In general terms the Tier system will be employed throughout this gaming system to provide a scalable understanding of the power level, value, and difficulty of varied skills, abilities, and items. A tier-2 item would be quite common, mundane in nature, and often easy to make/find. A tier-6 item would be very rare, difficult to find, and often require a great deal of skill and resources to produce. The same applies to psionics, spells, and rituals where a tier-2 spell would be common, easy to find, cast, or research, and require low monetary compensation to hire someone to cast. A tier-6 psionic power would be those reserved for grandmasters that have devoted years of study to master these abilities. A tier-6 psionic power can be used to make epic alterations to the fabric of reality, slay a creature outright, or create permanent psionic items.
TIER-0 Notes: There are total of 8 Tiers in the gaming system where Tier-0 is reserved for character generation abilities, enhancements, talents, and racial alterations. Once the game actually begins Tier-0 items/abilities/powers are no longer available for purchase/procurement through the use of experience points.
Special Note: Some Tier-0 abilities (vocations as an example) can be purchased later in the game giving characters a second vocation. Secondary purchases of vocations are ALWAYS weaker than the same vocation purchased at character generation. Such variations will be described in the specific vocation details.
TIER-8-10 Notes: Although abilities, items, or powers at tier-8-10 exist these are reserved for extremely powerful characters (read as NPCs, immortal creatures, gods, and primal deities). They are normally not accessible by mortals or purchased with experience points. Purchasing a tier-8+ ability, item, or power can only be done through the expenditure of immortal power points. Artifacts are common items that exist in this realm of power (tier-8 to 10). When used by mortals these abilities, items, or powers often extract a high price and nearly all of them come with negative effects. Immortals that use these abilities may ignore some, or if they are power enough, all these negative effects.
Another way to look at Tiers is by rarity. Almost everyone/creature may possess a Tier-1 ability, item, or power. However, only a select few will possess a Tier-7 ability, item, or power. GM are encouraged to tailor this aspect to the campaign they are crafting. Additionally, this varies by race as well as societal beliefs often instilled/regulated by religious organizations.
Sometimes called Feats are powerful abilities learned by characters and the chief method of character advancement. In game terms, enhancements are typically more powerful than talents and skills. Enhancements are the only way a character can gain access to vocations. These specialized enhancements are the most powerful and often grant varied abilities and benefits not common to other enhancements. Their special nature allows them to be available both in Tier-0 and Tier-7. Again, Tier-0 Enhancements tend to be a bit more powerful as they can ONLY be accessed at character generation, and thus, their number per character is quite limited.
Experience Cost: 250 exps / Tier. <> Thus, a Tier-3 enhancement would cost 750 exps.
Enhancement Tiers (Character Generation): Each player receives ONE vocational enhancement Free at character generation (one of three starting). Although players are not required to choose a vocation, it is highly recommended as the abilities gained are key to survival. It is possible to pick up additional vocations after the start of the game, but these additions are not as robust as the initial vocation chosen. As a general rule, starting vocational enhancement will offer additional benefits that successive vocational enhancements will not offer.
In addition to the free vocational enhancement granted at character generation, TWO additional enhancements are also granted. Keep in mind that Tier-0 enhancements will no longer be available after the game starts.
Enhancement Accumulation: Once the campaign starts, any new enhancements obtained are purchased by expanding experience points. Each Tier of enhancement has its own base cost (see Table below). To reduce unrealistic jumps in character power, only ONE enhancement can be purchased between game sessions unless prolonged downtime is planned and approved by the GM. Learning a new enhancement should be a key milestone in the development of a character and should be treated as such. Standard training times (1 day / 100 experience points expended applies). Sometimes, the GM can add more time if an enhancement (like vocations) is purchased. See the Enhancement PDF for specifics on additional time.
Like enhancements, talents are abilities, smaller in scope, which often grant bonuses or focused abilities to a character. They follow the same tier structure and advancement. Each player receives TWO talents FREE of charge at character generation. A robust list of talents exists for use with PSG, see the Talents PDF.
Experience Cost: 200 exps / Tier. <> Thus, a Tier-3 talent would cost 600 exps.
Note: Racial Talents are limited to a single or, at most, a few races. These talents are slightly more powerful because of this limitation. Often, they grant racial-specific skills/abilities, which are very difficult to remove.
Note: Vows/Oath-based Talents are another special type that require the character to exchange a promise, often to a given course of behavior, in exchange for specialized abilities/powers. Paladins, Rangers, Druids, and Monks are often the focus of these talents. Unlike other Talents, these talents can be revoked when the promised Vow/Oath is not honored. This class of talent often has a religious component. Sometimes, other immortal-level entities (demons, devils, and other powerful beings) can also grant these specialized talents. In these latter cases, actions must be performed, often congruent with the immortal’s outlook. Depending on the complexity or severity of the tasks, some vows/oaths can be the basis of a religious or nefarious quest that must be completed before the special ability/power is granted.
