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- Domains - Mechanics - Characters - Mainline Story
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Skills.txt
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Skills.txt
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Skills are what make your character perform their actions.
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There are nineteen different skills used in this game.
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Some of these skills also come with Skill-Based Combat-only Stunts at certain PLUS
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-----
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ACADEMICS
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Your ability to know & cast spells
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+1 | You have ALL 12 Level 0 Infusion Spells and a single LV1 spell
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+2 | Gain another LV1 spell and your first LV2 spell
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+3 | Gain another LV1 & LV2 spell and your first LV3 spell
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+4 | Gain another LV1, LV2, & LV3 spell, and your first LV4 spell
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+5 | Gain another LV1, LV2, LV3, & LV4 spell, and your only LV5 spell
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-----
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ATHLETICS
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Your ability to dodge incoming ATTACKS and other hazards
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- No additional bonuses at plus, just makes you better at dodging things
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-----
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BURGLARY
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Your ability to steal from ACTIVE scenarios
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+2 | Deft Theft
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Once/Fight : Pay 1 MVMT : BURGLARY roll vs ENEMY NOTICE roll to steal a random ITEM from that ENEMY in your ZONE
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+4 | You can use Deft Theft TWICE per fight
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-----
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CONTACTS
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Your ability to recall information about people, places, and things
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- No additional bonuses at plus, just makes you better at remembering relevant information about your story
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-----
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CRAFTS
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Your ability to make anything you want or need
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- No additional bonuses at plus, just lets you make things based on the available situation
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-----
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DECEIVE
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Your ability to fool other people based on the scenario
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- No additional bonuses at plus, just makes you really good at lying
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-----
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DRIVE
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Your ability to physically move across the board during combat
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- You also need this to operate vehicles
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+2 | Can move up to 2 ZONES per turn during combat
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- (Not a STUNT, just a metric mark)
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+4 | Can move up to 3 ZONES per turn during combat
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- (Not a STUNT, just a metric mark)
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-----
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EMPATHY
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Your ability to show you care, and recognize dishonesty
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- You also need this to counter DECEIVE attempts
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- No additional bonuses at plus, just lets you know when people change or lie
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-----
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FIGHT
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Your ability to use any & all MELEE weapons
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- Can also be used for THROWING weapons/items
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+4 | Second Swing
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You can now attack TWICE per turn with any one 4/5DMG FIGHT weapon, but the second ATTACK is made at DISADV
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-----
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INVESTIGATE
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Your ability to see and understand scenarios ACTIVELY
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+3 | Inventory Insight
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Start Of Fight: INVESTIGATE roll to see what unique items/weapons your enemies are carrying
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-----
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MANA (originally LORE)
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Your ability to pay for your spells
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Every PLUS in this score equals 10 Mana Points
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- (Not a STUNT, just a metric mark)
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-----
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NOTICE
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Your ability to see and understand scenarios PASSIVELY
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- Also used to counter BURGLARY attempts
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+2 | Advanced Awareness
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During INITIATIVE rolls, you can turn one MINUS to a PLUS
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+4 | You can use Advanced Awareness TWICE per INITIATIVE roll
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-----
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PHYSIQUE
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Your ability to be hit by incoming attacks and survive
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- Also used to mark how physically strong you are as a whole
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- Every PLUS in this score equals 5 Hit Points in addition to your 10 Hit Point minimum
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- (Not a STUNT, just a metric mark)
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+3 | Burly Brawler
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Can dual-wield 3DMG TWO-HANDED & FLEXIBLE FIGHT weapons
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PROVOKE
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Your ability to be distracting and irritating
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+2 | Tactical Taunt
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REACTION : Once/Enemy, if an ALLY in your ZONE is targeted for an ATTACK, before rolling; PROVOKE roll vs ENEMY WILL roll to redirect attack to YOU
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- Any HIT/MATCH you receive from this will deal you +2DMG
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-----
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RAPPORT
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Your ability to be liked, charming, and trustworthy
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+2 | Helping Hand
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Once/Round: REACTION : You can turn one MINUS on an ALLY's roll in the same ZONE to a BLANK
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+4 | Got Your Back
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Once/Round: REACTION : You can turn one MINUS on an ALLY's roll in the same ZONE to a PLUS
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-----
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RESOURCES
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Your ability to gain and maintain your wealth and supplies
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+2 | Scrambles
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Once/Turn: Pay 1 MVMT; RESOURCES roll to loot for money, potions, weapons, or other relevant items from Defeated Enemy in same ZONE
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SHOOT
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Your ability to use guns, bows, and other RANGED weapons
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- Can also be used for THROWING weapons/items
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- No additional bonuses at plus, just lets you handle guns, bows, and other projectiles
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-----
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STEALTH
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Your ability to be unseen when moving, attacking, or evading
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- This can be used in place of ATHLETICS, FIGHT, and SHOOT
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- Can only use ONE-HANDED ITEM/WEAPON in COMBAT
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- Can also be used for throwing WEAPONS/ITEMS
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+2 | Shadow Strike
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Any STEALTH HIT with a WEAPON will make the TARGET unable to ATTACK you on their next turn, but you also cannot ATTACK that TARGET on your next turn
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+4 | Assassination
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You do DOUBLE DMG on a STEALTH CRIT HIT with a WEAPON
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WILL
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Your ability to fortify yourself physically AND mentally
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- Also lets you resist certain types of DMG
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- Every PLUS lets you pick one MAGIC type to RESIST
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(RESIST = -1 DMG + IMMUNE to STATUS of Magic Type/Color)
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+3 | One RESIST becomes IMMUNE (NO DMG + NO STATUS)
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