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general_skills [2018/06/06 22:23]
gm_seb
general_skills [2019/02/06 20:05]
gm_matthew
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   * 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 IMMUNE to any call which hits your dagger.   * 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: Whenever you hit someone's body with a throwing weapon ​(i.e. not their weapon or shield), you may call WOUND.
  
 //​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)): 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 REPEL, you may lose 3 hits to gain a RESIST which you must call immediately.+  * 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.  ​   * Staff: When you drop someone to 0 hits with this weapon: you may call HEAL 0 on them.  ​
  
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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=====
  
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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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   * +2 hits   * +2 hits
  
-===Athlete=== +===Strong=== 
-  * You are particularly strong and fit. Capable of carrying more and running further+  * You are particularly strong and fit. 
-  * Mechanically you may carry an unconscious ​and bleeding out individual (or equivalent) ​at full speed. You count as staunching them whilst doing so+  * 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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 ===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
   * To enter Stealth, this takes 15 seconds of enhanced concentration.   * To enter Stealth, this takes 15 seconds of enhanced concentration.
       * 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. ​
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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.  +  * 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=== 
-//Pre-Req: Wealth 1//\\ 
-//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=== 
-//Pre-Req: Wealth 2//\\ 
-//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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 ===Influence=== ===Influence===
 //Pre-Req: Respected//​\\ //Pre-Req: Respected//​\\
-//Cost: 20 favour//+//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