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M&M Revised (v1.5) System Resource Document
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===SKILL BENCHMARKS=== As a general guideline, 1-4 ranks in a skill is a basic level of training, familiarity with the basics of the skill. A character with 5-8 ranks has a professional level of training, sufficient for someone using the skill in their primary profession. Someone with 9-12 ranks is an expert; the character is recognized and likely known as an expert in the skill, while 13-15 ranks represent virtual mastery of the skill. More than 15 ranks is such an amazing level of skill that the character is recognized as being among the best-trained people in the world! These guidelines apply to attack and defense bonus as well if you substitute skill level for “combat skill level.” So a hero with attack +7 has a “professional” level of training, while someone with a +15 bonus is a true master of combat skills. UNDER THE HOOD: CHOOSING SKILLS There are a number of factors to consider when choosing skills for your character. TRAINING VS. TALENT In game terms there’s no difference between a character who has ranks in a skill because of extensive training and another whose skill ranks represent a natural “knack” or aptitude for the skill. Both are considered “trained” in the skill. For example, one character might have a high Diplomacy skill based on the character’s extensive training in negotiation, debate, and management. Another character’s Diplomacy skill may stem more from personal attractiveness or a talent for getting others to cooperate, while a third character may have a combination of the two. Feel free to decide for yourself what mix of training and talent your character’s skill ranks represent. LIFE SKILLS When allocating skill ranks for your character consider not just the character’s role as a hero but also the various other skills the character may have picked up in day-to-day life. For example, most adults have some sort of Craft or Profession skill as their occupation with at least 3 to 5 ranks (more if they’re especially good at their job). Some people pick up ranks in Notice, although most get by using the skill untrained. Characters working with technology may have the Computers or Craft skills even if they don’t apply to their powers. A particularly well-educated person may have various Knowledge skills. These additional skills help round out a character and provide some background color and—who knows?—they may turn out to be useful in an adventure at some point. ADVENTURING SKILLS Also give some thought to the skills your character needs to be effective in game play. Some are obvious, especially if they’re part of your character concept. A scientist is going to have Knowledge skills, and possibly Computers or Craft. A pilot should have Pilot, while a doctor should have Medicine and Profession (physician). Beyond the obvious and background skills of your character consider “utility skills” like Concentration, Notice, Search, Sense Motive, and Stealth, which many characters find useful. A few ranks in such skills may be a smart investment. MANIPULATION SKILLS Some skills, called manipulation skills, require a degree of fine physical manipulation. You need prehensile limbs and a Strength score or some suitable substitute (such as Precise Telekinesis) to use manipulation skills effectively. Characters lacking the ability to use manipulation skills can still have ranks in them and use them to oversee the work of others (granting an aid bonus, for example, see Aid, page 154). SPECIALTY SKILLS Some skills cover a wide range of knowledge or techniques. These skills are actually groups of similar skills, called specialty skills. When putting ranks into one of these skills, you must choose a specialty, a particular aspect of the skill your character knows. For example, you might choose the physical sciences specialty of Knowledge or the mechanical specialty of Craft. Skill ranks in one specialty of a skill do not imply training in the skill’s other specialties.
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