Chapter Six: Skill Points and Character Growth As you play Gun Slingers, your characters will be able to increase the number of skills they know, raise the skill bonuses of the skills they already have, and enhance their characteristic values. These increases come by using Skill Points, which are awarded to your character by the GM. Skill Points are awarded at the end of each game session. Each character starts with a base award of 500 Skill Points. The GM will modify the awarded points for how well you played the character. As a rule, no more than 1000 Skill Points and no less than 100 Skill points should be awarded. Multiply the base award by the factors listed on the chart below that apply to each award. Reason Award Modifier Player role-played well x 1 « Player role-played poorly x « On the Character Record Sheet is space for keeping track of your character's Skill Points. These points may be used to increase the Skill Bonuses of the skills your character has, to acquire new skills, and to raise characteristic values. The Skill Bonuses, new skills, or values are acquired in a manner similar to that used during character generation; since Skill Points reflect short-term growth of a character (over a few days or weeks while on an adventure) as opposed to Generation Points which reflect life-long training before becoming a gun slinger, they do not cause such dramatic leaps in your character's various abilities. Purchase Cost Skill Bonus 10 points x Skill Bonus desired New Skills 100 points per skill Characteristics Value 100 points x value desired Note that each Skill Bonus and Characteristic Value must be purchased before raising it to a higher value. Example, before raising Hand Guns from a Skill Bonus of 3 to a Skill Bonus of 5, you must purchase Skill Bonus 4 first, then purchase Skill Bonus 5. Note that new skills can only be acquired if the character has had experience with that skill in a previous adventure.