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+ | ===Survivalist=== | ||
+ | * You are at home in the wilderness. | ||
+ | * 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. | ||
+ | ===Resuscitate=== | ||
+ | * With 10s medical roleplay you may call HEAL 4 to someone on their death count. | ||
+ | |||
+ | ===Medical Knowledge=== | ||
+ | * 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. | ||
+ | |||
+ | ===Combat Repairs=== | ||
+ | * 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. | ||
+ | |||
+ | ===Doctor=== | ||
+ | * 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. | ||
+ | |||
+ | ===Master Survivalist=== | ||
+ | |||
+ | * 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. | ||
+ | |||
+ | ===Guide=== | ||
+ | |||
+ | * 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. | ||
+ | |||
+ | ===Larceny=== | ||
+ | |||
+ | * 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. | ||
+ | |||
+ | ===Flanker=== | ||
+ | |||
+ | * 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. | ||
+ | |||
+ | ===Disguise=== | ||
+ | |||
+ | * You are adept at putting together a disguise to cover your looks. | ||
+ | |||
+ | ===Ambusher=== | ||
+ | |||
+ | * 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. | ||
+ | |||
+ | ===Contacts=== | ||
+ | * 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. | ||
+ | |||
+ | ===Knowledge=== | ||
+ | |||
+ | * 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. | ||
+ | |||
+ | ===Investigator=== | ||
+ | |||
+ | * 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. | ||
+ | |||
+ | ===Legerdemain=== | ||
+ | |||
+ | * 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. | ||
+ | |||
+ | ===Edificier=== | ||
+ | |||
+ | * You are a skilled climber. | ||
+ | * The effects of this are at GM discretion, but it’s very useful for breaking and entering. | ||
+ | |||
+ | ===Streetwise=== | ||
+ | |||
+ | * 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. |