Skills: Difference between revisions

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!Polearm Proficiency
!Polearm Proficiency
!Grit Weapon Proficiency
!Grit Weapon Proficiency
|You can use melee weapons of 60"-84".
|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.
 
You must pass an out of character safety check to use a polearm for thrusting.  
|-
|-
!Weapon Prowess
!Weapon Prowess

Revision as of 22:30, 20 September 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 usually skills for any Discipline that you've unlocked, but some skills you can only choose if that Discipline is your starting discipline.

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

Skill Prerequisite Description
Tough One extra hit point.
Second Combat Discipline Unlock a second Discipline for combat skills.
Third Combat Discipline Unlock a third Discipline for combat skills.
Power Field Tesla Starting Discipline Two extra hit points, one melee RESIST, +5 seconds ⚡ Ability Cooldown
Advanced Power Field Power Field Two extra hit points, one melee RESIST, +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

Tech Shield Analytical Starting Discipline Two TECH RESISTs
Quick Mind Analytical Starting Discipline Once per encounter you can use an Analytical ⚡ability off cooldown.
Heal Analytical Discipline HEAL other at touch range.

⚡Charged HEAL self.

Analytical Strike Analytical Discipline TECH BASH
Analytical Suppression Analytical Discipline TECH SUPPRESS
Danger Sense Intuition Starting Discipline Two ranged RESISTs (except Would You Kindly or EFFECT)
Danger Awareness Danger Sense One extra hit point

⚡Regain a ranged RESIST.

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

You can use thrown weapons.

You can use a Buckler.

Finesse Stun Intuition Discipline BACKSTAB STUN

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

Finesse Suppression Intuition Discipline BACKSTAB SUPPRESS

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

Armour Survival Starting Discipline One extra hit point, one non-TECH RESIST
Advanced Armour Armour One extra hit point, one non-TECH RESIST.
Grit Weapon Proficiency Survival Discipline You can use melee weapons of 42"-60".

You can use a Buckler.

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.

You must pass an out of character safety check to use a polearm for thrusting.

Weapon Prowess Survival Discipline ⚡Two melee BASHes.

⚡"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 sshield block.

⚡"Would You Kindly attack me instead"

Profession Skills

Skill Prerequisite Description
Income Gain an extra income each interactive.
Second Profession Discipline Unlock a second profession discipline.
Third Profession Discipline Unlock a third profession discpline.
Create Device Tesla Starting Discipline Create devices for yourself or the party.
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 Discpline Instil mantras into other characters.
Investigate Intuition Discpline Analyse a location or problem to get clues about it.
Smooth Talker Intuition Discpline Defuse fights and discern truth.
Hearts and Minds Intuition Discpline Cause emotions by talking to people.
Iron Will Intuition Discpline Resist emotion and mind control effects.
Pharmacy Survival Starting Discpline Create pharmaceuticals
Scout Survival Discpline Analyse mundane items and get clues about what lies ahead.
Scavenge Survival Discpline Dismantle items and dead creatures for resources
Smuggler Survival Discpline You can conceal items on your person.
Medicine Survival Discpline Alleviate and treat wounds. Analyse corpses.

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. Group skills take at least one minute to perform.

Skill Rules

  • Each skill can only be taken once.
  • Per-encounter skills refresh after 5 minutes. On a linear also after a clear encounter change (changing location is a sure sign, if in doubt ask a ref).
  • An Unresisting target is one who cannot or chooses not to make any attempt to resist a roleplayed action made against them. Incapacitated, Terminal and dead characters are always unresisting. Any level of resistance is enough to disrupt a skill that requires an unresisting target; you should assume a target is resisting if able, unless they are roleplaying acceptance or playing possum.
  • Any skill that requires touch range appropriate roleplay requires an unresisting target unless otherwise specified.
  • When performing any roleplay that requires an unresisting target, it should be clear to close observers, and especially the target, that you’re performing a skill on them.
  • Another character can resist for an unwilling target; placing their hands in the way is sufficient, as is hitting them with a harmful call. You cannot resist for a willing target.
  • 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 participating in but not leading a skill and you stop roleplaying your contribution is lost from the result and you cannot rejoin.
  • You automatically stop performing a skill if incapacitated.
  • When performing a skill you cannot use another active skill (with a small number of exceptions specified in the skill description) or attack. You can block or parry as long as you otherwise continue your roleplay.
  • You cannot combine the effects of skills that grant calls. For example you can't use a weapon skill and a weapon oil in the same strike.
  • You can only non-consensually take items from another character using the Search skill. You can however demand a character give you something, and threaten them if they don't.
  • When participating in a group skill led by another character (such as an Investigation or a ritual), you are aware of which skill they are using.
  • 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.