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FANGS: Skill Pool
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==Other Initial Skills== In addition to any basic and cultural skills, you can draw from your characters Skill Pool to learn a new skill. '''"Out of Period" Cultural Skills''' -- In some games, particularly exotic fantasy realms such as a world where a magical culture has been overlaid over a former technological culture, a character who normally has a medieval background could also have access to futuristic ray weapons, or be literate at any level of society. In such cases, cultural skills from other eras can be taken by the character at the normal 1 point gets 1 point of skill rate. '''New Cultural Skills''' -- To increase a common cultural skill that your character does not have because the character possesses a parallel skill (such as another Craft, or a different weapon), but would be considered a common cultural skill, costs 2 points from the Skill Pool for each 1 point increase. The skill starts at the usual beginning skill level for the character. The player must spend to increase the skill at least 1 point past beginning level. :Example: ''Gru covets the Sword skill, but he already is using a Mace as his primary cultural 1H Melee Weapon. To learn the additional skill of Sword he must expend 2 character points for the minimum skill of his normal melee weapon skill plus 1. To have an ability equal to his 11 points in Mace would cost a total of 6 points from Gru's skill pool.'' '''Additional Skills''' -- There are many other possible Skills, such as ancient history, boat, sleight of hand, pick locks, additional languages, fast draw, etc. These will normally gained during game play by training, however, you can choose to use points from the Skill Pool so that your character starts with more Skills. To create a non-standard Skill for your character costs 3 points from your characters Skill Pool for every 1 point desired in the new skill. Use a similar skill on the list to determine the starting point value. Again, at least 3 points must be spent to acquire the skill at starting level plus one (+1). :Example: ''Gru gets great pleasure stomping ducks. To create this skill he spends his remaining 6 points, giving him the skill 'Stomp' at a skill of +2 to his normal starting skill, which the GM decides, not surprisingly, is Kick.'' You must have approval from the GM before creating any new skills. The GM determines what normal skill the new skill is to use as a base. If necessary, the GM can make up a new set of starting attributes. [http://www.forexstrategysite.com/hedge-funds-forex-strategy-forex-fundamental-strategies/ Karoline Signor]
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