Skills

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Revision as of 19:52, 20 September 2025 by Bink (talk | contribs) (Combat Skills)
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

Skill Prerequisite Signature Description
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.
Second Combat Discipline No Unlock a second Discipline for combat skills.
Third Combat Discipline No Unlock a third Discipline for combat skills.
Power Field Tesla Discipline Yes Two extra hit points, one melee RESIST, +5 seconds Ability Cooldown
Advanced Power Field Tesla Discipline Yes Two extra hit points, one melee RESIST, +5 seconds Ability Cooldown
Tesla Stun Tesla Discipline No ⚡Charged MASS TECH STUN
Tesla Repel Tesla Discipline No ⚡Charged MASS TECH REPEL
Tesla Strike Tesla Discipline No ⚡Charged MASS TECH BASH

{{Active}Melee TECH BASH

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

⚡Charged HEAL self.

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

⚡Regain a ranged RESIST.

Finesse Weapon Proficiency Intuition Discipline No 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 No BACKSTAB STUN

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

Finesse Suppression Intuition Discipline No BACKSTAB SUPPRESS

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

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

You can use a Buckler.

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

⚡"Would You Kindly attack me instead"

Grit Weapon Expertise Survival Discipline 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"