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system:basicabilities

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Basic Capabilities

All sentient beings in the setting have the following capabilities as baseline:

  • Have 4 physical hits and 4 spirit hits
  • May wear armour of any sort for 4 more hits and a VOID of the same type (physical armour is trivial to obtain, spiritual armour is explicitly granted by skills, you only gain the benefits of a type of armour when fighting with its type of stats)
  • Bleed to death (Physical) or discorporate (Vision Quest) over the course of 60 seconds once reduced to 0 hits.
  • Hit for SINGLE with normal weapons (sub 36 inch and main gauche/buckler)
  • Hit for SINGLE followed by taking a DISARM with any other weapon
  • Use consumables for their stated effects
  • Slowly drag an unresisting person with both hands
  • Call EXECUTE on a fallen target with 10 seconds of continuous weapon attacks

All individuals who have experienced significant conflict or expect to experience conflict, such as adventurers, guards, or bandits have the following capabilities in addition:

  • 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)
  • 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

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.
  • Refresh their class resource by reaching a milestone in a Greater Vision Quest or completing a Lesser Vision Quest
system/basicabilities.1580519822.txt.gz · Last modified: 2020/02/01 01:17 by chaos