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general_skills [2018/06/20 21:59] 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 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: 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 STAGGER per encounter. | + | * Balanced: Gain 1 STAGGER and 1 WOUND per encounter. |
- | * Unbalanced: Gain 1 STUN per encounter. | + | * Unbalanced: Gain 2 STUN per encounter. |
* Dagger: Gain 2 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 STAGGER 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 STUN. 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. | + | * 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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* 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 | ||
- | ===Athlete=== | + | ===Strong=== |
* You are particularly strong and fit. | * You are particularly strong and fit. | ||
* You may carry a single unconscious or bleeding person at full speed. This does not take any hands. | * You may carry a single unconscious or bleeding person at full speed. This does not take any hands. | ||
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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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* You discover a plausible method of escape for yourself and your allies. | * You discover a plausible method of escape for yourself and your allies. | ||
- | ===Sprinter=== | + | ===Edificier=== |
* You are a skilled at running and climbing. | * You are a skilled at running and climbing. | ||
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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. |