Traits
Characters start with two mandatory traits and one optional trait. Traits come in three flavors: Origin, Birth, and Standard. You must choose an Origin and a Birth trait, and a Standard trait is completely optional. Furthermore, some traits are restricted to certain races or backgrounds... Either they have bonuses that only make sense on a certain race, or their very definition suggests that they could not be obtained by someone of a certain background (i.e. a Highborn Imperial is not likely to be a farmer and choose Disciple of the Land).
The list of Traits can be found here.
Origin traits have to do with your character's upbringing, and often either add to skills directly or train them so that your skill values can rise even higher.
Birth traits, as the name implies, have to do with your character's lineage. They determine your starting Gil, most importantly, and also generally allow you to train more skills and increase their caps to allow more expertise. Remember your starting Gil; it will be important in the Equipment and Items section below!
Standard traits have a much wider array of effects, and some come with a positive as well as a negative. Others are straight bonuses that might be appealing to certain jobs, should you have one in mind already. They are optional, however, so if none of them appeal to you or your character they can be easily skipped.
Characters gain a new standard trait at levels 10, 20, 30, 40, 50 and 60.
Skills
Skills represent your character's influence on the world around them--what they know, what they are capable of doing, and how people react to them. While skills are most commonly used out of combat, savvy players can find ways to weave their skills into the midst of a battle--for instance, a character with high Athletics may find themselves tackling a beast off a moving train to bring them to a lower floor or swinging across a ship's mast to strike unexpectedly, or a character with a high Intimidation may scare away a quailing foe, or one with high Agility may find themselves able to escape a thrown net.
The list of Skills can be found here.
Skills are modified by several factors:
At level 1, you begin with 100 skill points, and gain 10 more per level. Skill points can be spent to increase skills up to a maximum dependent on your Prime Job's highest Rank:
Certain Traits may modify the number of skills you receive, or your skill maximums.
When making a skill check, roll 1d100 and add your total mods to the roll. Modifications (or Mods) adjust a check's final result due to additional factors such as race or job choice, traits, equipment, or a variety of other effects that can add to or subtract from a check's final result. If the result is equal to or greater than the Target Number (set by the GM), the check passes.
Target numbers and difficulty examples are presented as examples only; the GM is free to assign target numbers as they see fit.
Critical Successes/Fails: No matter what you roll on your dice, neither success nor failure is guaranteed. Instead:
Rolling a 95 or higher adds a +20 bonus to the roll.
Rolling a 5 or lower adds a -20 penalty to the roll.
This may produce additional effects, as described below.
Levels of Success: Sometimes a skill may still pass even if you do not reach the target number, or have different effects depending on how far away from the target number the result is. For instance, a character is attempting to pick a lock.
- An extremely high result (40 above target number) may allow the character to pick the lock instantly, or totally silently.
- A result that is nearly at the target number may result in the lock being picked, but the process takes longer but makes a lot of noise.
- An extremely low result (40 below target number) may result in the lock being jammed and unable to be picked.
The GM is free to use whatever result they like from a roll to encourage roleplaying and make a scene exciting!
Automatic Successes: Sometimes a character is skilled enough to complete a skill check without a roll. The following conditions must apply:
- The character's skill rank meets or exceeds the difficulty of the task.
- The character is not under duress and can take their time completing the task.
- The GM determines that the skill being used and the task being performed is appropriate for an Automatic Success.
In this case, the character can automatically succeed at the task without making a skill check. Levels of success do not apply in this instance; the task only succeeds without further fanfare.
Cooperative Skills: Sometimes, a skill may allow one or more party members to contribute to the skill. In this case, all participating characters make a skill check. In this case, characters may not use Automatic Successes.
- All characters make a skill check. The highest result is the "primary result".
- For each character (not including the primary result) whose result is at least (target number - 20) adds a +10 bonus to the primary result.
Levels of success can still apply to this roll, so as a group the party may be able to do things they could not do individually. The GM may limit the number of characters that can participate in a Cooperative Skill.
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