Note: Unlike enhancements, MOST talents do not need to be learned they are gained instantly when experience is used to purchase them. It is assumed that the developing character is actively working to enhance these talents throughout his career. To retard unrealistic jumps in character power, however, only ONE talent can be purchased between game sessions unless prolonged downtime is planned and approved by the GM.
There are several categories of skills, and this can be expanded as GMs develop new ones. The current skill categories included Combat, Craft, Everyman, General, Historical, Knowledge/Lore, Magical, Music/Art, Optional, Psionic, Racial, Social, Technological, and world-specific. Of these, Everyman skills are the only Tier-0 skills, which signifies that player characters (PCs) start with these skills at D4 regardless of race, vocation, or age. Optional skills are just that, optional if the GM and the players want to employ them in the game – they are not necessary but may add more color to a given campaign and refine obscure uses in some cases. A robust list of skills can be found in the Skills PDF.
Most skills cost experience points to start and develop. Even Everyman skills will require additional experience points to develop after the game starts. The base cost, and progressive costs, are determined by how easy the skill is to master and, to a limited extent, the amount of ‘in-game’ advantage they provide. Everyman skills are the easiest to learn and master, and thus, they are the cheapest to raise with experience. Conversely, skills such as Alchemy or Spellcarft, which cover a broad area of knowledge and ability, are the hardest to learn and develop.
Terminology:
Skill Slots – another phrase for skill ranks or Dice slots.
Natural Ability (Stat Dice) – Dice associated with the skill in question.
Racial Skill Bonus – bonuses gained for being a member of a given race.
Talent/Enhancement Bonus – bonuses gained through the purchase of various talents and Enhancements. Situational (environmental) – sometimes bonuses can be gained for using the environment to one’s best advantage – like making sure that all the torches in an area are extinguished before a hide check is made. Or arranging a diversion (excessive noise) to mask a Move Silently skill check.
Everyman skills - include Bluff, Climb, Direction Sense, Dodge, Hide, Native Language, Listen, Move Silently, Search, Sense Motive, and Spot. These skills automatically start at D4 (see skill dice rating below). Further, each character can boost any 3 of these skills at character generation, again free of charge. Everyman Skills typically cannot be boosted beyond a D8, at character generation. These skills are often prerequisites for talents, enhancement, spells, psionic abilities, and other abilities. Some races may not possess all of the Everyman skills at the start or are barred from possessing them for various reasons. Other races may have more than the ones listed here.
Dice Rating: Skills also have a built-in advancement system, making them different from enhancements and talents. This is a function of the Skill Dice Rating; the larger the base dice, the higher potential a character can roll in each skill, resulting in greater proficiency and in-game results. Each time a skill rank is increased, the base dice are boosted to the next higher dice category (D4 becomes a D6, a D6 becomes a D8, all the way to D12, which is the maximum level of Skill Dice Rating advancement for mortal characters). Of course, each advancement cost experience points to achieve. Most skills require training by a person who already possesses the skill at the rating the player wants to achieve.
Training: As a general rule, all skills require training to advance, and the base training time is equal to 1 week for every 100 experience points spent. At the GM’s whim, training times of less than one week can be learned automatically. Training covers both Self-Training, Field Training and Formalized Training. Some skills/abilities, those constantly used, require no training at all. In ALL cases, only ONE rank in a skill can be enhanced at a time (read as per game session); a character CANNOT jump from a D4 rating to a D10 rating in one jump regardless of available experience and/or training time. This general rule should always be enforced and is designed to provide game balance.
• Self-Training: this category focuses on skills that are constantly in use, like Everyman skills, that only require practice and attention to improve. Generally, improving these skills is automatic in the lower ranks (D8 and below) and requires little or no justification.
• Field-Training: this category focuses on skills that are used commonly or those that offer little or no advantage in combat. Skills like Dancing, Hunting, and Riding fall into this category. Generally, improving these skills simply requires practice in the field (riding a horse, for example). Simple reparative practice is the only justification that is required. Common and some uncommon skills fall into this category – GMs have the final say.
• Formalized Training: This category covers a large portion of remaining skills. These skills require a teacher. Tier 3-4 skills can use an instructional book/tome as a teacher, while Tier 5-6 require an actual instructor that possesses the skill at the level desired by the individual. Tier-7 skills require an instructor(s) and often a facility (such as a library, laboratory, or training arena), to advance in skill. Formalized instruction always costs money to obtain. Further, some instructors may also want additional services, rewards, or requirements to teach the upper levels of these skills. These additional requirements are always determined by the GM.
