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SKILLS
Skills are at the very essence of your power in the Psicorps guild. You must spend 1/3 the total cost of your current tour on skills before you are able to advance further. Optionally, you may choose to focus on them as much as you wish, as there is no limit to how far you can train your skills before you choose to advance your tour. Each skill has a maximum of 100 (though some later open up beyond this). Some skills have sub skills, which can not be trained until the parent skill has reached 50. Once the parent skill is at 50, the sub skill may then be trained up to around 1/4 the parent (this is a very close estimate, numbers maybe vary a point or two). Finally, once the parent skill is maxed, the sub skill may be fully trained. For example: If you train Agility to 60, the maximum for Dodge will be 15. Skills fall into 6 categories of progession cost. You can see each group and calculate the cost of raising each using the skill calculator.

Concentration : 0/100 (25) Mental Disciplines Iron Mind : 0/100 (500) Inner Strength : 0/100 (3,000) Body Fuel : 0/100 (7,500) Psychokinetic Power : 0/100 (7,500) Quicken Mind : 0/100 (500) Speed of Thought : 0/100 (3,000) Autohypnosis : 0/100 (7,500) Psychokinetic Speed : 0/100 (7,500) Physical Disciplines Agility : 0/100 (1,000) Dodge : 0/100 (2,500) Riposte : 0/100 (5,000) Total Defense : 0/100 (10,000) Expertise : 0/100 (2,500) Combat Reflexes : 0/100 (5,000) Whirlwind Attack : 0/100 (10,000) Stamina : 0/100 (1,000) Body Hardness : 0/100 (2,500) Healing : 0/100 (2,500) Regeneration : 0/100 (5,000) Resistance : 0/100 (10,000) Energy Charge : 0/100 (2,500) Overchannel : 0/100 (5,000)