I created a new version of the fillable character sheet (version I call β-2.2.K): SIREN_CharacterSheet.zip
In this new version, the skills are separated into two parts: the primal skills and the special skills. The special ones are skills that the player "buy from scratch" when designing their PC (instead of upgrading an already existing skill).
I also bring a new idea for skill rules: instead of buying skills with XP, the player gets one skill point for every 5 XP their character has (a 35 XP character would have 7 skill points to buy skills, a 40 XP would have 8 skill points). Primal skills can be upgraded with those skill points (athletics 10 can become 12 if we add 2 skill points into it). Special skills start at 10 points by default and have no cost (they just have to be consistent with the PC and under the GM's approval); every skill point upgrades one of those special skills with +1 (eg a researcher PC has academics 10, the player has 1 skill point, hence the player can upgrade academics to 11 by spending one skill point into it).
This new mechanic allows the player to have more freedom when giving skills to their PC, while still keeping PCs balanced at 35 XP (even if all the XP is now spent into the traits and exploits).
I hope that helps and enhance the possibilities without making them too complicated!
š²š²š²
I created a new version of the fillable character sheet (version I call β-2.2.K): SIREN_CharacterSheet.zip
In this new version, the skills are separated into two parts: the primal skills and the special skills. The special ones are skills that the player "buy from scratch" when designing their PC (instead of upgrading an already existing skill).
I also bring a new idea for skill rules: instead of buying skills with XP, the player gets one skill point for every 5 XP their character has (a 35 XP character would have 7 skill points to buy skills, a 40 XP would have 8 skill points). Primal skills can be upgraded with those skill points (athletics 10 can become 12 if we add 2 skill points into it). Special skills start at 10 points by default and have no cost (they just have to be consistent with the PC and under the GM's approval); every skill point upgrades one of those special skills with +1 (eg a researcher PC has academics 10, the player has 1 skill point, hence the player can upgrade academics to 11 by spending one skill point into it).
This new mechanic allows the player to have more freedom when giving skills to their PC, while still keeping PCs balanced at 35 XP (even if all the XP is now spent into the traits and exploits).
I hope that helps and enhance the possibilities without making them too complicated!
š²š²š²