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general_skills [2018/03/23 19:01]
gm_seb
general_skills [2019/05/06 11:32]
gm_seb
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 =====Weapon Skills===== =====Weapon Skills=====
  
-  * Where these skills would grant you calls, you may only gain weapon calls for //one// weapon each encounter.+  * **NB:** You may only gain the benefits of the Weapon Talent and Weapon Mastery skills ​for one weapon each encounter.
  
 ====Level 1==== ====Level 1====
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 You may purchase each Weapon Specialisation skill once.  You may purchase each Weapon Specialisation skill once. 
  
-  ​* Balanced: Gain a RESIST. You can only use this RESIST when on full hits  +//​One-Handed Weapons// 
-  * Unbalanced: Certain triggers cause you to gain a STAGGER which you must use immediately on your next melee blow with that weapon. At the start of combat: gain a STAGGER. Every time you drop an enemy to 0 hits: gain a STAGGER. Whenever you drop to 0 hits: gain a STAGGER.  + 
-  * Dagger: You may call BACKSTAB. You must wait 10s before using this ability ​with the same weapon hand again, during which time you cannot unequip this weapon. +  ​* Balanced ​((As a rule of thumb, most one-handed swords and rapiers are classed as Balanced)): Gain a RESIST. You can only use this RESIST when on 1 hit  ​ 
-  * Great Weapon: ​You may treat any blows which hit your forearms as hitting ​your weapon, so long as those forearms are holding ​the weapon.  +  * Unbalanced ​((As a rule of thumb, most one-handed axes, hammers and maces are classed as Unbalanced)): Certain triggers cause you to gain a STAGGER which you must use immediately on your next melee blow with that weapon. At the start of combat: gain a STAGGER. Every time you drop an enemy to 0 hits: gain a STAGGER. Whenever you drop to 0 hits: gain a STAGGER.  
-  * Spear: ​When hit by REPEL, you may lose 3 hits to gain a RESIST ​which you must call immediately. +  * Dagger: You may call IMMUNE to any call which hits your dagger. 
-  * StaffWhen you drop someone ​to 0 hits with this weapon: you may call HEAL on them.  +  * Throwing Weapon: ​You may call WOUND with a thrown ​weapon. ​ 
-  Throwing WeaponWhenever ​you hit someone with throwing ​weapon, ​you may call WOUND+ 
 +//​Two-Handed Weapons// 
 + 
 +  * Great Weapon ​((As a rule of thumb, two-handed weapons that are not staffs or spears are classed as Great Weapons))Certain triggers cause you to gain a STUN which you must use immediately on your next melee blow with that weapon. At the start of combat: gain a STUN. Every time you drop an enemy to 0 hits: gain a STUN. Whenever you drop to 0 hits: gain a STUN
 +  * Spear: ​Gain RESIST. You can only use this RESIST when on full hits.  
 +  * Staff: Certain triggers cause you to gain a REPEL which you must use immediately ​on your next melee blow with that weaponAt the start of combatgain a REPEL. Every time you drop an enemy to 0 hits: gain a REPEL. Whenever ​you drop to hits: gain a REPEL
 +**NB:** //These categories are partly arbitrary and designed to further fun. If you’re uncertain about what given weapon ​physrep would become and talk to us.// 
  
 ====Level 2==== ====Level 2====
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-  * Balanced: Gain 1 WOUND per encounter.+  * Balanced: Gain 1 STAGGER and 1 WOUND per encounter.
   * Unbalanced: Gain 2 STUN per encounter. ​   * Unbalanced: Gain 2 STUN per encounter. ​
-  * Dagger: Gain WOUND per encounter. +  * Dagger: Gain WOUND per encounter. 
-  * Great Weapon: Gain STAGGER per encounter. +  * Throwing Weapons: Gain 3 REPEL per encounter. 
-  * Spear: Gain 1 WOUND per encounter. + 
-  * Staff: Gain 1 REPEL per encounter. +  * Great Weapon: Gain STAGGER ​and 1 STUN per encounter. 
-  * Throwing Weapons: When you have a throwing weapon readied, you may call IMMUNE to any effect calls which hit the forearm holding your throwing weapon. ​+  * Spear: Gain 1 STAGGER and 1 REPEL per encounter. 
 +  * Staff: Gain 1 STAGGER and 1 REPEL per encounter. 
  
