Character Creation

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Rules for Using Skills

Sometimes when a mommy and a daddy love each other very much, they make a little character and that character grows up to be big and strong and skilled in many things. Sometimes too many things, but that's cool we're all here to play and it's no fun to play an unskilled migrant worker, right? So in order to keep things fair and balanced, a character's Skills (that is to say, the learned, practical abilities which could come in handy in a gameplay setting) are rated from Abysmal to Amazing, with various adjectives in between them. </br>

  • Abysmal: The character possesses practically NEGATIVE training and no idea on how to actually perform this skill. This is usually a 'Penalty' rating, like a character who sucks at cooking or navigating for comedic purposes, as most people will not take a skill in something they simply don't know. -1 Penalty </br>
  • Novice: The character's level in this skill is beginner, or basic only. He understand the most rudimentary aspects of this skill and can generally perform adequately. +1 </br>
  • Good: The character has practiced this skill enough that he can generally succeed at it, and understands all the basics thoroughly. +2 </br>
  • Very Good: The character's level at this is genuinely astounding, and he will usually perform admirably, succeeding almost automatically. +3 </br>
  • Incredible: The character is world-class at this skill. He routinely does the highest difficulty aspects of this craft, and likely makes a living from it. +4 </br>
  • Amazing: Mastery. The character is literally one of the best in the world, and makes the impossible possible. +5 </br>

For GM purposes, all actions are performed with a difficulty. Difficulties vary between 1 and 15, with 8 being relatively average. The harder an action is the more difficult it should be, as logic would dictate, but actions with a difficulty above 10 are borderline Superheroic all the way to Nigh-Impossible. When a GM wants to make it fair to both the players and himself, he might ask for a roll against a set difficulty, where the players roll a d10 and add their skill rating to it. Example, Kuja, an Incredible Hacker, is trying to get Cobra Commander's bank account information from his laptop, a relatively high-security (Difficulty 10) endeavor. Kuja rolls a D10 and rolls a 7. Success! If he had rolled 5 and below, even with the +4 bonus, he'd have failed and probably cause an alarm to start because the laws of movie logic means computers trigger alarms if you fail to hack them. As you can see this was a fairly simple example. More complex actions might require more rolls (Example: Keeping up with an escape car, roll Driving vs Difficulty 8 for 3 actions or you lose them), or opposed rolls (Kuja attempts to hack Umino's WoW account, Kuja vs Umino roll Computers).