User Tools

Site Tools


core_skills

Core Skills

Defence Tree

Basic Skills

Use Light Armour

You may use light armour, and gain the benefits from wearing it.

XP Cost: 3
Prerequisite: None

Use Shield

You may use a shield to block blows in melee combat.

XP Cost: 5
Prerequisite: None

Extra Hits 1

You add an extra 2HP to your maximum number.

XP Cost: 5
Prerequisite: None

Advanced Skills

Advanced Armour Use

While wearing armour (either light or heavy) you may call SELF FORTIFY one (1) time per encounter.

XP Cost: 5
Prerequisite: Use Light Armour

Defensive Weave

While wearing light armour (not heavy), you may call SELF FORTIFY an additional two (2) times per encounter.

XP Cost: 6
Prerequisite: Advanced Armour Use

Use Heavy Armour

You may use heavy armour, and gain the benefits from wearing it.

XP Cost: 8
Prerequisite: Use Light Armour

Extra Hits 2

You add an extra 2HP to your maximum number.

XP Cost: 5
Prerequisite: Extra Hits 1

Extra Hits 3

You add an extra 1HP to your maximum number.

XP Cost: 3
Prerequisite: Extra Hits 2


Healing Tree

Basic Skills

Emergency Stabilisation

With ten (10) seconds of appropriate roleplay you may call HEAL ZERO on an unconscious, human character.

XP Cost: 2
Prerequisite: None

Advanced Skills

Emergency Aid

The time required for Stabilisation is reduced to 5 seconds. You may spend a further five (5) seconds roleplaying appropriately to call HEAL 2 on the same target.

XP Cost: 3
Prerequisite: Stabilisation

Patch Up

With ten (10) seconds of appropriate roleplay you may call HEAL 2 on a human character, one (1) time per encounter.

XP Cost: 3
Prerequisite: Stabilisation

Rest and Recuperation

Your party heals an additional 5 hits when they have time to rest between encounters.

XP Cost: 4
Prerequisite: Patch Up


One-Handed Focus

Basic Skills

Heavy Blow

You may call STRIKEDOWN by blow with a one handed weapon, one (1) time per encounter.

XP Cost: 3
Prerequisite: None

Biting Steel

You may call DISARM by blow with a one handed weapon, one (1) time per encounter.

XP Cost: 3
Prerequisite: None

Advanced Skills

Duel Wielding Proficiency

You may double the number of calls this tree gives you access to when wielding a one handed weapon in each hand.

XP Cost: 7
Prerequisite: None

Staggering Blow

You may call STRIKEDOWN by blow with a one handed weapon, two (2) times per encounter.

XP Cost: 6
Prerequisite: Heavy Blow

Elegant Parry

You may call DISARM by blow with a one handed weapon, one (1) time per encounter.

XP Cost: 3
Prerequisite: Biting Steel

Hamstrung

You may call WOUND by blow with a one handed weapon, two (2) times per encounter.

XP Cost: 7
Prerequisite: None

Capstone Skills

Hail of Blows

For three (3) encounters per adventure, you may make any call on this tree every ten (10) seconds.

XP Cost: 12
Prerequisite: Any two of: Staggering Blow, Elegant Parry, or Hamstrung


Dagger Skills

Basic Skills

Weak Point

You may call QUAD, by blow with a dagger, three (3) times per encounter.

XP Cost: 5
Prerequisite: None

Throwing Knives

You may make any call which you could make by blow with a dagger by throwing a knife at the target1).

XP Cost: 6
Prerequisite: None

Advanced Skills

Backstab

You may apply the BACKSTAB modifier to any call which you can make by blow with a dagger.

XP Cost: 7
Prerequisite: Weak Point

Chink in the Armour

You may call HEX, by blow with a dagger, one (1) time per encounter.

XP Cost: 5
Prerequisite: Weak Point

Capstone Skills

Blade in the Dark

Once per adventure, you may call BACKSTAB STUN, by blow with a dagger. If the backstab is successful, you may use this call again in the same encounter. This continues so long as the backstabs are successful, or until you make any other call.

XP Cost: 9
Prerequisites: Backstab, Chink in the Armour


Two-Handed Focus

Basic Skills

Use Two-Handed Weapon

You may use a Two-Handed weapon (other than a staff or spear) while in combat. You may call QUAD with a 2 handed weapon once every 5 seconds. This cannot be combined with offensive calls.

XP Cost: 5
Prerequisite: None

Weight of Iron

You may call STRIKEDOWN by blow with a two-handed weapon, one (1) time per encounter.

XP Cost: 4
Prerequisite: None

Sunder

You may call WOUND by blow with a two-handed weapon, one (1) time per encounter.

XP Cost: 5
Prerequisite: None

Advanced Skills

Hilt-Strike

You may call DISARM by blow with a two-handed weapon, one (1) time per encounter.

XP Cost: 5
Prerequisite: None

Beaten Down

You may call STRIKEDOWN by blow with a two-handed weapon, two (2) times per encounter.