 ====Level 4==== ====Level 4====
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 These calls must be delivered by melee. These calls must be delivered by melee.
  
-  * Balanced: Gain 1 WOUND per encounter.  +  * Balanced: Gain 1 WOUND and 1 RESIST ​per encounter.  
-  * Unbalanced: Gain 1 STAGGER. Every time you drop an enemy, regain ​1 hit.  +  * Unbalanced: Gain 1 STUN. Every time you drop an enemy, regain ​2 hits.  
-  * Dagger: Gain 2 WOUND. ​You may call IMMUNE to any call which hits your dagger.  +  * Dagger: Gain 2 WOUND. ​Every time you drop an enemy, gain 1 AGILITY ​which you must use immediately 
-  * Great Weapon: Gain 1 STUN per encounter+  * Throwing Weapon: Whenever you hit somebody with a throwing weapon, gain a DODGE you can use against that physrep.  
-  * Spear: Gain 1 WOUND per encounter+ 
-  * Staff: Gain 1 STUN per encounter. +  * Great Weapon: Gain 2 uses of EITHER ARC STAGGER or ARC REPEL.  
-  * Throwing Weapon: The first time you run out of throwing weapons each encounter, gain 1 AGILITY+  * Spear: Gain 1 WOUND and 1 STAGGER  
 +  * Staff: Gain 1 use of ARC STAGGER or ARC REPEL 
  
 =====Fighting Style Skills===== =====Fighting Style Skills=====
  
-You may only use one Fighting Style each encounter.  +  * You may only adopt one Fighting Style at a time 
-====Shield Fighter====+  * You must be using the appropriate Fighting Style to gain the benefit of any of the Fighting Style Skills within that style.  
 + 
 +=====Shield Fighter====
 + 
 +//Uses a Shield// 
 ====Level 1==== ====Level 1====
  
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   * You may use a buckler in either hand.    * You may use a buckler in either hand. 
-  * You may use a buckler ​to block damage+  ​* You can call IMMUNE to any effect call which hits your buckler.  
 +  ​* You may immediately make any call you take on your buckler ​back against the target 
  
 ===Use Medium Shield=== ===Use Medium Shield===
   * You may use a medium shield in either hand.   * You may use a medium shield in either hand.
-  * While using a medium ​shield, you may only take one small step every 1s ('​shield pace').  +  * You can call IMMUNE to WOUND or STUN calls that hit your shield.  
-  * Three times per encounter, you may use this ability: +=====Ambidextrous=====
-      * For the next 10s, you may move as normal. ​+
  
-===Use Large Shield=== +//Uses two one-handed weapons//
-  * You may use a large shield in either hand. +
-  * While using a large shield, you may only take one small step every 1s ('​shield pace'​). ​+
  
-====Level 2==== 
- 
-===Buckler Expertise=== 
-//Pre-Req: Use Buckler// 
- 
-  * You can call IMMUNE to any effect call which hits a buckler you are holding. ​ 
- 
-====Ambidextrous==== 
 ====Level 1==== ====Level 1====
  
 ===Ambidex=== ===Ambidex===
-  * You can use two weapons. +  * You may wield two weapons, one in each hand.  
-  ​* When fighting with two weapons:  +  * If you have purchased ​the Weapon Specialisation skill for the weapon ​you are using in your off hand, you may use that Weapon Specialisation
-      ​* If you have the Weapon Specialisation skill for the type of weapon ​held in your off-hand, you gain the benefits of that skill for your off-hand weapon, too.+
  
-====Level 2====+=====Single Weapon Focus=====
  
-===Harmony=== +//Uses a one-handed weapon with nothing in the off-hand//
-//Pre-req: Ambidex//+
  
-  * When fighting with two weapons: +  * When you adopt the Single ​Weapon ​Focus fighting style, you may **not** hold a weapon ​or shield your off-hand ​for the rest of the encounter. 
-      * If you have the Weapon ​Talent ​or Weapon Expertise skills ​for the type of weapon held in your off-hand, you gain the benefits of these skills for your off-hand weapon, too.+  * You may swap your off hand / weapon hand freely so long as one hand remains ​the off-hand.  
 +  * You may still throw Ichorwerk with your off-hand
 +  * This hand still counts as a free hand for the purposes of spellcasting and other non-weapon ​abilities.
  
