Skill Challenges Written

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## Equipment and Inventory
Each player character comes equipped with the basics - casual clothes, basic climbing clothes, solid shoes, a basic hat, and a basic bag with a carrying capacity of 10 item slots. These are provided by the Mountaineer's Guild to newly registered members, along with secure storage within your private lodgings, however the lodgings themselves must be paid for in advance.
During your climbing career, you are expected to provide your own equipment, such as pickaxes and camping gear - you are also allowed to purchase any additional items desired, as long as you are capable of carrying and using it correctly. The local currency is a copper coin known called "as", with ten "as" being equal to the silver "denas". Each player begins the ame with 1d10 x 10as.
A list of items available for purchase can be found under [Shop Items](#shop-items).
**Developer's Note**: No ranking system or artifact restriction exists right now, but may change in the future.
# Gameplay # Gameplay
...the order of these sections feels a bit wonky ...the order of these sections feels a bit wonky
The core gameplay of Curses and Blessings consists largely of exploration and roleplay, broken up with occasional skill challenges and combat situations.
This game's combat and challenge system utilizes the traditional set of RPG dice - a d4, d6, d8, d10, d12 and d20 (d2 and d3 can be determined with a d4 or d6, divided by 2 and rounded up).
Most challenges are determined with a d20, while other situations (including combat) may require other sizes of dice. Most challenges are determined with a d20, while other situations (including combat) may require other sizes of dice.
## Critical Ranges and Limit Breaks
At the beginning of each gameplay session (or at other times, at your GM's discretion), players are given the opportunity to choose a critical range, either 18+, 19+, or 20. When rolling a d20 for combat or a skill challenge, if you manage to roll equal to or above your selected range (without modifiers), your attempt automatically succeeds and is said to be a critical hit. Critical hits will multiply the effectiveness of your action, based on your selected range:
* 18+ will usually double the effective damage in combat
* 19+ will usually triple the effective damage in combat
* 20 will usually quadruple the effective damage in combat
Some skills and artifacts have additional effects if you chose 20 as your critical range - these are called limit breaks. When you roll a limit break, first apply the effect of the critical role, followed by the effect of the limit break. Limit breaks can only occur if you chose 20 as your critical range.
## The Passage of Time ## The Passage of Time
When climbing the mountain, it is important to keep an eye on the time of day - different creatures may appear at different times, and if a novice climber does not report back within the expected time frame, a search party can be organized to find them (or their remains) the following day. When climbing the mountain, it is important to keep an eye on the time of day - different creatures may appear at different times, and if a novice climber does not report back within the expected time frame, a search party can be organized to find them (or their remains) the following day.

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* Introduction * Introduction
* The Setting * The Setting
** Tier, the Sacred Mountain ** Tier, the Sacred Mountain
** Auslaufer, The City of the Great Valley ** Auslaufer, The City of the Great Valley
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** Craft Skills ** Craft Skills
** Group Skills ** Group Skills
* Inventory and Items * Inventory and Items
* Bestiary and Herbarium * Bestiary and Herbarium
* Appendices * Appendices

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When you create a new character, you begin with 20 unallocated skill points. You can spend these on new skills and upgrades to improve your character, and you will gain more during the campaign. Similarly to attributes, skills that you don't have yet are considered to be level 0. When you create a new character, you begin with 20 unallocated skill points. You can spend these on new skills and upgrades to improve your character, and you will gain more during the campaign. Similarly to attributes, skills that you don't have yet are considered to be level 0.
To purchase a new level in a skill, you must first meet any listed prerequisites (such as having the previous skill level), then allocate skill points equal to the new level towards it. For example, to purchase level 4 of a skill, you must first possess level 3 of that skill, then allocate an additional 10 points to it. Any unallocated skill points should be noted down until they are used. To purchase a new level in a skill, you must first meet any listed prerequisites (such as having the previous skill level), then allocate skill points equal to the new level towards it. For example, to purchase level 4 of a skill, you must first possess level 3 of that skill, then allocate an additional 4 points to it, resulting in a total of 10 points allocated to that skill. Any unallocated skill points should be noted down until they are used.
There is an additional restriction during character creation: before your character begins their first ascent of the mountain, they are limited to a maximum of 5 different skills. There is an additional restriction during character creation: before your character begins their first ascent of the mountain, they are limited to a maximum of 5 different skills.
## Beginner's Pack ## Beginner's Pack
Lastly, when you create a new character, they begin with a set of standard issue items to get them started, including casual clothes, climbing clothes, solid shoes and a basic hat - and most importantly, a basic climbing bag with a capacity of 10 item slots.
The local currency is a small copper coin called an "as", ten of which makes 1 silver "denas". Each character begins the game with 3d6 x 10as, so they can buy some extra basics that they may need. A full list of items you can buy can be found in [Inventory and Items](inventory-and-items).
**TODO**: missing link
# Core Gameplay
The core gameplay of this game is a combination of role play scenarios, combat and skill challenges.
:memo: **Developer Note:** Critical Ranges and Limit Breaks are an interesting idea that I toyed with previously, and I do plan on returning to it to see how well they work, once the core rules have ossified.
## Combat and Skill Challenges
At certain points during the campaign, you will be presented with an obstacle or series of obstacles that require rolling a d20, and scoring above a certain target value - these are called "Skill Challenges". When performing a Skill Challenge, you may select a skill your character knows that could reasonably contribute towards overcoming that obstacle.
Unless otherwise stated, add the current level of that skill to your roll - on a success, you succeed in overcoming whatever task you were attempting; on a failure, you lose either one point of Stamina, or one point from that skill's linked attribute. You cannot use a skill if the linked attribute has been reduced to 0.
When you fail a Skill Challenge, you may choose to "exert" yourself by spending one point of Stamina to re-roll that attempt; if you do, you must take the new result. If your Stamina ever reaches 0, you become [Fatigued](#resting-and-fatigue).
**TOD**: missing link
**TODO** Continue here - pulling from and revising [draft-fragments.txt](draft-fragments.txt) **TODO** Continue here - pulling from and revising [draft-fragments.txt](draft-fragments.txt)
* Core Gameplay
** Combat And Challenges ** Combat And Challenges
** Resting and Fatigue ** Resting and Fatigue
** The Passage of Time ** The Passage of Time
** Dying and Death ** Dying and Death