XP Cost: 7
Prerequisite: Weight of Iron

Broken Limbs

You may call WOUND by blow with a two-handed weapon, one (1) time per encounter.

XP Cost: 5
Prerequisite: Sunder

Capstone Skills

Fatal Strike

One (1) times per encounter, when making a call from this tree, you may apply the modifier EMPOWERED to it.

XP Cost: 8
Prerequisite: Any two of: Hilt-Strike, Beaten Down, and Broken Limbs


Polearm Skills

Basic Skills

Use Polearm

You may use a long spear or staff in 2 hands while in combat. This does not allow you to use skills from the “Two Handed Focus” tree.

XP Cost: 5
Prerequisite: None

Improved Spear Use

You may use a long spear in 1 hand while in combat. This does not allow you to use skills from the “One Handed Focus” tree.

XP Cost: 4
Prerequisite: Use Polearm

Advanced Skills

Critical Strike

You may call WOUND by blow with a spear or staff, one (1) time per encounter.

XP Cost: 5
Prerequisite: Use Polearm

Trip

You may call STRIKEDOWN by blow with a spear or staff, two (2) times per encounter.

XP Cost: 6
Prerequisite: Use Polearm


Ranged Weaponry Skills

All of the skills in this tree require a free hand, which must be wearing a brightly coloured or lit up glove. This represents a device built into a glove or gauntlet (which can be physrepped if you wish). If you take a DISARM to that hand, then you cannot use ranged weapon skills for 5 seconds. Guns do not exist in setting, and physreps which resemble guns must not be brought on to Shotover.

Basic Skills

Energy Beam

You may call DOUBLE at range every 10 seconds.

XP Cost: 6
Prerequisite: None

Advanced Skills

Hypercapacitors

The damage of your Energy Beam increases to TRIPLE.

XP Cost: 6
Prerequisite: Energy Beam

Dual Wielding

You may wield two ranged weapons at once. You may use Energy Beam every 5 seconds while both of your hands are empty.

XP Cost: 6
Prerequisite: Energy Beam

Capstone Skills

Energy Blast

You may call OCT at range once per encounter after 5 seconds of roleplay which involves both of your hands. Your hands must be empty for the entire time, and if you take any offensive call during this period then it is interrupted (but you do not use up this skill).

XP Cost: 8
Prerequisite: Dual Wielding


Wealth Skills

Advanced Skills

Advanced Wealth

Due to one reason or another, your character is more than averagely wealthy. While this is not given an exact number it makes it easier for you to acquire the goods and services you need, and money opens all sorts of doors.

XP Cost: 8
Prerequisite: None

Capstone Skills

Fortune

While you would have be considered very wealthy back on the homeland, out here on the new world you are one of the most wealthy people, full stop. Most day to day expenses are trivial, and even those things which are rare to non-existent this far from home are within your grasp.

XP Cost: 14
Prerequisite: Advanced Wealth


Contacts Skills

Basic Skills

Contacts (Organisation)

You have good relationships with an organisation. This may be one of the guilds, one of the churches, one of the divisions of the ship heirarchy, or any other organisation on the planet. People from that organisation will generally be well disposed to you. This skill may be taken multiple times, choosing a different organisation each time.

XP Cost: 3
Prerequisite: None

Advanced Skills

Favours (Organisation)

Your relationship with your contact is such that you can call on them for a favour once per adventure. This favour should be something within that organisation's purview which will not cause significant harm to that organisation or their interests. For most organisations, this will be limited to actions within Landfall. This skill may be taken once for each of your “Contacts” skills.

XP Cost: 5
Prerequisite: Contacts

Information (Organisation)

You have access to the knowledge of your contact. Twice per adventure, while in radio contact with Landfall, you can ask them a question and will receive answers to the best of their ability. Complicated or obscure questions are unlikely to receive immediate answers due to the time needed for research. This skill may be taken once for each of your “Contacts” skills.

XP Cost: 6
Prerequisite: Contacts


Knowledge Skills

Basic Skills

Knowledge

You have a wide breadth of knowledge on a subject. Choose any subject other than an element, lens, or god. Your character is well informed on that subject. This skill may be taken multiple times, choosing a different subject each time.

XP Cost: 3
Prerequisite: None

Metaphysical Knowledge

You have a wide breadth of knowledge on a metaphysical subject. Choose one of the elements, one of the lenses, or one of the gods. Your character is well informed on that subject, and keeps up to date with current research. This skill may be taken multiple times, choosing a different subject each time.

XP Cost: 5
Prerequisite: None

Artistic Talent

You are notably skilled at a particular art form, for example painting, sculpture, singing, dance, or a particular instrument. This skill may be taken multiple times, choosing a different talent each time.

XP cost: 2
Prerequisites: None

Advanced Skills

Researcher

You are capable of making leaps of logic within your fields. If you come across something which is related to your Metaphysical Knowledge subjects, but previously unknown to science, you can take a decent guess at what is going on. This may give you a mechanical advantage when dealing with that thing, at GM discretion.

