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system:basicabilities [2020/02/01 01:17]
chaos New calls
system:basicabilities [2021/02/03 13:55] (current)
mousus6 Removing stupid quarter heal, making scrapping less lethal
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 All individuals who have experienced significant conflict or expect to experience conflict, such as adventurers,​ guards, or bandits have the following capabilities in addition: All individuals who have experienced significant conflict or expect to experience conflict, such as adventurers,​ guards, or bandits have the following capabilities in addition:
 +  * Know their own physical limits so they are first dropped without starting to bleed out
 +  * May to choose to push their limits putting themselves at risk of death in a fight. ​ Applying a HEAL to themselves whilst down once per encounter but causing themselves to start bleeding out over the course of 60 seconds whenever they are dropped to 0 hits for the remainder of the encounter ​
   * Provide basic first aid over the course of about half an hour to treat their own wounds restoring to full hits   * Provide basic first aid over the course of about half an hour to treat their own wounds restoring to full hits
   * Provide spiritual support to a downed individual to pause their death count (STABILISE CONTACT) and eventually stabilise them after 5 minutes of resting a weapon on them and praying (STABILISE ONGOING)   * Provide spiritual support to a downed individual to pause their death count (STABILISE CONTACT) and eventually stabilise them after 5 minutes of resting a weapon on them and praying (STABILISE ONGOING)
 +  * Work to capture a downed individual (SUBDUE CONTACT) and eventually reduce them to a state where they are unable to rejoin the fight but are not harmed in the long term after 5 minutes of full attention with a weapon (SUBDUE ONGOING)
   * Carry a travel backpack with sufficient supplies to cater for their own needs for a typical adventure though more taxing/​extended adventures could overstretch this capacity   * Carry a travel backpack with sufficient supplies to cater for their own needs for a typical adventure though more taxing/​extended adventures could overstretch this capacity
   * Acquire between adventures appropriate equipment to make use of their skills   * Acquire between adventures appropriate equipment to make use of their skills
  
 All Enlightened (which includes all PCs) are additionally capable of the following: All Enlightened (which includes all PCs) are additionally capable of the following:
-  * The first time they are reduced to 0 hits in an encounter may spend 15 seconds without being hit visibly pulling themselves back together on the floor (this should involve appreciable motion and possibly incoherent vocals). ​ Any hit restarts this count. ​ The bleed count does not begin until you are no longer attempting to pull yourself together. ​ If you wish to do this you must start pulling yourself together immediately. ​ You cannot talk coherently during this time.  At the end of 15 uninterrupted seconds you may get back up on 1/4 of your maximum hits (rounded up).  (as a note continually attempting to pull yourself together within weapons reach of a sentient enemy capable of giving warning who is not massively distracted is a good way of getting yourself EXECUTED). ​ Doing this suspends the effects of all ONGOING effects as though you had benefited from a HEAL call. 
   * Sacrifice themselves in order to perform an Act of Power appropriate to their class.   * Sacrifice themselves in order to perform an Act of Power appropriate to their class.
   * Refresh their class resource by reaching a milestone in a Greater Vision Quest or completing a Lesser Vision Quest   * Refresh their class resource by reaching a milestone in a Greater Vision Quest or completing a Lesser Vision Quest
  
system/basicabilities.txt ยท Last modified: 2021/02/03 13:55 by mousus6