Skills: Difference between revisions

From Lovelace

 
(38 intermediate revisions by the same user not shown)
Line 2: Line 2:
__TOC__
__TOC__


Skills are a major way in which you [[Character Creation|customise your character]], deciding what special skills they have that set them apart from others.
Skills are a major way in which you [[Character Creation#Extra Skills|customise your character]], deciding what special skills they have that set them apart from others.


Skills are divided into Combat and Profession skills. They are further divided into General skills and skills belonging to the four Discplines.
Skills are divided into Combat and Profession skills. They are further divided into General skills and skills belonging to the four Discplines.
Line 11: Line 11:


=== Active Abilities ===
=== Active Abilities ===
Some skills give you an Active Ability. You can use an Active Ability (marked with{{Active}}) every 10 seconds. This cooldown begins when you use the skill. If the skill requires charging, you cannot begin charging until the full 10 seconds have passed.
Some skills give you an Active Ability. You can use one Active Ability (marked with{{Active}}) every 10 seconds. The cooldown is shared between all skills. This cooldown begins when you successfully use the skill. If the skill requires charging, you cannot begin charging until the full 10 seconds have passed.


<br clear="all">
<br clear="all">
==Free Skills==
==Free Skills==
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these.
Every [https://www.camlarp.co.uk/Glossary#Character_.28PC.29 Player Character] starts with these.
Line 29: Line 30:
Combat skills are skills directly useful in combat or for survival.
Combat skills are skills directly useful in combat or for survival.


Some combat abilities are '''Charged'''. These abilities have a 5 second charge time, during which the user must manipulate a technological item with an otherwise empty hand, and can move and parry but can’t attack or use other skills. Your ability cooldown starts when you successfully get off a power, and you can only start charging if your cooldown is up.
Some combat abilities are '''Charged'''. These abilities have a 5 second charge time, during which the user must manipulate a technological item with an otherwise empty hand, and can move and parry but can’t attack or use other skills. Your ability cooldown starts when you successfully get off an ability. You can start charging before your cooldown is up but you can only unleash the ability once your cooldown is up.


To use an Analytical {{active}}ability the character must briefly manipulate a technological item with an otherwise empty hand.
To use an Analytical {{active}}ability the user must briefly manipulate a technological item with an otherwise empty hand.


{| class="wikitable"
{| class="wikitable"
Line 38: Line 39:
!'''Description'''
!'''Description'''
|-
|-
!Tough
!Tough([[#Skill Rules|*]])
!
!
|One extra hit point.
|One extra hit point.
|-
|-
!Extra Combat Discipline
!Extra Combat Discipline([[#Skill Rules|*]])
!
!
|Unlock an extra Discipline for combat skills.
|Unlock an extra Discipline for combat skills.
Line 48: Line 49:
!Power Field
!Power Field
!Tesla '''Starting''' Discipline
!Tesla '''Starting''' Discipline
|Two extra hit points, one melee [[RESIST]], +5 seconds {{Active}} [[Ability Cooldown]].
|Two extra hit points.
 
One [[RESIST]] against melee calls per encounter. You must wear a [[Quickstart Rules#Shielded|Shielded tag]] to benefit from this.
 
+5 seconds {{Active}} [[Ability Cooldown]].
|-
|-
!Advanced Power Field
!Advanced Power Field
!Power Field
!Power Field
|Two extra hit points, one melee [[RESIST]], +5 seconds {{Active}} [[Ability Cooldown]].
|Two extra hit points.
 
One [[RESIST]] against melee calls per encounter.
 
