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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 | ||