XP Cost: 7
Prerequisite: Metaphysical Knowledge

Xenobiology

From observing the local wildlife, you can get a reasonable idea of what position it holds in the ecosystem (predator or prey), and what it might do. When you have an opportunity to observe a plant or animal peacefully, you may ask the GM for an additional briefing, which will usually give an idea of its capabilities, and how aggressive it might be.

XP Cost: 6
Prerequisite: None

Xenomedicine

You may call HEAL 2 on non-human creatures with 10 seconds of roleplay.

XP Cost: 4
Prerequisite: None


Thief Skills

Basic Skills

Sleight of Hand

You are skilled with your hands, and adept at making things disappear. This skill may be used for pickpocketing, lockpicking, hiding small items (up to the size of an apple), and magic tricks.

XP Cost: 4
Prerequisite: None

Simple Disguise

You can disguise yourself sufficiently to look like a generic person, and will not be recognisable as yourself unless under close inspection.

XP Cost: 5
Prerequisite: None

Advanced Skills

Forgery

You can make a good copy of any document you have seen, or make something which is convincingly official for a document you have not seen. For example, you could make a security pass which would get you past anyone who didn't know what the real security passes looked like, or you could copy a real security pass if you can get your hands on one.

XP Cost: 5
Prerequisite: Sleight of Hand

Nothing Up My Sleeves

You can hide items up to the size of a 36 inch weapon on your person sufficiently well that they will not be discovered when you are searched by mundane means, except by someone who also has this skill.

XP Cost: 7
Prerequisite: Sleight of Hand

Master of Disguise

You are able to disguise yourself to look like a person from a specific organisation. This will generally be sufficient to get you into places where any member of that organisation could go, but does not let you mimic a specific person. For example, by disguising yourself as a member of a university, you could enter university grounds and get into lectures without difficulty, but would have to come up with a good story to get into small tutorials or into the bursar's office. This may require some effort to obtain the correct materials. When purchasing this skill, you may choose 3 organisations for which you have a costume prepared already.

XP Cost: 8
Prerequisite: Disguise

Disguise Others

You may use Simple Disguise or Master of Disguise (if you have it) on other people, if they are willing. Use of Master of Disguise requires you to obtain enough costume for everyone you wish to disguise. XP Cost: 5
Prerequisite: Disguise

Capstone Skills

Identity Theft

Once per adventure, you can construct a disguise which will allow you to convincingly pass as a person who you have studied. The amount of study you have done on the person will affect how convincing the disguise is. At best, only people who know the person particularly well (e.g. close friends or family) will notice the deception, unless you are acting particularly different to how they would act. This may require significant effort to obtain the correct materials.

XP Cost: 10
Prerequisite: Master of Disguise, Forgery


Scouting Skills

Basic Skills

Scout

You are generally good at moving quietly and keeping yourself hidden so you can report what is ahead. You may choose to scout ahead of the group, which may allow you to observe the next encounter. Occasionally, this may get you into trouble, but it will generally be a useful source of information.

XP Cost: 4
Prerequisite: None

Know the Land

You gain one RESIST per encounter, which may only be used against environmental hazards (i.e. not against animal or human opponents).

XP Cost: 5
Prerequisite: None

Advanced Skills

Flanking

You may begin any encounter in cover away from the main party, and at least 5 metres from any monsters, provided you scouted that encounter.

XP Cost: 6
Prerequisite: Scout

Capstone Skills

GET DOWN!

When your party is ambushed, you may immediately call DISAPPEARING and you then have 5 seconds to relocate to any location.

XP cost: 10
Prerequisite: Flanking


Cybernetics

All cybernetics skills have an elemental affinity. You may not take cybernetics skills from more than 2 elements.

Basic Skills

Revitaliser (Air)

You may call SELF HEAL 3 once per encounter.

XP Cost: 6
Prerequisite: None

Automated Defribrilator (Air)

The first time you are reduced to zero hits in each adventure, you may call SELF STABILISE.

XP Cost: 6
Prerequisite: None

Armour Plated (Metal)

You count as wearing light armour, even if your equipment is removed. Armour type must still be physrepped, but you may physrep this with metallic face paint if desired.

XP Cost: 5
Prerequisite: Use Light Armour

Reinforced Bone Structure (Metal)

You may call RESIST to one WOUND call per encounter.

XP Cost: 6
Prerequisite: None

Reflex Enhancers (Water)

You may call RESIST to one call delivered by blow per encounter.

XP Cost: 8
Prerequisite: None

Repulsors (Water)

You may call REPEL at range once per encounter.

XP Cost: 4
Prerequisite: None

Muscular Enhancers (Energy)

You may call STRIKEDOWN by blow 2 times per encounter or WOUND one time per encounter.

XP Cost: 6
Prerequisite: None

Shock Frills (Energy)

Once per encounter, you may call EXPOSE against someone who has just hit you in melee.

XP Cost: 3
Prerequisite: None

1) throwing safe knives are available in the club kit, they do not have a core and must not be used in melee. Melee daggers must not be thrown
core_skills.txt · Last modified: 2018/01/25 22:51 by gm_mike