+5 seconds {{Active}} [[Ability Cooldown]].
|-
|-
!Tesla Stun
!Tesla Stun
!Tesla Discipline
!Tesla Discipline
|{{Active}}Charged [[MASS]] [[TECH]] [[STUN]]
|{{Active}}Charged [[MASS]] [[TECH]] [[STUN]].
|-
|-
!Tesla Repel
!Tesla Repel
!Tesla Discipline
!Tesla Discipline
|{{Active}}Charged [[MASS]] [[TECH]] [[REPEL]]
|{{Active}}Charged [[MASS]] [[TECH]] [[REPEL]].
|-
|-
!Tesla Strike
!Tesla Strike
!Tesla Discipline
!Tesla Discipline
|{{Active}}Charged [[MASS]] [[TECH]] [[BASH]]
|{{Active}}Charged [[MASS]] [[TECH]] [[BASH]].


{{Active}}Melee [[TECH]] [[BASH]]
{{Active}}Melee [[TECH]] [[BASH]].
|-
|-
!Countermeasures
!Countermeasures
!Analytical '''Starting''' Discipline
!Analytical '''Starting''' Discipline
|Two [[TECH]] [[RESIST]]s.
|Two [[RESIST]]s against [[TECH]] calls per encounter. You must wear a [[Quickstart Rules#Tech Resistant|Tech Resistant tag]] to benefit from this.
|-
|-
!Quick Mind
!Quick Mind
Line 76: Line 85:
|Once per encounter you can use an Analytical {{Active}}ability off cooldown and without starting your cooldown.
|Once per encounter you can use an Analytical {{Active}}ability off cooldown and without starting your cooldown.
|-
|-
!Heal
!Analytical Heal
!Analytical Discipline
!Analytical Discipline
|{{Active}}[[HEAL]] other at touch range.
|{{Active}}[[HEAL]] other at touch range.
Line 84: Line 93:
!Analytical Strike
!Analytical Strike
!Analytical Discipline
!Analytical Discipline
|{{Active}}Ranged [[TECH]] [[BASH]]
|{{Active}}Ranged [[TECH]] [[BASH]].
|-
|-
!Analytical Suppression
!Analytical Suppression
!Analytical Discipline
!Analytical Discipline
|{{Active}}Ranged [[TECH]] [[SUPPRESS]]
|{{Active}}Ranged [[TECH]] [[SUPPRESS]].
|-
|-
!Danger Sense
!Danger Sense
!Intuition '''Starting''' Discipline
!Intuition '''Starting''' Discipline
|Two ranged [[RESIST]]s (except against [[Would You Kindly]] or [[EFFECT]]).
|Two [[RESIST]]s against ranged calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]). You must wear a [[Quickstart Rules#Nimble|Nimble tag]] to benefit from this.
|-
|-
!Danger Awareness
!Danger Awareness
Line 106: Line 115:
You can carry up to five thrown weapons and use them.
You can carry up to five thrown weapons and use them.


You can use a Buckler.
You can use a Buckler up to 15" diameter.
|-
|-
!Finesse Stun
!Finesse Stun
Line 118: Line 127:
|{{Active}}Melee [[BACKSTAB]] [[SUPPRESS]]
|{{Active}}Melee [[BACKSTAB]] [[SUPPRESS]]


{{Active}}[[SUPPRESS]] with a thrown weapon or a melee weapon under 24"
{{Active}}[[SUPPRESS]] with a thrown weapon or a melee weapon under 24".
|-
|-
!Armour
!Armour
!Survival '''Starting''' Discipline
!Survival '''Starting''' Discipline
|One extra hit point, one non-[[TECH]] [[RESIST]] (except against [[Would You Kindly]] or [[EFFECT]]).
|You can wear armour for one extra hit point.
 
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).
|-
|-
!Advanced Armour
!Advanced Armour
!Armour
!Armour
|One extra hit point, one non-[[TECH]] [[RESIST]] (except against [[Would You Kindly]] or [[EFFECT]]).
|One extra hit point.
 
When visibly armoured gain one [[RESIST]] against non-[[TECH]] calls per encounter (except [[Would You Kindly]], [[CURSE]] or [[EFFECT]]).
|-
|-
!Grit Weapon Proficiency
!Grit Weapon Proficiency
Line 132: Line 145:
|You can use melee weapons of 42"-60" with both hands.
|You can use melee weapons of 42"-60" with both hands.


