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general_skills [2019/01/30 20:34]
gm_matthew
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'​s body with a throwing ​weapon ​(i.e. not their weapon or shield), 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 STAGGER, 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 can call IMMUNE to any effect call which hits buckler ​you are holding.+  * 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.  ​   * 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.
 +  * You can call IMMUNE to WOUND or STUN calls that hit your shield. ​
 =====Ambidextrous===== =====Ambidextrous=====
  
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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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   * 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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 ===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.1548880443.txt.gz · Last modified: 2019/01/30 20:34 by gm_matthew