-====Single Weapon Focus==== 
 ====Level 1==== ====Level 1====
  
 ===Resolute Companion=== ===Resolute Companion===
-  * Whilst ​fighting ​with a single weapon, with nothing in your off-hand +  * When you adopt this fighting ​stylegain one DODGE against every monster physrep. ​
-      * Gain one DODGE against every monster physrep ​each encounter+
  
 ====Level 2==== ====Level 2====
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 ===Duellist=== ===Duellist===
 //Pre-req: Resolute Companion// //Pre-req: Resolute Companion//
-  * Whilst ​fighting ​with a single weapon, with nothing in your off-hand: +  * When you adopt this fighting ​styleyou may triple any remaining ​weapon calls gained ​from Weapon Talent and Weapon Mastery skills for this weapon. ​ 
-      * You may triple any weapon calls from the Weapon Talent and Weapon Mastery skills for this weapon.+  * For Unbalanced weapons, triple the STAGGERS gained by your Weapon Specialization - these must be used on your next three blows.  
 + 
 +=====Two-handed Weapon===== 
 + 
 +//Uses a two-handed weapon, such as Staff, Spear or Great Weapon// 
 + 
 +====Level 1==== 
 + 
 +===Iron Defense=== 
 + 
 +  * You may call IMMUNE to WOUND and STUN calls that hit your weapon. 
 +  * Gain a RESIST 
 ====Level 2==== ====Level 2====
 +
 +===Adaptation Through Necessity===
 +
 +  * Take all WOUND calls at 1/2 duration. ​
  
 =====Body Skills===== =====Body Skills=====
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   * +2 hits   * +2 hits
  
-===Beast of Burden=== +===Strong=== 
-  * You may carry extraordinary amounts without it slowing you down.  +  * You are particularly strong and fit
-  * You may carry as much as horse and cart without suffering ​any penalty.+  * You may carry a single unconscious or bleeding person at full speed. This does not take any hands.  
 +  * You may staunch this person by devoting a single hand to the purpose
  
 ====Level 4==== ====Level 4====
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 ===Strong Willed=== ===Strong Willed===
   * +2 psyche. ​   * +2 psyche. ​
-  * In addition, once per encounter, when taking ​an offensive ​effect call while Concentrating+  * Once per encounter, when an effect call or other trigger would cause you to lose Concentration
-  * This does not break Concentration, ​and you may continue to Concentrate ​successfully throughout ​the duration of this call.  +  * Avoid losing ​Concentration.  
-  * Optionally, you may call '​STRONG WILL'to indicate this has occurred.+  * In addition, you may continue to Concentrate ​through ​the duration of an effect ​call avoided in this way.  
 +  * You may call '​STRONG WILL' to indicate this has occurred.
  
 ====Level 2==== ====Level 2====
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 ===Strong Willed=== ===Strong Willed===
   * +2 psyche. ​   * +2 psyche. ​
-  * In addition, once per encounter, when taking ​an offensive ​effect call while Concentrating+  * Once per encounter, when an effect call or other trigger would cause you to lose Concentration
-  * This does not break Concentration, ​and you may continue to Concentrate ​successfully throughout ​the duration of this call.  +  * Avoid losing ​Concentration.  
-  * Optionally, you may call '​STRONG WILL'to indicate this has occurred. +  * In addition, you may continue to Concentrate ​through ​the duration of an effect ​call avoided in this way.  
 +  * You may call '​STRONG WILL' to indicate this has occurred.
  
 ====Level 4==== ====Level 4====
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 ===Strong Willed=== ===Strong Willed===
   * +2 psyche. ​   * +2 psyche. ​
-  * In addition, once per encounter, when taking ​an offensive ​effect call while Concentrating+  * Once per encounter, when an effect call or other trigger would cause you to lose Concentration
-  * This does not break Concentration, ​and you may continue to Concentrate ​successfully throughout ​the duration of this call.   +  * Avoid losing ​Concentration.  
-  * Optionally, you may call '​STRONG WILL'to indicate this has occurred. +  * In addition, you may continue to Concentrate ​through ​the duration of an effect ​call avoided in this way.  
 +  * You may call '​STRONG WILL' to indicate this has occurred.
  