You can use a Buckler.
You can use a Buckler up to 15" diameter.
|-
|-
!Polearm Proficiency
!Polearm Proficiency
Line 142: Line 155:
!Weapon Prowess
!Weapon Prowess
!Survival Discipline
!Survival Discipline
|{{Active}}Two melee [[BASH]]es.
|{{Active}}Two melee [[BASH]]es. ''(Your''{{Active}}''cooldown begins after the second is delivered)''


{{Active}}"[[Would You Kindly]] attack me instead"
{{Active}}"[[Would You Kindly]] attack me instead".
|-
|-
!Grit Weapon Expertise
!Grit Weapon Expertise
Line 154: Line 167:
{{Active}}[[REPEL]] with a [[shield block]].
{{Active}}[[REPEL]] with a [[shield block]].


{{Active}}"[[Would You Kindly]] attack me instead"
{{Active}}"[[Would You Kindly]] attack me instead".
|}
|}


Line 165: Line 178:
!'''Description'''
!'''Description'''
|-
|-
![[Extra Income]]
![[Extra Income]]([[#Skill Rules|*]])
!
!
|Gain an extra income each interactive.
|Gain an extra income each interactive.
|-
|-
!Extra Profession Discipline
!Extra Profession Discipline([[#Skill Rules|*]])
!
!
|Unlock an extra profession discipline.
|Unlock an extra profession discipline.
Line 214: Line 227:
|-
|-
![[Instil Mantra]]
![[Instil Mantra]]
!Intuition '''Starting''' Discpline
!Intuition '''Starting''' Discipline
|Instil mantras into other characters.
|Instil mantras into other characters.
|-
|-
![[Investigate]]
![[Investigate]]
!Intuition Discpline
!Intuition Discipline
|Analyse a location or problem to get clues about it.
|Analyse a location or problem to get clues about it.
|-
|-
![[Smooth Talker]]
![[Smooth Talker]]
!Intuition Discpline
!Intuition Discipline
|Defuse fights and discern truth.
|Defuse fights and discern truth.
|-
|-
![[Hearts and Minds]]
![[Hearts and Minds]]
!Intuition Discpline
!Intuition Discipline
|Cause emotions by talking to people.
|Cause emotions by talking to people.
|-
|-
![[Iron Will]]
![[Iron Will]]
!Intuition Discpline
!Intuition Discipline
|Resist emotion and mind control effects.
|Resist emotion and compulsion effects.
|-
|-
![[Pharmacy]]
![[Pharmacy]]
!Survival '''Starting''' Discpline
!Survival '''Starting''' Discipline
|Create pharmaceuticals
|Create pharmaceuticals
|-
|-
![[Scout]]
![[Scout]]
!Survival Discpline
!Survival Discipline
|Analyse mundane items and get clues about what lies ahead.
|Analyse mundane items and get clues about what lies ahead.
|-
|-
![[Scavenge]]
![[Scavenge]]
!Survival Discpline
!Survival Discipline
|Dismantle items and dead creatures for resources
|Dismantle items and dead creatures for resources
|-
|-
![[Smuggler]]
![[Smuggler]]
!Survival Discpline
!Survival Discipline
|You can conceal items on your person.
|You can conceal items on your person.
|-
|-
![[Medicine]]
![[Medicine]]
!Survival Discpline
!Survival Discipline
|Alleviate and treat wounds. Analyse corpses.
|Alleviate and treat wounds. Analyse corpses.
|}
|}
Line 278: Line 291:


===Automaton Engineer===
===Automaton Engineer===
You can use analytical technology to alleviate wounds until the beginning of the next event.
You can use analytical technology and mechanical prosthetics to [[alleviate]] wounds until the beginning of the next event.


