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Grimbreck

Character

Skills

The 17 bars that rise with use. No class locked in at creation; you are what you train.

In Grimbreck you don't pick a class at creation. Each Skill is a bar that rises through real use: swinging an axe raises Axe, casting fire raises Fire, healing raises Light. Death takes no Skill away.

Every character starts with 10 in every bar, and the Skill feeds straight into the damage and the technique strength of that type.

The bars

Weapons Magic
Sword Fire
Spear Light
Axe Earth
Fists Arcane
Mace Frost
Shield Shadow
Dagger Lightning
Throwing Nature
Bow

What it yields

The damage factor is (Skill + 40) / 50. At Skill 10 it equals 1.0; each point above adds 2% of base damage.

Skill 10 20 30 50 80 100
Factor 1.0 1.2 1.4 1.8 2.4 2.8
  • Strike: weapon damage × factor, plus a little for level.
  • Spell and heal: technique value × the school's factor, plus a little for level.
  • Shield: what the guard holds × the Shield factor.
  • Bow and throwing: damage × factor, and long-range accuracy improves with the bar.

Only results train

The bar rises with strikes that land, blocks that hold and heals that heal. Swinging at air trains nothing, and training gets steeper as the bar climbs.

See also: Techniques, Oaths and the highscores by Skill.