 ===Stoicism=== ===Stoicism===
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   * You may also come up with a treatment regimen which can cure feeble potency afflictions of the body between encounters.   * You may also come up with a treatment regimen which can cure feeble potency afflictions of the body between encounters.
   * As a downtime action: you can devise a treatment regimen to cure a strong affliction of the body.   * As a downtime action: you can devise a treatment regimen to cure a strong affliction of the body.
 +
 +===Seer (Downtime) ===
 +  * You can understand the shape and nature of spiritual maladies. ​
 +  * You can devise a treatment regimen which can cure feeble potency afflictions of the mind between encounters.
 +  * As a downtime action: you can devise a treatment regimen to cure a strong affliction of the mind.
  
 ===Revive=== ===Revive===
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   * With 10s medical roleplay you may call HEAL 2 to someone. ​   * With 10s medical roleplay you may call HEAL 2 to someone. ​
- +  
-===Sage=== +===Sage ​(Downtime)=== 
-//Pre-req: Healer & Revive & Invigorate//+//Pre-req: Healer & Seer// 
   * You may attempt to treat afflictions between encounters. ​   * You may attempt to treat afflictions between encounters. ​
   * You also have a greater understanding of the healing arts.    * You also have a greater understanding of the healing arts. 
-  * You can perform autopsies to attempt to discern information from dead bodies. +  * You can perform autopsies to attempt to discern information from dead bodies ​or conduct a seance to commune with the ghost of the recently departed  
-  * You may cure strong afflictions ​of the body between encounters. +  * Between adventures, you may cure your party of any number ​of feeble ​or strong ​afflictions. ​
- +
-===Seer=== +
-  * You can understand the shape and nature ​of spiritual maladies.  +
-  * You can devise a treatment regimen which can cure feeble ​potency ​afflictions ​of the soul between encounters.+
  
 ===Cipher=== ===Cipher===
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 ===Stealth=== ===Stealth===
-  * You are skilled at hiding. +  * By suppressing your life energy, you are capable of masking your presence completelyEyes slide off you as you become insignificant.  
-    * You may start a combat in Stealth if you wish.  +  To enter Stealth, this takes 15 seconds of enhanced concentration. 
-    After 10 seconds of enhanced concentration, you may call DISAPPEARING as you hide+      * This enhanced concentration is broken by taking damage, moving, making calls, and attacking.  
-    * This enhanced concentration is broken by taking damage, moving, making calls, and attacking.  +      * You must crouch as though you were taking a STAGGER ​while performing this enhanced concentration
-    * You must crouch as though you were taking a STAGGER. ​  ​ +  * You may then call DISAPPEARING. ​  
-    * You may not move while under the effect of this DISAPPEARING call.  +      ​* You may not move while under the effect of this DISAPPEARING call. 
-    * You may end this DISAPPEARING at will by dropping your fingers and spending 2 seconds without making calls, moving, or attacking.  ​+      * This DISAPPEARING call lasts indefinitely.  
 +      ​* You may end this DISAPPEARING at will by dropping your fingers and spending 2 seconds without making calls, moving, or attacking. 
 +   
 +  * You may start a combat in Stealth if you wish. 
 + 
 +===Backstab=== 
 +  * You may call BACKSTAB with daggers. You must wait 10s before using this ability with the same weapon hand again, during which time you cannot unequip this weapon.
  
-===Escape Artist===+===Tradecraft===
  
   * You are a hard person to imprison.   * You are a hard person to imprison.
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 ===Edificier=== ===Edificier===
  
-  * You are a skilled ​climber+  * You are a skilled ​at running and climbing
-  * At the start of each encounter, ​gain an AGILITYwhich you may use after 2s concentration.  +  * Once per encounter, ​by channeling energy into your legs, you can move at incredible speeds for a short time. 
-      This represents you climbing to gain an advantage in combat+  * Concentrate for 2s.  
 +  You may then call AGILITY.
  