You can bolster Terminal characters to allow them to function normally, but they will still die at the end of their Terminal state.
You can bolster Terminal characters to allow them to function normally (possibly even better), but they will still die at the end of their Terminal state.


'''[[Group skill]]'''. Should you come into possession of an interesting automaton, this can be used to modify it.
'''[[Group skill]]'''. Should you come into possession of an interesting automaton, this can be used to modify it.
Line 287: Line 300:


===Cryptographer===
===Cryptographer===
You can send secure messages via the Teslagraph, which can only be read by the recipient and may be sent anonymously. Anonymous messages sent to a players will be delivered later that event by a ref. One message per event sent to an NPC can be marked high priority, guaranteeing a timely response.
You can send secure{{FAQ|messages}} messages via the Teslagraph, which can only be read by the recipient and may be sent anonymously. Anonymous messages sent to a players will be delivered later that event by a ref. One message per event sent to an NPC can be marked high priority, guaranteeing a timely response.


''(If you know what message you want to send to a player, printing it off in advance from Google Docs using Special Elite 16pt. font will ensure that it looks the same as other anonymous messages.)''
''(If you know what message you want to send to a player, printing it off in advance from Google Docs using Special Elite 16pt. font will ensure that it looks the same as other anonymous messages.)''
Line 312: Line 325:
You can examine mundane items to discern information about them.
You can examine mundane items to discern information about them.


'''[[Group skill]]'''. You can theorise about what lies ahead.
'''[[Group skill]]'''. You can theorise about what lies ahead. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information.


===Smuggler===
===Smuggler===
Line 324: Line 337:


===Medicine===
===Medicine===
A common requirement for treating wounds in an appropriate venue.
A skill often required to treat wounds.


You can use your medical skills to alleviate wounds until the beginning of the next event.
You can examine an unresisting target for wounds.
 
You can use your medical skills to [[alleviate]] wounds until the beginning of the next event.


You can use [[First Aid]] in 5 seconds when not under pressure.
You can use [[First Aid]] in 5 seconds when not under pressure.
Line 336: Line 351:
*Touch range skills can be used on yourself unless otherwise specified.
*Touch range skills can be used on yourself unless otherwise specified.
*If you are leading a skill and stop roleplaying the skill is cancelled with no consumption of resources.
*If you are leading a skill and stop roleplaying the skill is cancelled with no consumption of resources.
*You automatically stop performing a skill if incapacitated.
*You automatically stop performing a skill if incapacitated or affected by [[SUPPRESS]].
*When performing a skill you cannot attack or use another active skill, except using RESISTs. You can block or parry as long as you otherwise continue your roleplay.
*When performing a skill you cannot attack or use another active skill, except using RESISTs. You can block or parry as long as you otherwise continue your roleplay.
*You cannot combine effects that grant calls. For example you can't use a STUN weapon skill and a BASH weapon oil in the same strike.
*You cannot combine effects that grant calls. For example you can't use a STUN weapon skill and a BASH weapon oil in the same strike.
Line 342: Line 357:


==Group Skills==
==Group Skills==
Many Profession skills are performed as Group Skills. A group skill is led by a character with the skill, but other characters can assist them to increase the effect. Group skills take at least one minute to perform. It is possible to perform a group skill alone if needed.
Many Profession skills are performed as Group Skills. A group skill is led by a character with the skill, but other characters can assist them to increase the effect. It is possible to perform a group skill alone if needed. Most group skills can also be improved by expending resources (usually [[Component]]s for Tesla and Analytical skills and herbs or pharmaceuticals for Intuition and Survival skills).
 
Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they'll brief you on any requirements and adjudicate.


If you are participating in but not leading a [[group skill]] and you stop roleplaying your contribution is lost from the result and you cannot rejoin, but the skill can continue.
If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.

Latest revision as of 11:19, 18 October 2025

If you're looking for the basic rules you should start with the Quickstart Rules.

