Skills

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Revision as of 19:48, 20 September 2025 by Bink (talk | contribs) (Created page with ":''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 Disciplines and General skills. They are also divided into Combat and Profession skills. Combat skills are directly usable in combat or for survival. Profession skills are rarely useful in combat and...")
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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 Disciplines and General skills. They are also divided into Combat and Profession skills.

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 skills for any Discipline that you've unlocked, but some skills are Signature skills. You can only choose Signature skills of your Primary 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

Discipline Skill Signature Description
General Income No 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.
Tesla Power Field Yes Two extra hit points, one melee RESIST, +5 seconds Ability Cooldown
Tesla Advanced Power Field Yes Two extra hit points, one melee RESIST, +5 seconds Ability Cooldown
Tesla Tesla Stun No ⚡Charged MASS TECH STUN
Tesla Tesla Repel No ⚡Charged MASS TECH REPEL
Tesla Tesla Strike No ⚡Charged MASS TECH BASH

{{Active}Melee TECH BASH

Analytical Tech Shield Yes Two TECH RESISTs
Analytical Quick Mind Yes Once per encounter you can use an Analytical ⚡ability off cooldown.
Analytical Heal No HEAL other at touch range.

⚡Charged HEAL self.

Analytical Analytical Strike No TECH BASH
Analytical Analytical Suppression No TECH SUPPRESS
Intuition Danger Sense Yes Two ranged RESISTs (except Would You Kindly or EFFECT)
Intuition Danger Awareness Yes One extra hit point

⚡Regain a ranged RESIST.

Intuition Finesse Weapon Proficiency No You can use a melee weapon of 8"-42" in your off-hand.

You can use thrown weapons.

You can use a Buckler.

Intuition Finesse Stun No BACKSTAB STUN

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

Intuition Finesse Suppression No BACKSTAB SUPPRESS

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

Survival Armour Yes One extra hit point, one non-TECH RESIST
Survival Advanced Armour Yes One extra hit point, one non-TECH RESIST.
Survival Grit Weapon Proficiency No You can use melee weapons of 42"-60".

You can use a Buckler.

Survival Polearm Proficiency No You can use melee weapons of 60"-84".
Survival Weapon Prowess No ⚡Two melee BASHes.

⚡"Would You Kindly attack me instead"

Survival Grit Weapon Expertise No 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"