Be aware there is a FAQ/Errata on the Runepunk book.
Found hereRunePunk - Reality Blurs
Anyone figure out how to add a character to Roll20?
Found hereRunePunk - Reality Blurs
Anyone figure out how to add a character to Roll20?
Hey, don't worry, it is just as awkward being the guy that calls her your wife and instigates that whole line of conversation! I was like, I could swear he said wife, did I fuck up?! After 22 years though, I'm sure you've been through it enough that it isn't a big deal.Hah, wasn't aware he did the same thing - I feel better about it now - always feels awkward when she does the "Well... technically..." thing... but Kurt and Goldie have some years on us. (Apparently they've been "partners" for 30 years too)
The last note, especially after reading through the rulebook, seems to apply here. Guts does not seem to be something necessary to the setting so unless Himeo feels otherwise I think it's safe to exclude this skill from any of the listed skills needed to access one of the premade character types.Where did the Guts skill go? We removed
it. It?s important to some settings (and you?ll
find it as a Setting Rule when it is), but rare
in others. Where it?s rare, however, even a
mighty barbarian has to spend valuable skill
points to prove his mettle with the Guts skill,
and that really doesn?t make much sense.
In the core rules and most settings
(especially fantasy and sci-fi) characters
now use Spirit to resist the effects of Fear. If
a character in a previously published setting
has Guts, ignore it. If you?re using a published
adventure that requires a Guts roll, use Spirit
instead.
In a few settings (primarily horrific ones,
like Deadlands), Guts is a Setting Rule that
reflects the particular nature of the game
world and remains intact.
Oh yeah, I forgot about skills. Still in the process of familiarizing myself with the whole system.For spellcasting, there's usually a skill you roll against. For instance the character I use for my Saturday games has the Spellcasting (Arcane) skill so anytime I cast a spell that's what I roll off of. Spellcasting is generally based off Smarts as the ability.
There is no corresponding raise to any attached skills. For the most part the best benefit to raising an attribute is the ability to take better Edges as you level up and of course better die rolls for anything having to do with that attribute.Oh yeah, I forgot about skills. Still in the process of familiarizing myself with the whole system.
Are derived skills automatically bumped whenever you purchase an upgrade to the base attribute? Like in your example, if your Smarts started at a d4, but your Spellcasting (Arcane) skill has been raised to a d6, if you later buy Smarts to a d6, does Spellcasting (Arcane) automatically bump to a d8? Or is it set at the time you buy the skill and only skill bumps improve it?
Yeah I just reviewed that section and edited my post above as you were posting this. I had the whole system wrong, but I see how it works now. I was confusing it with stuff like parry and toughness.There is no corresponding raise to any attached skills. For the most part the best benefit to raising an attribute is the ability to take better Edges as you level up and of course better die rolls for anything having to do with that attribute.
Yes.Yeah I just reviewed that section and edited my post above as you were posting this. I had the whole system wrong, but I see how it works now. I was confusing it with stuff like parry and toughness.
Thanks for the clarification.
Now let me just make sure I understand skill choice completely before I get too far into this. We get 15 skill points at the start (barring hindrances), and since I have no skills to start with, I can spend one point to buy a brand new one at a d4, correct? Then it costs me one more point to raise it each die type until I equal the base attribute. After that, it takes two skill points to raise.
So in theory, at character creation, I could have 15 skills at a d4(disregarding how useless that probably is), right?
The one general exception to this is Vigor, which directly increases your toughness and thus your survival. The second is strength if you're going to be a melee focused character as that will increase your damage (most weapons are str + dx). Keep in mind that is "cheaper" to buy skills at character creation as they only cost 1 point. After character creation to train a new skill it costs two points (your whole level up). Usually I'll take a d4 in a number of skills just to have them, and only raise a couple of key ones for my character (spellcasting, shooting, fighting, etc).There is no corresponding raise to any attached skills. For the most part the best benefit to raising an attribute is the ability to take better Edges as you level up and of course better die rolls for anything having to do with that attribute.