Editing Character creation
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'''Skills'''. Similar to RQII/III, skills come in '''categories''' - but categories represent your chance with any common skill of that category. Specialist skills are attached to a category, but use the same % chance. | '''Skills'''. Similar to RQII/III, skills come in '''categories''' - but categories represent your chance with any common skill of that category. Specialist skills are attached to a category, but use the same % chance. | ||
− | + | '''Option''': Characters can take specialties within a skill - normally a skill cluster (similar in size to combat style), but sometimes a unique but difficult skill (Alchemy, Medical Knowledge, Engineer)that mimics a skill cluster. | |
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− | '''Option''': Characters take specialties within a skill - normally a skill cluster (similar in size to combat style), but sometimes a unique but difficult skill (Alchemy, Medical Knowledge, Engineer)that mimics a skill cluster | ||
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'''Mysticism''': Used in this game to represent innate, fate or luck driven characters. This type of magic is almost no magic as it draws upon powers that are innate to existence. | '''Mysticism''': Used in this game to represent innate, fate or luck driven characters. This type of magic is almost no magic as it draws upon powers that are innate to existence. |