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system:generalskills [2018/01/26 00:12]
chaos
system:generalskills [2020/02/02 23:13] (current)
chaos Updating call name
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 ======General Skills====== ======General Skills======
 These skills can be purchased by anyone of any class and represent the limits of what is possible outside of Enlightened power. These skills can be purchased by anyone of any class and represent the limits of what is possible outside of Enlightened power.
 +
 +All [[system:​weaponskills|Weapon Skills]] are also General Skills.
 =====Level 1===== =====Level 1=====
 ====Light Armour 1==== ====Light Armour 1====
 Whilst wearing light armour you can avoid damage in such a way as you have an additional: Whilst wearing light armour you can avoid damage in such a way as you have an additional:
   * 2 physical hits   * 2 physical hits
-  * 1 physical ​RESIST+  * 1 physical ​VOID
 ====Medium Armour 1==== ====Medium Armour 1====
 Whilst wearing medium armour you can avoid damage in such a way as you have an additional: Whilst wearing medium armour you can avoid damage in such a way as you have an additional:
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   * 2 physical hits   * 2 physical hits
 ====Selling yourself 1==== ====Selling yourself 1====
-For each rank you have 10 points of reputation to distribute as you wishif anything would cause you to lose this reputation ​you may associate it to a different ​organisation.  This reputation cannot be burned for one off favours.+You may hold Favour with one extra organisationand can gain 2 reputation ​with an organisation ​of your choice between adventures by doing miscellaneous “favours” to ingratiate yourself.
  
-In addition for each rank you can gain 2 reputation ​with an organisation of your choice ​between adventures ​by doing miscellaneous “favours” to ingratiate yourself.+In addition ​you count as having 10 more Favour ​for determining your rank with an organisation ​you are a member ​of. You may change which organisations these points count towards ​between adventures.
  
 ====Detailed Knowledge 1==== ====Detailed Knowledge 1====
 Chose a single field of study that pre-dates the Moonrise Event, you are exceptionally well informed about any matter that relates to it. Chose a single field of study that pre-dates the Moonrise Event, you are exceptionally well informed about any matter that relates to it.
   * You have 1 additional Spirit hit.   * You have 1 additional Spirit hit.
 +====Non-verbal Communication==== 
 +Chose a method of conveying meaning (most commonly sign language or interpretative dance) you can fully express yourself it that medium to convey detailed messages as you would with words to anyone who can observe the entirety of you message. ​ In contexts where this is being used for clever purposes you can ask a GM to convey any messages for you to everyone who was watching but wasn't necessarily listening. 
 +  * You have 1 additional spirit hit.
 ====Diplomacy==== ====Diplomacy====
 You are skilled at identifying the avenues of power in a group. ​ You can ask the GM to identify who that is present is actually capable of getting things done if they want something to happen. You are skilled at identifying the avenues of power in a group. ​ You can ask the GM to identify who that is present is actually capable of getting things done if they want something to happen.
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 //​Pre-Requisite:​ Larceny// //​Pre-Requisite:​ Larceny//
  
-Almost everything has weak points, you may call LOCK EVERYTHING ​CONTACT whilst striking a target towards the center of their phys-rep’s back from behind with a weapon no longer than a dagger.+Almost everything has weak points, you may call FREEZE ​CONTACT whilst striking a target towards the center of their phys-rep’s back from behind with a weapon no longer than a dagger. If you take damage whilst maintaining this CONTACT you must break it.
  
 ====Folk Medicine==== ====Folk Medicine====
-In the physical world you can now stabilise someone bleeding out with 10 seconds of work with both hands (STABILISE ONGOING) ​or properly heal them after 1 minute of two handed constant medical attention (HEAL). (A Doctor with this skill may treat it as a Doctor skill for all intents and purposes and use their normal medical implements to perform it)+In the physical world you can now stabilise someone bleeding out with 10 seconds of work with both hands (STABILISE ONGOING).  On an unconscious target you may properly heal them after 1 minute of two handed constant medical attention (HEAL). (A Doctor with this skill may treat it as a Doctor skill for all intents and purposes and use their normal medical implements to perform it)
  
