Next Guide - Unarmed Combat
Part of World of Imarel role-play is that eventually your character will have to punch somebody out...
A neo-Victorian Magitech Adventure RPG
Summary | Weapon Skills and Proficiencies | Non Weapon Skills | Tradeskills |
All non-weapon proficiencies cost 3 EP for a 80% chance of success in that proficiency. A GM may give a +/- to the roll depending on the situation. However for purposes of role-playing, simply having the proficiency means that most times the character will be able to do these tasks without actually needing to roll unless the roll is for something extraordinary or unusual. Mostly, Non-Weapon Proficiencies are for fun and for enriching character development. Characters can start with six free Non-Weapon Proficiencies.
For an additional 6 EP (90%) in a particular proficiency, a character may become specialized in a non-proficiency, allowing them greater success in that particular proficiency. All new characters start with six free non-weapon proficiency slots, but are not limited to how many one can attain.
Occasionally, a situation arises where there is no clear, definable skill for what a character wants to do. In these cases, a flat 65% is assigned to that particular task. A GM may opt to lower or raise this, based on the situation. This is called a non-specific proficiency check
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