SALVAGE SPACE: SKILLS

Skills are acquired talents learned through trial-and-error, self-study, or formal training such as apprenticeship or schooling.

Skills are ranked on a value from -10 representing completely unskilled through the value +10 which represents a world-renowned practitioner.

Skill Value Capability, Education, and Notes
-10 Unskilled
-9
-8
-7
-6
-5
-4 Novice
-3
-2 Hobbyist
-1
0 Average, High School, Trained, Certified
+1
+2 Bachelors Degree
+3
+4 Masters Degree, Professional
+5
+6 Expert
+7
+8 Doctorate Degree
+9
+10 World-record holder, Grand Master

Random Generation

Adventurers roll 2d6 - 2d6 for the number of skills gained from:

For each category rolled, if the result is:

  • -10 to -4: 1 skill gained at 0 (Average) rank
  • -3 to +3: 2 skills gained: the first at +0 (Average) rank and the second at -2 (Hobbyist) rank
  • +4 to +10: 3 skills gained: the first at +0 (Average) rank, the second at -2 (Hobbyist) rank, and the last at -4 (Hobbyist) rank

Template Generation

The template specifies the source and number of ranks added for each skill.

Point Buy Generation

Depending on how powerful the Guide wants adventurers in their Campaign to be, the Guide will give the players different amounts of starting points to modify their Adventurer's Skills with.

Adventurer Starting Capability Skill Points
Minimal 48
Challenged 60
Below Average 96
Average (Recommended) 120
Heroic 144
Superheroic 168
Godlike 192

Adventuers may then purchase Skill ranks from -10 to 0 to +3 at the cost of 1 point per rank.

For example, to purchase a skill at Hobbyist (-4) rank, spend 1 point to first buy the Skill at its base rank of -10, then six more points to raise the Skill to -9, -8, -7, -6, -5, and finally -4.

Lifepath Generation

Each Lifepath event specifies the source and number of ranks added for each skill.

Chronology

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