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starfarer

Starfarer Skills

Starfarer's primary use it to plot out courses through the cosmos, and to guide ships safely along said courses. Many of their abilities come from a natural affinity to understanding the fundamental lenses of the elements, and this creates movements and attacks that some would see as magical or unnatural. You make pick skills from any tree.

Movement Tree

Space is not an element - but it can be warped by the proper application of them. The Vacuum will tend to smooth out space, opposing any attempts to shape it, but with the proper application of Potential, Expansion, Force, and Matter, a starfarer can learn to twist space to their will - bringing two points closer together so that great distances can be traversed easily. With the proper equipment, and a medical team on standby, a starfarer can connect themselves to a spacefaring vessel, their blood flowing through it as it slides through the void - but even a lone starfarer can slip themselves sideways when the need arises.

The skills in this tree allow you to call DISAPPEARING. IC, you do not experience anything while disappeared - you simply blink, appear somewhere else and it's now five seconds later.

Basic Skills

The Shortest Path

You may call DISAPPEARING one (1) time per encounter. This may be in response to a melee call that was made against you.

XP Cost: 4
Prerequisite: None

Regroup, Reinforce

You may call PARTY DISAPPEARING one (1) time per adventure. You may not move while disappeared. When the party reappears, they must be within two (2) metres of the Starfarer who made this call. This, and all other PARTY DISAPPEARING calls, affect unconscious party members. You must brief this effect at the start of any adventure.

XP Cost: 4
Prerequisite: The Shortest Path

Advanced Skills

Like Butterfly's Wings

You may call DISAPPEARING two (2) times per encounter, in addition to those gained from The Shortest Path.

XP Cost: 8
Prerequisite: The Shortest Path

Advancing To Future Victory

You may call PERMANENT PARTY DISAPPEARING one (1) time per adventure. This represents the Starfarer teleporting the party far enough to escape the encounter.

XP Cost: 6
Prerequisite: Regroup, Reinforce

Capstone Skills

Pleated Spacetime

For one (1) encounter per adventure, you may call DISAPPEARING every twenty (20) seconds.

XP Cost: 15
Prerequisite: Like Butterfly's Wings

Split Infinities

One (1) time per adventure you may teleport the party great distances. Please find a GM and inform them that you will be attempting this, and where you hope to go.

XP Cost: 10
Prerequisite: Advancing To Future Victory


Control Tree

Most people are idiots. They see a simple flat field and assume that it's flat all the way from the ground to the sky. Starfarers know better - with the right focus, the right application of force, anything can be a slope. you just have to convince gravity that down is somewhere else.

Basic Skills

Off Balance

You may call EXPOSE, by blow, three (3) times per encounter.

XP Cost: 8
Prerequisite: None

Advanced Skills

Equal And Opposite Reaction

You may call REPEL, at range, two (2) times per encounter. When you do so, you must immediately act as if the target had just called REPEL on you, as well.

XP Cost: 6
Prerequisite: None

I Have the High Ground

You may call MASS REPEL one (1) time per encounter.

XP Cost: 5
Prerequisite: Equal And Opposite Reaction

Capstone Skills

Event Horizon

You may call BLAST TAUNT, at range, two (2) times per adventure.

XP Cost: 12
Prerequisite: I Have The High Ground


Offense Tree

Advanced Skills

The Sharp Edge

Two (2) times per encounter you may apply the BACKSTAB modifier to another call you can already make, so long as this call is not already modified and it is applied by blow.

XP Cost: 6
Prerequisite: None

Inescapable Well

You may call BACKSTAB STRIKEDOWN, by blow, three (3) times per encounter.

XP Cost: 8
Prerequisite: The Sharp Edge

Stutterstep

Two (2) times per adventure, you may ignore all damage, and call RESIST to all effect calls, for five (5) seconds so long as you remain in motion. When this duration is up, you must take the effect (but not the damage) of all the calls targeted at you during that time.

XP Cost: 8
Prerequisite: Inescapable Well

Lagrange's Daze

You may call STUN, by blow, two (2) times per encounter.

XP Cost: 9
Prerequisite: None

Insurmountable Distances

You may call EMPOWERED DISARM ALL, by blow, two (2) times per encounter. When you use this skill, you take the effect of EXPOSE.

XP Cost: 8
Prerequisite: Lagrange's Daze

Rest Frames

You may call WOUND LEG, at range, two (2) times per encounter.

XP Cost: 6
Prerequisite: None

starfarer.txt · Last modified: 2018/01/26 11:27 by gm_mike