User Tools

Site Tools


core_skills

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
core_skills [2017/11/30 21:43]
gm_mike
core_skills [2018/01/25 22:51] (current)
gm_mike
Line 34: Line 34:
 //XP Cost: 5//\\ //XP Cost: 5//\\
 //​Prerequisite:​ Use Light Armour//\\ //​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 === === Use Heavy Armour ===
Line 40: Line 47:
  
 //XP Cost: 8//\\ //XP Cost: 8//\\
-//​Prerequisite: ​Advanced Armour ​Use//\\+//​Prerequisite:​ Use Light Armour//\\
  
 === Extra Hits 2 === === Extra Hits 2 ===
Line 64: Line 71:
 === Emergency Stabilisation === === Emergency Stabilisation ===
  
-With ten (10) seconds of appropriate roleplay you may call STABILISE ​on an unconscious,​ human character, one (1) time per encounter.+With ten (10) seconds of appropriate roleplay you may call HEAL ZERO on an unconscious,​ human character.
  
 //XP Cost: 2//\\ //XP Cost: 2//\\
Line 71: Line 78:
 ==== Advanced Skills ==== ==== Advanced Skills ====
  
-=== Stabilisation ​===+=== Emergency Aid ===
  
-With ten (10) seconds ​of appropriate roleplay you may call STABILISE ​on an unconscious,​ human character, any number of times per encounter.+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//\\ //XP Cost: 3//\\
-//​Prerequisite: ​Emergency ​Stabilisation//​\\+//​Prerequisite:​ Stabilisation//​\\
  
-=== Staunch ​===+=== Patch Up ===
  
 With ten (10) seconds of appropriate roleplay you may call HEAL 2 on a human character, one (1) time per encounter. With ten (10) seconds of appropriate roleplay you may call HEAL 2 on a human character, one (1) time per encounter.
Line 84: Line 91:
 //XP Cost: 3//\\ //XP Cost: 3//\\
 //​Prerequisite:​ Stabilisation//​\\ //​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//\\
  
 ---- ----
Line 125: Line 139:
 You may call DISARM by blow with a one handed weapon, one (1) time per encounter. You may call DISARM by blow with a one handed weapon, one (1) time per encounter.
  
-//XP Cost: 5//\\+//XP Cost: 3//\\
 //​Prerequisite:​ Biting Steel//\\ //​Prerequisite:​ Biting Steel//\\
  
Line 132: Line 146:
 You may call WOUND by blow with a one handed weapon, two (2) times per encounter. You may call WOUND by blow with a one handed weapon, two (2) times per encounter.
  
-//XP Cost: 6//\\+//XP Cost: 7//\\
 //​Prerequisite:​ None//\\ //​Prerequisite:​ None//\\
  
Line 146: Line 160:
 ---- ----
  
 +===== 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 target((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)).
 +
 +//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 ===== ===== Two-Handed Focus =====
  
Line 152: Line 209:
 === Use Two-Handed Weapon === === Use Two-Handed Weapon ===
  
-You may use a Two-Handed weapon while in combat.+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//\\ //XP Cost: 5//\\
Line 159: Line 216:
 === Weight of Iron === === Weight of Iron ===
  
-You may call STRIKEDOWN by blow with a two-handed weapon, ​two (2times per encounter.+You may call STRIKEDOWN by blow with a two-handed weapon, ​one (1time per encounter.
  
-//XP Cost: 6//\\+//XP Cost: 4//\\
 //​Prerequisite:​ None//\\ //​Prerequisite:​ None//\\
  
Line 170: Line 227:
 //XP Cost: 5//\\ //XP Cost: 5//\\
 //​Prerequisite:​ None//\\ //​Prerequisite:​ None//\\
- 
 ==== Advanced Skills ==== ==== Advanced Skills ====
  
Line 184: Line 240:
 You may call STRIKEDOWN by blow with a two-handed weapon, two (2) times per encounter. You may call STRIKEDOWN by blow with a two-handed weapon, two (2) times per encounter.
  
-//XP Cost: 6//\\+//XP Cost: 7//\\
 //​Prerequisite:​ Weight of Iron//\\ //​Prerequisite:​ Weight of Iron//\\
  
Line 198: Line 254:
 === Fatal Strike === === Fatal Strike ===
  
-Five (5) times per adventure, when making a call from this tree, you may apply the modifier ​PERMANENT ​to it.+One (1) times per encounter, when making a call from this tree, you may apply the modifier ​EMPOWERED ​to it.
  
-//XP Cost: 10//\\+//XP Cost: 8//\\
 //​Prerequisite:​ Any two of: Hilt-Strike,​ Beaten Down, and Broken Limbs//\\ //​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 ===== ===== Wealth Skills =====
  
Line 295: Line 424:
  
 //XP Cost: 6//\\ //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// //​Prerequisite:​ None//
  
core_skills.txt ยท Last modified: 2018/01/25 22:51 by gm_mike