No Training Required Skills/Abilities: As a GENERAL rule, skills, talents, and class abilities that are constantly in use do not require training. These skills/abilities can be advanced just by expanding experience points. This commonly applies to increasing stats, resistance dice (physical, mental, or social/spiritual), and some class abilities such as Mana Magic Manipulation (MMM), Psionic Control Skills, PPP, and similar skills that are constantly in use. The GM can and should modify this list as needed for his/her campaign.
Finding Trainers: Some skills, such as Psionic Creature Lore (Tier-5), which is an obscure skill, are not readily available in a standard society. Locating an individual that possesses this skill, especially in the upper ranks, can and should be challenging. A quest to find a grandmaster should be considered normal with respect to in-game justification.
Tools: Many craft skills, and some in other categories, require tools to accomplish. Tools vary in cost and complexity. Unless otherwise noted, the base cost for tools is equal to the Rank-1 experience value cost of the skill in SILVER pieces; this is for standard basic tools to accomplish the skill, nothing more. Skills that require tools can also benefit from Masterworked tools. Masterworked tools offer a +2 to skill checks if available. As a general rule, Masterworked tools cost Rank-1 experience value cost in GOLD pieces +300 to obtain. Masterwork tools often possess a greater number of tools, weigh more, and are often designed and produced with superior materials. Magical tools, an extremely rare thing, can offer more bonuses at the whim of the GM.
Workshops: Craft skills and some in other categories, such as cooking, can benefit from a workshop. Complete workshop details are covered in the Engineering in the Fantasy Setting document. There are 4 ranks in workshops. Starting at 1, the simplest work area, to 4, an actual multi-story building dedicated to a given craft skill. They offer a +1 to +4 bonus to the respective skill.
Helpers: Many skills, but especially craft skills, can benefit from additional aid where multiple individuals are working in conjunction to achieve a given goal. Here are some general rules that cover additional helpers.
• Unskilled Help: this refers to a set of extra hands, but these individuals do not possess the skill attempted by the group – they must be supervised at all times. In these cases, when allowed by the GM, a +1 per person is granted, added to a limit of 3 individuals. A good example of this is when multiple people are attempting to offer First Aid (healing skill check) to a fallen ally.
• Skilled Help: this refers to an individual that has some basic (D4 to D6) understanding of the skill attempted. Such collaboration is almost always allowed. These individuals are granted a +1 per individual and can be directed to function independently and away from the primary skill roller. A good example of this is a Cook (D8) that has 2 other cooks (D4) working under him/her to cook a large meal. In this case, the primary cook would gain a +2 for their help.
• Number of Helpers: As a general rule, the limit to the number of skilled helpers is based on the Charisma rating of the primary skill roller as follows: D4 =1 helper, D6 =2, D8 = 3, D10 = 4, D12 = 5. Individuals who have management/leadership skills can gain more or simply double the base number.
• Rolls: in all cases, the person with the highest ranking in the skill attempts rolls for success for the group, then adds bonuses provided, if any, to his/her roll. In cases where two individuals working in conjunction have the same level of skill, the corresponding stat is the tiebreaker. If the stats are the same, the players decide who functions as the primary dice roller.
Role-play Bonuses/Modifications (Optional): Some skills, particularly performance skills like acting, intimidation, or leadership, can benefit from roleplay to set up the skill check roll. GMs are encouraged to apply roleplaying bonuses, which are not necessarily provided by the player rolling the skill in all cases – the player’s allies can help! It’s not easy to ‘Fast-talk’ your way into a secured area, but roleplaying out the actual conversation, setting up props like a fake badge of office, or wearing an officer uniform can and SHOULD provide additional bonuses to the roll. These bonuses should not exceed +3 in most cases. If the GM feels that the bonuses would exceed +3, then perhaps an actual skill check is not warranted in the first place, and automatic success can serve better.
To Roll or Not to Roll - Sometimes, rolling an excessive number of skill checks is counterproductive in a roleplaying game. In these cases, the GM can simply make a call or combine multiple rolls into a single one. An example of this would be a rogue who wants to climb a 40 ft wall. Rather than make 4 rolls, a single roll can suffice in most cases where combat is not involved. Another option is to take a ’10’. This option takes the average of the dice involved, and if that value is close or meets the TD threshold, a roll is not required. Taking a 10 never applies to rolls made during stressful/combat situations and results in average success.