Skills are a major way in which you customise your character, deciding what special skills they have that set them apart from others.

Skills are divided into Combat and Profession skills. They are further divided into General skills and skills belonging to the four Discplines.

Combat skills are directly usable in combat or for survival. Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.

You can take most skills for any Discipline that you've unlocked, but some signature skills you can only choose if that Discipline is your starting discipline. These are marked below with "(Name) Starting Discipline".

Active Abilities

Some skills give you an Active Ability. You can use one Active Ability (marked with⚡) every 10 seconds. The cooldown is shared between all skills. This cooldown begins when you successfully use the skill. If the skill requires charging, you cannot begin charging until the full 10 seconds have passed.


Free Skills

Every Player Character starts with these.

One-Handed Training You can use one melee weapon of 8”-42”.
First Aid
With 30 seconds of stationary touch range appropriate roleplay with both hands you can HEAL another character.

With 5 seconds of touch range appropriate roleplay inspecting a character you can ask "OC are you incapacitated, terminal or dead?".

Combat Skills

Combat skills are skills directly useful in combat or for survival.

Some combat abilities are Charged. These abilities have a 5 second charge time, during which the user must manipulate a technological item with an otherwise empty hand, and can move and parry but can’t attack or use other skills. Your ability cooldown starts when you successfully get off an ability. You can start charging before your cooldown is up but you can only unleash the ability once your cooldown is up.

To use an Analytical ⚡ability the user must briefly manipulate a technological item with an otherwise empty hand.

Skill Prerequisite Description
Tough(*) One extra hit point.
Extra Combat Discipline(*) Unlock an extra Discipline for combat skills.
Power Field Tesla Starting Discipline Two extra hit points.

One RESIST against melee calls per encounter. You must wear a Shielded tag to benefit from this.

+5 seconds ⚡ Ability Cooldown.

Advanced Power Field Power Field Two extra hit points.

One RESIST against melee calls per encounter.

+5 seconds ⚡ Ability Cooldown.

Tesla Stun Tesla Discipline ⚡Charged MASS TECH STUN.
Tesla Repel Tesla Discipline ⚡Charged MASS TECH REPEL.
Tesla Strike Tesla Discipline ⚡Charged MASS TECH BASH.

⚡Melee TECH BASH.

Countermeasures Analytical Starting Discipline Two RESISTs against TECH calls per encounter. You must wear a Tech Resistant tag to benefit from this.
Quick Mind Analytical Starting Discipline Once per encounter you can use an Analytical ⚡ability off cooldown and without starting your cooldown.
Analytical Heal Analytical Discipline HEAL other at touch range.

⚡Charged HEAL self.

Analytical Strike Analytical Discipline ⚡Ranged TECH BASH.
Analytical Suppression Analytical Discipline ⚡Ranged TECH SUPPRESS.
Danger Sense Intuition Starting Discipline Two RESISTs against ranged calls per encounter (except Would You Kindly, CURSE or EFFECT). You must wear a Nimble tag to benefit from this.
Danger Awareness Danger Sense One extra hit point.

⚡Regain a Danger Sense RESIST with a short vocal.

Finesse Weapon Proficiency Intuition Discipline You can use a melee weapon of 8"-42" in your off-hand.

You can carry up to five thrown weapons and use them.

You can use a Buckler up to 15" diameter.

Finesse Stun Intuition Discipline ⚡Melee BACKSTAB STUN

STUN with a thrown weapon or melee weapon under 24".

Finesse Suppression Intuition Discipline ⚡Melee BACKSTAB SUPPRESS

SUPPRESS with a thrown weapon or a melee weapon under 24".

Armour Survival Starting Discipline You can wear armour for one extra hit point.

When visibly armoured gain one RESIST against non-TECH calls per encounter (except Would You Kindly, CURSE or EFFECT).

Advanced Armour Armour One extra hit point.

When visibly armoured gain one RESIST against non-TECH calls per encounter (except Would You Kindly, CURSE or EFFECT).

