Chapter Quest Wiki
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Chapter Master upgrades[]

Chapter Master has his own XP pool with which he can improve his skills. Chapter Master XP can be spent in the following ways:

  • Improving a characteristic by 1 point = 1xp
  • Buying a new skill at (+0) = 2xp
  • Improving an existing skill by 1d5 = 1xp
  • Purchasing a psychic power = varaible cost

NPC upgrades[]

You may spend Chapter XP (as seen on Current Chapter status) to improve individual marines or other allies. The costs are as follows(for NPCs):

  • Buying a new skill at (+0) = 1xp
  • Improving an existing skill by (+10) = 1xp
  • Awakening a new characteristic = 1xp
  • Buying +5 points in a characteristic = 1xp

NPCs usually have a handful of characteristics that are noted in their profiles. These tend to be the characteristics that exemplify their individual talents and strengths, and are what they use most often in their favoured methods of operation. NPCs can buy only skills that are associated with the ir listed characteristics (for example a character must have Agility to be allowed to buy Acrobatics).

Skills[]

Skills are a great addition to your existing characteristics. Here's a list of some skills that you might find useful:

  • Acrobatics(Climbing, Freerunning)
  • Athletics(Running, Swimming, Throwing)
  • Awareness(Search, Detect Traps)
  • Diplomacy(Sense Motive, Negotiate)
  • Charm(Seduce, Influence, Persuasion)
  • Chemistry(Explosives, Poisons)
  • Deceive(Disguise, Escape)
  • Demolitions
  • Dodge
  • Drive(Pilot, Operate)
  • Exorcism
  • Hunting(Tracking, Survival)
  • Inquiry
  • Interrogation(Torture)
  • Intimidation
  • Leadership
  • Literacy(Forgery, Runecraft)
  • Lockpicking/Stealing
  • Logic(Strategy, Research)
  • Medicine
  • Navigation
  • Repair(Sabotage, Craft)
  • Stealth(Hiding)
  • Sorcery
  • Tech-Use(Hacking)
  • Tactics
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