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general_skills [2018/04/04 22:38] gm_seb |
general_skills [2019/02/06 20:05] gm_matthew |
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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 full hits. |
- | * 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 a 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. |
- | * Staff: When you drop someone to 0 hits with this weapon: you may call HEAL 0 on them. | + | * Throwing Weapon: Whenever you hit someone's body with a throwing weapon (i.e. not their weapon or shield), you may call WOUND. |
- | * Throwing Weapon: Whenever you hit someone with a 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)): You may treat any blows which hit your forearms as hitting your weapon, so long as those forearms are holding the weapon. | ||
+ | * Spear: When hit by a STAGGER, you may lose 3 hits to gain a RESIST which you must call immediately. | ||
+ | * Staff: When you drop someone to 0 hits with this weapon: you may call HEAL 0 on them. | ||
+ | |||
+ | **NB:** //These categories are partly arbitrary and designed to further fun. If you’re uncertain about what a given weapon physrep would be, come and talk to us.// | ||
====Level 2==== | ====Level 2==== | ||
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- | * Balanced: Gain 1 WOUND per encounter. | + | * Balanced: Gain 1 STAGGER per encounter. |
- | * Unbalanced: Gain 2 STUN per encounter. | + | * Unbalanced: Gain 1 STUN per encounter. |
- | * Dagger: Gain 3 WOUND per encounter. | + | * Dagger: Gain 2 WOUND 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. | ||
* Great Weapon: Gain 1 STAGGER per encounter. | * Great Weapon: Gain 1 STAGGER per encounter. | ||
- | * Spear: Gain 1 WOUND per encounter. | + | * Spear: Gain 1 STAGGER per encounter. |
* Staff: Gain 1 REPEL per encounter. | * Staff: Gain 1 REPEL 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. | + | |
====Level 4==== | ====Level 4==== | ||
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* Balanced: Gain 1 WOUND per encounter. | * Balanced: Gain 1 WOUND 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 1 hit. |
- | * Dagger: Gain 2 WOUND. You may call IMMUNE to any call which hits your dagger. | + | * Dagger: Gain 2 WOUND. |
+ | * Throwing Weapon: The first time you run out of throwing weapons each encounter, gain 1 AGILITY. | ||
* Great Weapon: Gain 1 STUN per encounter. | * Great Weapon: Gain 1 STUN per encounter. | ||
* Spear: Gain 1 WOUND per encounter. | * Spear: Gain 1 WOUND per encounter. | ||
* Staff: Gain 1 STUN per encounter. | * Staff: Gain 1 STUN per encounter. | ||
- | * Throwing Weapon: The first time you run out of throwing weapons each encounter, gain 1 AGILITY. | + | |
=====Fighting Style Skills===== | =====Fighting Style Skills===== | ||
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=====Shield Fighter===== | =====Shield Fighter===== | ||
- | //Uses a Shield in the off-hand// | + | //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 a buckler you are holding. |
+ | * 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'). | ||
- | * Three times per encounter, you may use this ability: | ||
- | * For the next 10s, you may move as normal. | ||
- | |||
- | ===Use Large Shield=== | ||
- | * 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. | ||
- | |||
- | ===Medium Shield Expertise=== | ||
- | |||
- | * You may move as normal while holding a medium shield in both hands, with no weapon in either hand. | ||
- | * Once per encounter, you gain an AGILITY which you may take while holding a shield in both hands with no weapon in either hand. | ||
- | * If you stop holding the shield in both hands, this AGILITY expires early. | ||
- | |||
- | ===Large Shield Expertise=== | ||
- | |||
- | * You may move as normal while holding a large shield in both hands, with no weapon in either hand. | ||
- | |||
- | |||
=====Ambidextrous===== | =====Ambidextrous===== | ||
- | //Uses a weapon in the off-hand// | + | //Uses two one-handed weapons// |
====Level 1==== | ====Level 1==== | ||
===Ambidex=== | ===Ambidex=== | ||
- | * You can use two weapons. | + | * You may wield two weapons, one in each hand. |
- | * 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. | + | * If you have purchased the Weapon Specialisation skill for the weapon you are using in your off hand, you may use that Weapon Specialisation. |
- | + | ||
- | ====Level 2==== | + | |
- | + | ||
- | ===Harmony=== | + | |
- | //Pre-req: Ambidex// | + | |
- | + | ||
- | * If you have the Weapon Talent or Weapon Mastery 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 only gain the Weapon Talent and Weapon Expertise skills for **one weapon** held in your off-hand this way per encounter. | + | |
=====Single Weapon Focus===== | =====Single Weapon Focus===== | ||
- | //Equips nothing in the off-hand// | + | //Uses a one-handed weapon with nothing in the off-hand// |
* 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. | * 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. | ||
+ | * 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. | * 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. | * This hand still counts as a free hand for the purposes of spellcasting and other non-weapon abilities. | ||
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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 a 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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===Stealth=== | ===Stealth=== | ||
- | * You are skilled at hiding. | + | * By suppressing your life energy, you are capable of masking your presence completely. Eyes 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. | ||
- | ===Escape Artist=== | + | ===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. | ||
+ | |||
+ | ===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 AGILITY, which 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: 5 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. |