Grit Weapon Proficiency Survival Discipline You can use melee weapons of 42"-60" with both hands.

You can use a Buckler up to 15" diameter.

Polearm Proficiency Grit Weapon Proficiency You can use a weapon 60”-84” with both hands. These can be stab safe and if so can be used for thrusting.

You can use a stab-safe spear 60”-84” in one hand to thrust only.

Weapon Prowess Survival Discipline ⚡Two melee BASHes. (Yourcooldown begins after the second is delivered)

⚡"Would You Kindly attack me instead".

Grit Weapon Expertise Survival Discipline STUN with a melee weapon 42"-60".

REPEL with a melee weapon 8"-42".

REPEL with a shield block.

⚡"Would You Kindly attack me instead".

Profession Skills

Profession skills are rarely useful in combat and are used in investigation, problem solving or social interactions.

Skill Prerequisite Description
Extra Income(*) Gain an extra income each interactive.
Extra Profession Discipline(*) Unlock an extra profession discipline.
Create Device Tesla Starting Discipline Create devices for yourself or the party, and can maintain an extra Device on a linear.
Destruction Tesla Discipline Destroy resilient objects.
Scramble Effect Tesla Discipline Destroy lesser EFFECTs or break down big EFFECTs into smaller ones.
Protective Field Tesla Discipline Create an EFFECT on an area to contain or keep out dangers.
Empower Tesla Discipline Empower skills to be an order of magnitude wider or longer lasting.
Summon and Link AI Analytical Starting Discipline Summon Analytical Intelligences and link them to characters.
Technical Analysis Analytical Discipline Analyse technological items.
Isolate Analytical Discipline Isolate a character or item to cut it off from technological communication.
Cryptographer Analytical Discipline Send secure and anonymous messages.
Automaton Engineer Analytical Discipline Alleviate wounds and tinker with automata.
Instil Mantra Intuition Starting Discipline Instil mantras into other characters.
Investigate Intuition Discipline Analyse a location or problem to get clues about it.
Smooth Talker Intuition Discipline Defuse fights and discern truth.
Hearts and Minds Intuition Discipline Cause emotions by talking to people.
Iron Will Intuition Discipline Resist emotion and compulsion effects.
Pharmacy Survival Starting Discipline Create pharmaceuticals
Scout Survival Discipline Analyse mundane items and get clues about what lies ahead.
Scavenge Survival Discipline Dismantle items and dead creatures for resources
Smuggler Survival Discipline You can conceal items on your person.
Medicine Survival Discipline Alleviate and treat wounds. Analyse corpses.

Extra Income

You receive an extra income per interactive. You may be offered to exchange some or all of your income for an exotic income on some weeks.

Destruction

Group skill. You can use brute force on an object you can see to destroy or wreck it. Can be used on doors, obstacles, etc on linears, or on items that are otherwise resistant to mundane destruction.

Scramble Effect

Group skill. You can use brute force to blow up an EFFECT. This will blow away lesser EFFECTs; larger EFFECTs may be replaced by lesser ones, possibly spread around. This will likely improve the situation in some way.

Empower

You can empower a group skill that you are leading or participating in. This can cause a longer lasting or wider effect, but require (extra) resources, wound draws or other drawbacks.

Other skills that aren’t normally group skills can be performed as group skills to combine them with this (for example, Hearts and Minds).

Protective Field

Group skill. You can set up an EFFECT on an area to keep dangers out (or in), which you can specify when you make it. This will usually only be a temporary fix for a problem, but can give you time.

Technical Analysis

Group skill. You can analyse EFFECTs and technological items. This will usually have side effects on the user. More participants will reduce the side effects per person.

Isolate

You can spend one minute isolating a piece of technology or a person to cut off any technological communication, including to any linked Analytical Intelligence.

Automaton Engineer

You can use analytical technology and mechanical prosthetics to alleviate wounds until the beginning of the next event.

