You may track people through wilderness environments, do not suffer deprivation penalties, you may also ask the GM for useful information on common threats such a region has.
Gain a DODGE when in such a region.
This functions in normal wilderness but is likely to fail in the deep forest or other extreme environments.
With 10s medical roleplay you may call HEAL 4 to someone on their death count.
You may diagnose diseases and mundane poisons.
You may also come up with a treatment regimen which can cure normal potency afflictions of the body between encounters.
In downtime, you can devise a treatment regimen to cure strong afflictions of the body.
You may treat another's wounds amidst the heat of combat.
With 10s medical roleplay in combat you may call HEAL 4 on an ally.
Each ally may only be healed a number of times equal to their ranks of tough before they are weakened by this.
You may attempt to surgically treat afflictions between encounters.
You also have a greater understanding of medical practices.
You may cure strong afflictions of the body between encounters.
You may cure severe afflictions of the body in downtime.
You can also perform autopsies to attempt to discern information from dead bodies.
You may treat the deep forest and other extreme environments such as tundras or desert as favourable terrain.
This grants you full use of your survivalist skills whilst in those environments.
As long as you have a Survivalist skill sufficient to cover the terrain you’re travelling in, the whole party gains a DODGE.
For you, this is in addition to the one you get from Survivalist.
You have basic criminal talents.
You can pick simple locks and are capable of sneaking past people who are not paying attention such as bystanders of sleeping guards.
You are skilled at stealthily ranging ahead of the party and getting into prime positions.
Any time a combat starts that is in terrain for which you have the survivalist skill and is not a sudden surprise to your party, you may choose to begin the encounter in cover away from the main party.
Monsters will usually not notice you until you move or take an offensive action.
You are adept at putting together a disguise to cover your looks.
You are always ready to surprise your foes.
You can always use the flanking ability in terrain for which you have the survivalist skill, even when the party is caught by surprise.
You gain connections and influence among a group.
You may pick a group to gain the level one contacts skill with.
Just Hear Me Out
Your voice carries authority.
As long as combat is not in progress, you can, once per encounter, call JUST HEAR ME OUT and follow it with up to 30s of talking.
If you do, intelligent creatures will always listen to the end before initiating combat.
You have a wide breadth of knowledge on certain subjects.
Choose a relatively broad subject.
Your character is well informed on the ins and outs of it.
You also gain one PSYCHE.
You are skilled at research and investigation.
You can quickly get the vague gist of any books or other such works you come across.
You are adept at piecing together clues left behind at the scene of a crime or event.
You are skilled at trickery and slight of hand.
You may attempt to pickpocket someone after spending 5s roleplaying doing so without being noticed.
You are adept at hiding items about your person and in general can sneak objects up to the size of a dagger past searches.
You are a skilled climber.
The effects of this are at GM discretion, but it’s very useful for breaking and entering.
You are at home in the city.
You may track people through city environments.
You may ask the GM for useful information on local threats.
You gain a DODGE in this environment.
genericskills.txt · Last modified: 2017/09/19 23:39 by gm_matthew