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//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 === | ||
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//XP Cost: 8//\\ | //XP Cost: 8//\\ | ||
- | //Prerequisite: Advanced Armour Use//\\ | + | //Prerequisite: Use Light Armour//\\ |
=== Extra Hits 2 === | === Extra Hits 2 === | ||
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=== 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. | ||
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//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//\\ | ||
---- | ---- | ||
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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 ===== | ||
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=== 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//\\ | ||
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=== Weight of Iron === | === Weight of Iron === | ||
- | 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, one (1) time per encounter. |
- | //XP Cost: 6//\\ | + | //XP Cost: 4//\\ |
//Prerequisite: None//\\ | //Prerequisite: None//\\ | ||
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//XP Cost: 5//\\ | //XP Cost: 5//\\ | ||
//Prerequisite: None//\\ | //Prerequisite: None//\\ | ||
- | |||
==== Advanced Skills ==== | ==== Advanced Skills ==== | ||
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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 ===== | ||
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//XP Cost: 14//\\ | //XP Cost: 14//\\ | ||
//Prerequisite: Advanced Wealth//\\ | //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// | ||
+ | |||
+ | |||
+ |