You can bolster Terminal characters to allow them to function normally (possibly even better), but they will still die at the end of their Terminal state.

Group skill. Should you come into possession of an interesting automaton, this can be used to modify it.

You can analyse automaton wreckage.

Cryptographer

You can send secureFAQ messages via the Teslagraph, which can only be read by the recipient and may be sent anonymously. Anonymous messages sent to a players will be delivered later that event by a ref. One message per event sent to an NPC can be marked high priority, guaranteeing a timely response.

(If you know what message you want to send to a player, printing it off in advance from Google Docs using Special Elite 16pt. font will ensure that it looks the same as other anonymous messages.)

Investigate

Group skill. You can discuss or meditate on a particular problem or examine a scene. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information. Analysing the same target again on the same day won't give new information.

You can quickly assess a scene to see if an investigation might provide useful information. You may sometimes spot that things are out of place and get a ref hint that examining a scene might yield information, but this shouldn't be relied upon.

Smooth Talker

Once per encounter you can call "MASS EFFECT: Don’t start a fight" after 15 seconds of conversation.

Once per encounter you can ask “Would You Kindly tell me, was that the truth?”

Hearts and Minds

Following 15 seconds of conversation you can call “EFFECT: <emotion>” to a single character. This works on machines, and creatures that can't understand you, though unintelligent targets may not react sensibly (or at all) to some emotions.

Iron Will

You can RESIST emotion EFFECTs by instead responding with an emotion of your choice.

Once per encounter you can RESIST a Would You Kindly with a declaration of resistance, individuality or other roleplay appropriate to your character. You may freely RESIST further Would You Kindlys from the same source for the rest of the encounter.

Scout

You can examine mundane items to discern information about them.

Group skill. You can theorise about what lies ahead. Using a pharmaceutical that grants an Intuition buff as a meditation aid may allow you to come to greater revelations and yield more information.

Smuggler

You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can't be used while under pressure.

You can smuggle one item up to the size of a one-handed weapon or buckler, and a second item up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items.

Scavenge

You can disassemble tech items, automaton wreckage and unusual biological corpses for resources. No useful resources can be extracted from normal humans. This must be done quickly, so will only reliably work on one remains per encounter per scavenger. This does not grant the ability to disassemble resistant objects (that’s what Destruction is for).

Medicine

A skill often required to treat wounds.

You can examine an unresisting target for wounds.

You can use your medical skills to alleviate wounds until the beginning of the next event.

You can use First Aid in 5 seconds when not under pressure.

You can discern information about biological corpses.

Skill Rules

  • General Skills (Tough, Extra Income, Extra Discipline) can be taken multiple times. Discipline skills can only be taken once each.
  • Touch range skills can be used on yourself unless otherwise specified.
  • If you are leading a skill and stop roleplaying the skill is cancelled with no consumption of resources.
  • You automatically stop performing a skill if incapacitated or affected by SUPPRESS.
  • When performing a skill you cannot attack or use another active skill, except using RESISTs. You can block or parry as long as you otherwise continue your roleplay.
  • You cannot combine effects that grant calls. For example you can't use a STUN weapon skill and a BASH weapon oil in the same strike.
  • Skills can be learned freely between events. You can also learn them in uptime from a character who knows it with at least 5 minutes of teaching roleplay.

Group Skills

Many Profession skills are performed as Group Skills. A group skill is led by a character with the skill, but other characters can assist them to increase the effect. It is possible to perform a group skill alone if needed. Most group skills can also be improved by expending resources (usually Components for Tesla and Analytical skills and herbs or pharmaceuticals for Intuition and Survival skills).

Group skills take at least one minute to perform. If you want to perform a group skill on an unwilling target then inform a ref and they'll brief you on any requirements and adjudicate.

If you are participating in but not leading a group skill and you stop roleplaying, your contribution is lost from the result and you cannot rejoin, but the skill can continue.