 ====Portentous Visions==== ====Portentous Visions====
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 Whilst wearing light armour you can avoid damage in such a way as you have an additional: Whilst wearing light armour you can avoid damage in such a way as you have an additional:
   * 2 physical hits   * 2 physical hits
-  * 1 physical ​RESIST+  * 1 physical ​VOID
 ====Medium Armour 2==== ====Medium Armour 2====
 //​Pre-Requisite:​ Medium Armour 1// //​Pre-Requisite:​ Medium Armour 1//
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 Whilst wearing medium armour you can avoid damage in such a way as you have an additional: Whilst wearing medium armour you can avoid damage in such a way as you have an additional:
   * 2 physical hits   * 2 physical hits
-  * 1 physical ​RESIST+  * 1 physical ​VOID
 ====Heavy Armour 2==== ====Heavy Armour 2====
 //​Pre-Requisite:​ Heavy Armour 1// //​Pre-Requisite:​ Heavy Armour 1//
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 //​Pre-Requisite:​ Selling Yourself 1// //​Pre-Requisite:​ Selling Yourself 1//
  
-For each rank you have 10 points of reputation to distribute as you wish, if anything would cause you to lose this reputation you may associate it to a different organisation. ​ This reputation cannot be burned for one off favours. +You may hold Favour with one extra organisation,​ and can gain 2 reputation with an organisation of your choice between adventures by doing miscellaneous “favours” to ingratiate yourself
-In addition for each rank you can gain 2 reputation with an organisation of your choice between adventures by doing miscellaneous “favours” to ingratiate yourself+ 
 +In addition you may be a member of one extra organisation,​ and you count as having 10 more Favour for determining your rank with an organisation you are a member of. You may change which organisations these points count towards between adventures.
 ====Scouting==== ====Scouting====
 //​Pre-Requisite:​ Larceny// //​Pre-Requisite:​ Larceny//
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 Whilst wearing light armour you can avoid damage in such a way as you have an additional: Whilst wearing light armour you can avoid damage in such a way as you have an additional:
   * 2 physical hits   * 2 physical hits
-  * 1 physical ​RESIST+  * 1 physical ​VOID
  
 ====Medium Armour 3==== ====Medium Armour 3====
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 //​Pre-Requisite:​ Selling Yourself 2// //​Pre-Requisite:​ Selling Yourself 2//
  
-For each rank you have 10 points of reputation to distribute as you wish, if anything would cause you to lose this reputation you may associate it to a different ​organisation.  This reputation cannot be burned for one off favours. +You may hold Favour with one extra organisation, and can gain 2 reputation with an organisation of your choice between adventures by doing miscellaneous “favours” to ingratiate yourself
-In addition for each rank you can gain 2 reputation with an organisation of your choice between adventures by doing miscellaneous “favours” to ingratiate yourself+ 
 +In addition you count as having 10 more Favour for determining your rank with an organisation you are a member of. You may change which organisations these points count towards between adventures.
  
 =====Level 4===== =====Level 4=====
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 Whilst wearing light armour you can avoid damage in such a way as you have an additional: Whilst wearing light armour you can avoid damage in such a way as you have an additional:
   * 2 physical hits   * 2 physical hits
-  * 1 physical ​RESIST+  * 1 physical ​VOID
  
 ====Medium Armour 4==== ====Medium Armour 4====
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 Whilst wearing medium armour you can avoid damage in such a way as you have an additional: Whilst wearing medium armour you can avoid damage in such a way as you have an additional:
   * 2 physical hits   * 2 physical hits
-  * 1 physical ​RESIST+  * 1 physical ​VOID
  
 ====Heavy Armour 4==== ====Heavy Armour 4====
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 //​Pre-Requisite:​ Selling Yourself 3// //​Pre-Requisite:​ Selling Yourself 3//
  
-For each rank you have 10 points of reputation to distribute as you wish, if anything would cause you to lose this reputation you may associate it to a different organisation. ​ This reputation cannot be burned for one off favours. +You may hold Favour with one extra organisation,​ and can gain 2 reputation with an organisation of your choice between adventures by doing miscellaneous “favours” to ingratiate yourself
-In addition for each rank you can gain 2 reputation with an organisation of your choice between adventures by doing miscellaneous “favours” to ingratiate yourself+ 
 +In addition you may be a member of one extra organisation,​ and you count as having 10 more Favour for determining your rank with an organisation you are a member of. You may change which organisations these points count towards between adventures.
system/generalskills.1516925564.txt.gz · Last modified: 2018/01/26 00:12 by chaos