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For GMs
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For Players
Setting Information
Factions
Exploration Reports
System Information
For GMs
Real World
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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.
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.
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
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
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
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
For one (1) encounter per adventure, you may call DISAPPEARING every twenty (20) seconds.
XP Cost: 15
Prerequisite: Like Butterfly's Wings
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
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.
You may call EXPOSE, by blow, three (3) times per encounter.
XP Cost: 8
Prerequisite: None
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
You may call MASS REPEL one (1) time per encounter.
XP Cost: 5
Prerequisite: Equal And Opposite Reaction
You may call BLAST TAUNT, at range, two (2) times per adventure.
XP Cost: 12
Prerequisite: Empty Space
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
You may call BACKSTAB STRIKEDOWN, by blow, three (3) times per encounter.
XP Cost: 8
Prerequisite: The Sharp Edge
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
You may call STUN, by blow, two (2) times per encounter.
XP Cost: 9
Prerequisite: None
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
You may call WOUND LEG, at range, two (2) times per encounter.
XP Cost: 6
Prerequisite: None