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general_skills [2018/04/26 13:05] gm_seb |
general_skills [2019/05/06 11:32] gm_seb |
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//One-Handed Weapons// | //One-Handed Weapons// | ||
- | * 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. | + | * 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. |
* 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. | * 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. | ||
- | * 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. | + | * Dagger: You may call IMMUNE to any call which hits your dagger. |
- | * Throwing Weapon: Whenever you hit someone with a throwing weapon, you may call WOUND. | + | * Throwing Weapon: You may call WOUND with a thrown weapon. |
//Two-Handed Weapons// | //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. | + | * 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: When hit by a REPEL, you may lose 3 hits to gain a RESIST which you must call immediately. | + | * Spear: Gain a RESIST. You can only use this RESIST when on full hits. |
- | * Staff: When you drop someone to 0 hits with this weapon: you may call HEAL 0 on them. | + | * Staff: Certain triggers cause you to gain a REPEL which you must use immediately on your next melee blow with that weapon. At the start of combat: gain a REPEL. Every time you drop an enemy to 0 hits: gain a REPEL. Whenever you drop to 0 hits: gain a REPEL. |
**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.// | **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.// | ||
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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 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. | + | * Throwing Weapons: Gain 3 REPEL per encounter. |
- | * Great Weapon: Gain 1 STAGGER per encounter. | + | * Great Weapon: Gain 2 STAGGER and 1 STUN per encounter. |
- | * Spear: Gain 1 WOUND per encounter. | + | * Spear: Gain 1 STAGGER and 1 REPEL per encounter. |
- | * Staff: Gain 1 REPEL per encounter. | + | * Staff: Gain 1 STAGGER and 1 REPEL per encounter. |
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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. |
- | * Throwing Weapon: The first time you run out of throwing weapons each encounter, gain 1 AGILITY. | + | * Throwing Weapon: Whenever you hit somebody with a throwing weapon, gain a DODGE you can use against that physrep. |
- | * Great Weapon: Gain 1 STUN per encounter. | + | * Great Weapon: Gain 2 uses of EITHER ARC STAGGER or ARC REPEL. |
- | * Spear: Gain 1 WOUND per encounter. | + | * Spear: Gain 1 WOUND and 1 STAGGER. |
- | * Staff: Gain 1 STUN per encounter. | + | * Staff: Gain 1 use of ARC STAGGER or ARC REPEL. |
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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: | + | |
- | * 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===== | ||
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===Ambidex=== | ===Ambidex=== | ||
* You may wield two weapons, one in each hand. | * You may wield two weapons, one in each hand. | ||
- | * Provided you have the Weapon Specialization skill for at least one of the weapons you are wielding in each hand, you gain the effect of the appropriate Weapon Specialization skill for both weapons (even if they are different types). | + | * If you have purchased the Weapon Specialisation skill for the weapon you are using in your off hand, you may use that Weapon Specialisation. |
=====Single Weapon Focus===== | =====Single Weapon Focus===== | ||
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* 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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===Duellist=== | ===Duellist=== | ||
//Pre-req: Resolute Companion// | //Pre-req: Resolute Companion// | ||
- | * When you adopt this fighting style: you may triple any remaining weapon calls from the Weapon Talent and Weapon Mastery skills for this weapon. | + | * When you adopt this fighting style: you may triple any remaining weapon calls gained from 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 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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* 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 mind 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 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: 5 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: 10 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: 20 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: 5 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=== | ||
+ | //Pre-Req: Affiliate//\\ | ||
//Cost: 10 favour// | //Cost: 10 favour// | ||
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===Influence=== | ===Influence=== | ||
- | //Cost: 20 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. |