More Basics

## Talents

Each
profession offers a set of talents that the player spends points on in order to
learn new skills, or increase the ones they have. They are given 2 skill point s
per level to place where they wish, provided they meet the minimum attribute
score to learn it. A person with an Agility score of 55 can only learn talents
in the Agility 55 and below range.

A talent is
“bought” using a point, but may also have additional points (typically 3) in
which to further their acumen in a skill. Each point usually grants a bonus
with each point spent, though there are a few single-point talents.

Talents are
organized into loose trees, and in order to progress further down the tree to
more powerful talents, they must also have the prerequisite skills. There must
be at least 2 points in that skill prior to gaining the next talent up the
chain.

A character
starts off with 5 points to spend. A player may not put more points into a
skill than their level. For example, a level one Arcanist cannot build their
Fireball spell to level 4.

There is also
a “General” pool of skills that can be learned by all classes. Any class may
take these, as long as the minimum requirements are met.

There is also
the possibility of cross-training into some talents in other classes.

## Money

A player
starts the game with 1d10 x 100 credits for a range of 100-1000. Credits are
the standard currency for most era VII and above worlds. Uncle Ernie’s
Outfitters will allow players to change money into local currencies. To keep it
simple, 1 credit should = 1 local currency, though the GM may wish to introduce
exchange rates.

=== Points,
Points, Points! ===
Attribute
Points are points spent during character creation in order to modify them more
to the players liking. They start with 20 to allocate as they desire. A player
gains 2 attribute points each level thereafter to spend on whichever attribute
they wish.

Talent Points
are used to learn or improve the talents specific to each class. A player earns
two of those at each level, and begins with 5.

Each player
begins with a base 20 HP and rolls an average of 3 1d10 rolls each level
thereafter.

## Rolls

There are
only a few different rolls used in Twilight Paradox. Most of them are based on
the ability used plus any skill scores you think may play a role in the
outcome…and then a little luck.

When a roll
is made, no matter the bonus or penalty,
a roll of 1% will always fail and a roll of 100% will always succeed
(there’s always a chance)

Basic Roll Check

 + Skill bonus + Luck Modifier = Result

Table 2: Luck modifier

  1-10
  11-30
  31-40
  41-60
  61-75
  75-99
  100

## Experience

Each
encounter or action has the ability to grant what are called ‘Experience Points
(XP)’. In order to gain levels, a player must earn enough experience points.
Below is a chart for the experience points required to reach each level. XP is
zeroed out at each level, so the points shown are the number needed to earn for
that level (It is not accumulative).

  1-5
  7-10
  11-15
  16-20
  21-30
  31-40
  41+

For example,
a level 1 character needs to earn 2000 XP to get to level 2, while a level 30
needs to earn 12000 to get to 31.

Killing
monsters, solving problems and learning new eras will give experience. Killing
stronger monsters gives more experience, while striking at weaker ones may
yield less experience or even none at all. This is up to the GM discretion. A
general rule of thumb is to award 10 XP for each 5 HP above 50. Don’t forget to
allow for special abilities a monster may have, and award more or less
experience accordingly.

## Leveling

When a character gains a level, they
gain an average of 3
1d10 rolls for HP[PP1] ,
2 Attribute points, and 2 skill points. The player does not need to go back to
a trainer, but may stop the game (at GM’s discretion) to adjust their stats and
get new skills.

[PP1]How
are HP’s calculated