Difference between revisions of "Skills"
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(Created page with "Characters can have variable proficiency in the following skills: *Construction *Growing *Research *Mining *Shooting *Hand to Hand *Social The base score in each skill is 3 wi...") |
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*Shooting gives a 0.20% reduced chance to miss per meter | *Shooting gives a 0.20% reduced chance to miss per meter | ||
*Hand to Hand gives a ~2.1% improved chances to hit | *Hand to Hand gives a ~2.1% improved chances to hit | ||
− | *Social gives 10% more impact on relations, 25% better probability of recruiting, and a ~0.5% bonus on selling and buying commodities through | + | *Social gives 10% more impact on relations, 25% better probability of recruiting, and a ~0.5% bonus on selling and buying commodities through negotiation. |
A character can have a usable skill with a score of 0 or a unusable skill (because of his backstory) with a score greater than 0. | A character can have a usable skill with a score of 0 or a unusable skill (because of his backstory) with a score greater than 0. |
Revision as of 20:52, 13 November 2013
Characters can have variable proficiency in the following skills:
- Construction
- Growing
- Research
- Mining
- Shooting
- Hand to Hand
- Social
The base score in each skill is 3 with a minimum of 0 and no upper limit. Each point grants different bonuses to skills:
- Working skills get a 10% increased speed
- Shooting gives a 0.20% reduced chance to miss per meter
- Hand to Hand gives a ~2.1% improved chances to hit
- Social gives 10% more impact on relations, 25% better probability of recruiting, and a ~0.5% bonus on selling and buying commodities through negotiation.
A character can have a usable skill with a score of 0 or a unusable skill (because of his backstory) with a score greater than 0.