 ===Survivalist=== ===Survivalist===
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      * You can find somebody who is well-disposed to you within your area.      * You can find somebody who is well-disposed to you within your area.
      * You understand the nuances of how law is enforced in your area, and can leverage this when under arrest. ​        * You understand the nuances of how law is enforced in your area, and can leverage this when under arrest. ​  
- 
-===Find a Buyer (Downtime)=== 
-//Pre-req: Stomping Ground// 
- 
-  * You can generally find a buyer for basic goods. 
-  * As a Downtime action: you can sell a secret or other expensive good to gain Favour.  ​ 
- 
-===Find a Collector (Downtime)=== 
-//Pre-req: Find a Buyer// 
- 
-  * You can find a buyer for more esoteric or forbidden items. ​ 
-  * As a Downtime action: you can sell an esoteric or forbidden item to gain Favour or something of equivalent value. ​ 
-  * Such an action is not without risk.  
  
 ===Knowledge=== ===Knowledge===
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   * As a Downtime action: you may publish your latest research. ​   * As a Downtime action: you may publish your latest research. ​
       * This downtime action guarantees a good circulation of your work throughout Rastaban, especially to those who would take an interest in your findings. ​       * This downtime action guarantees a good circulation of your work throughout Rastaban, especially to those who would take an interest in your findings. ​
- 
-=====Wealth Skills===== 
-  * These skills represent your character gaining material resources at the cost of influence within the city. 
-  * These skills cost favour in addition to XP. 
- 
-====Level 1==== 
- 
-===Wealth 1=== 
-//Cost: 10 favour//. 
- 
-  * You have enough money to be comfortable,​ probably owning a townhouse somewhere in the city. During the adventure you can cover any minor expenses such as caravan fares, drinks in pubs, basic adventuring supplies etc. without issue. 
-  * Once per adventure, you may stretch your funds further, leveraging your wealth to attempt to solve a problem. Examples include: bribing a mook, buying passage aboard a caravan going to your destination,​ paying a specialist for information,​ paying a gang of urchins to accomplish a simple off-screen task.  
- 
- 
-===Wealth 2=== 
-//Cost: 25 favour// 
- 
-  * You are wealthy. You most likely own a manor somewhere in the city. You can purchase any mundane item you wish to during or between adventures. ​ 
-  * Once per adventure, you may stretch your funds further, leveraging your wealth to attempt to solve a problem. Examples include: giving a hefty bribe to an official, chartering a caravan to take you somewhere, paying a specialist for services, hiring several grunts to do a simple off-screen task. 
- 
-===Wealth 3=== 
-//Cost: 50 favour// 
- 
-  * You are extremely wealthy. You can obtain any generic item you wish to acquire, with the exception of instilled items and black ichor. ​ 
-  * Once per adventure, you may stretch your funds further, leveraging your wealth to attempt to solve a problem. Examples include: giving an opulent bribe to a senior official, hire an extravagant caravan to travel in great luxury or speed, hiring a group of specialists or an expert in their field, hiring a small army or an elite squadron to accomplish an off-screen task. 
-  * For one as wealthy as you, if the opportunity arises, you may have the option to leverage your wealth to establish a lasting legacy. ​ 
- 
  
 =====Contact Skills===== =====Contact Skills=====
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   * These skills are typically unlocked after you have done something to impress the given organisation on an adventure.   * These skills are typically unlocked after you have done something to impress the given organisation on an adventure.
   * These skills cost favour in addition to their XP cost.   * These skills cost favour in addition to their XP cost.
 +  * You can purchase contacts skills multiple times with different organisations. ​
  
 ====Level 1====  ====Level 1==== 
  
 ===Affiliate=== ===Affiliate===
-//​Cost: ​10 favour//+//​Cost: ​favour//\\
   * You have basic contacts with an organisation.   * You have basic contacts with an organisation.
   * You can generally get to see someone relatively important within the organisation.   * You can generally get to see someone relatively important within the organisation.
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 ===Respected=== ===Respected===
-//​Cost: ​25 favour//+//Pre-Req: Affiliate//​\\ 
 +//​Cost: ​10 favour//
  
   * You have begun to attain some degree of power and respect in your organisation. ​   * You have begun to attain some degree of power and respect in your organisation. ​
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 ===Influence=== ===Influence===
-//​Cost: ​50 favour//+//Pre-Req: Respected//​\\ 
 +//​Cost: ​20 favour ​Requires GM approval//
  
   * Your opinion has great weight within the organisation. ​   * Your opinion has great weight within the organisation. ​
general_skills.txt · Last modified: 2019/05/06 11:32 by gm_seb