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general_skills [2018/06/06 22:23]
gm_seb
general_skills [2019/05/06 11:32] (current)
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 REPEL, you may lose 3 hits to gain a RESIST ​which you must call immediately. +  * Spear: ​Gain RESIST. You can only use this RESIST when on full hits.  
-  * StaffWhen you drop someone ​to 0 hits with this weapon: you may call HEAL on them  +  * 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 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 STUN per encounter. ​+  * Unbalanced: Gain 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 STAGGER per encounter. +  * Great Weapon: Gain 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. 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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   * 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
   * 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.1528323836.txt.gz · Last modified: 2018/06/06 22:23 by gm_seb