can not overskill saving throws.
You are able to go beyond the normal limit by engaging in overskilling. Combat skills and saving throws are not able to be overskilled.
You can do this by spending 1 restricted skill point to activate overskill onto a skill of your choice. Once you have overskilled a skill, it’s limit is increased by 1 and it is also increased by 2 instead of just 1 at every 3rd character level.
However, once you have engaged in overskilling, a few other effects happen that are important to be aware of:
- You can only engage in overskilling for one skill per skill group.
- All other general skills within the overskilled skills group have their skill maximum reduced by 1, and are not increased at levels 9 and 18.
Overskilling allows a character to be exceptional at one specific aspect of the game, by limiting their potential in other aspects of the game.
If you engage in overskilling and the reduced skill limit brings the limit below your current points within a skill, you must remove those skill points and immediately redistribute them to other skills.