Skills

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Revision as of 20:08, 20 September 2025 by Bink (talk | contribs)
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
Tough No One extra hit point.
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"

Profession Skills

Skill Prerequisite Signature Description
Income No Gain an extra income each interactive.
Second Profession Discipline No Unlock a second profession discipline.
Third Profession Discipline No Unlock a third profession discpline.
Destruction Tesla Discipline No Destroy resilient objects.
Scramble Effect Tesla Discipline No Destroy lesser EFFECTs or break down big EFFECTs into smaller ones.
Protective Field Tesla Discipline No Create an EFFECT on an area to contain or keep out dangers.
Create Device Tesla Discipline Yes Create devices for yourself or the party.
Empower Tesla Discipline No Empower skills to be an order of magnitude wider or longer lasting.
Technical Analysis Analytical Discipline No Analyse technological items.
Summon and Link AI Analytical Discipline Yes Summon Analytical Intelligences and link them to characters.
Isolate Analytical Discipline No Isolate a character or item to cut it off from technological communication.
Cryptographer Analytical Discipline No Send secure and anonymous messages.
Automaton Engineer Analytical Discipline No Alleviate wounds and tinker with automata.
Investigate Intuition Discpline No Analyse a location or problem to get clues about it.
Smooth Talker Intuition Discpline No Defuse fights and discern truth.
Hearts and Minds Intuition Discpline No Cause emotions by talking to people.
Iron Will Intuition Discpline No Resist emotion and mind control effects.
Instil Mantra Intuition Discpline Yes Instil mantras into other characters.
Scout Survival Discpline No Analyse mundane items and get clues about what lies ahead.
Scavenge Survival Discpline No Dismantle items and dead creatures for resources
Smuggler Survival Discpline No You can conceal items on your person.
Medicine Survival Discpline No Alleviate and treat wounds. Analyse corpses.
Pharmacy Survival Discpline Yes Create pharmaceuticals