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Surviving Castle Heterodyne - Skills

Posted: Fri Apr 25, 2014 6:55 am
by spiderwrangler
Players may post in this thread to keep track of Skill Points (SP) gained for their own reference. My math is infallible, so in the event of any discrepancy between what you have recorded and what I have recorded, I'm always right. ;) Players are not required to use this thread, but may if they wish. If you want your skills, PM me and I can pull them for you.

Re: Surviving Castle Heterodyne - Skills

Posted: Fri Apr 25, 2014 7:43 am
by NewOneAround
► Show Spoiler
Work
lvl 1 Traps 3
Metalworking 0.4
Weaponcraft 0.5
Knots 0.2
Plumbing 1
Venom 0.6
First Aid 0.1
Blades 0.2

Knowledge
Insects 0.9

Combat related
Combat 0.3

05.05.2014

Re: Surviving Castle Heterodyne - Skills

Posted: Fri Apr 25, 2014 8:35 am
by Nerre
► Show Spoiler
I copied the above in here as a backup.

SKILLS & SKILLBOOKS
.

Re: Surviving Castle Heterodyne - Skills

Posted: Fri Apr 25, 2014 9:32 am
by nikohl
Image

And by that I mean - I trust Wrangler's maths, like surprises, and have no interest in doing more admin work than strictly necessary.

o:)

Re: Surviving Castle Heterodyne - Skills

Posted: Fri Apr 25, 2014 10:08 am
by WearsHats
I'm with Nikhol. Besides, I'd probably screw it up.

Re: Surviving Castle Heterodyne - Skills

Posted: Fri Apr 25, 2014 10:45 am
by BadgeAddict
and i third the motion, much like i tried to first the motion earlier. Since SW has the last say anyways...whats the point.

Re: Surviving Castle Heterodyne - Skills

Posted: Fri Apr 25, 2014 10:57 am
by spiderwrangler
I don't mind people keeping track on their own, I'm just not planning on maintaining a public list of skills. I could see where if you are 0.1 SP from leveling a skill, that you might want to spend a turn or two studying to increase your level before tackling a task related to that skill, but I think that's a bit less fun from the RP perspective... :shrug: so if you're gonna do that, at least play it off in character.