240 lines
No EOL
8.7 KiB
Text
240 lines
No EOL
8.7 KiB
Text
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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ACADEMICS
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Mundane, everyday human knowledge and education, including history, sciences, and medicine. Academics stunts often refer to specialized areas of knowledge and medical skills.
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In this game, it's your ability to know & cast spells
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+1 | You have ALL 12 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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ATHLETICS
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A measurement of physical potential. Athletics stunts focus on movement—running, jumping, parkour—and dodging attacks.
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In this game, it's how flexible you are at dodging all hazards
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- No additional bonuses at plus, just makes you better at dodging things
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BURGLARY
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Knowledge of and ability to bypass security systems, pick pockets, and generally commit crimes. Burglary stunts give bonuses to the various stages of committing a crime, from the planning to the execution and escape.
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In this game, it's used to hide and 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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CONTACTS
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Knowledge of the right people and connections that can help you. Contacts stunts give you ready allies and an information network wherever you go in the world.
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In this game, it lets you find & recall story relevant information
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- No additional bonuses at plus, just makes you better at remembering relevant information about your story
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CRAFTS
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Ability to make or break machinery, build contraptions, and pull off MacGyver-esque feats of ingenuity. Crafts stunts let you have the gizmo on hand, and gives bonuses to building, breaking, & repairing things.
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In this game, it also represents how dexterous your fingers are
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+2 | Nice Try
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ONCE/FIGHT, On an opponent's THROWN attack/item roll VS you and/or a ZONE you are in (except POTIONS):
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- REACTION : CRAFTS roll vs THROWN weapon/item roll; on HIT, cancel action & add it to INVENTORY
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- (If GRENADE, item is DISARMED as well)
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+4 | Return to Sender
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ONCE/FIGHT, On an opponent's THROWN attack/item roll VS you and/or a ZONE you are in (except POTIONS):
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- REACTION : CRAFTS roll vs THROWN weapon/item roll; on HIT, that weapon/item is caught and thrown back as a new ATTACK/ITEM action with the thrower and/or ZONE(s) they are in as the new TARGET
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- This ATTACK action uses that CRAFT roll to determine the HIT/MATCH/MISS
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DECEIVE
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Ability to lie and cheat convincingly and with aplomb. Deceive stunts might improve your ability to tell a particular breed of lie or help invent false identities.
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In this game, it lets you 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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DRIVE
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Controlling vehicles under the most grueling circumstances, pulling wicked maneuvers, and simply getting the most out of your ride. Drive stunts can be signature maneuvers, a special vehicle of your own, or even movement in general.
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In this game, it also controls how much YOU move in battle
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+2 | Can move up to 2 ZONES per turn in combat
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+4 | Can move up to 3 ZONES per turn in combat
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- You can split your movement and do MVMT first, then ATTACK/ITEM, then use the rest of your MVMT
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EMPATHY
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Ability to accurately judge someone’s mood and intentions. Empathy stunts can be about judging a crowd, picking up on lies, or helping others recover from mental consequences.
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In this game, it also helps you beat DECEIVE rolls
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- No additional bonuses at plus, just lets you know when people change or lie
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FIGHT
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Ability to excel at hand-to-hand combat, whether with weapons or fists. Fight stunts include signature weapons and special techniques.
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In this game, it 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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INVESTIGATE
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Deliberate, careful study and puzzling out mysteries. Use this to piece together clues or reconstruct a crime scene. Investigate stunts help you form brilliant deductions or piece together information more quickly.
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In this game, it helps you see and understand scenarios ACTIVELY
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- No additional bonuses at plus, just makes you really good at looking for things you are TRYING to find
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MANA
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This skill was originally called LORE
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Specialized, arcane knowledge that falls outside of the scope of Academics, including supernatural topics of one sort or another. This is where the weird stuff happens. Lore stunts often support practical applications of your arcane knowledge, such as casting spells.
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In this game, it tracks your "payment" for spells via Mana Points
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+? | Every PLUS equals 10 Mana Points
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NOTICE
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Ability to pick up details in the moment, spot trouble before it happens, and generally be perceptive. Notice stunts sharpen your senses, improve your reaction time, or make you harder to sneak up on.
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In this game, it also helps you 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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PHYSIQUE
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Raw power and durability. Physique stunts let you perform superhuman feats of strength, throw your weight around while wrestling, and shrug off physical stress or consequences.
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In this game, it also tracks your Hit Point maximum
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- Every PLUS equals 5 additional Hit Points
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+3 | Burly Brawler
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Can dual-wield 3DMG TWO-HANDED FIGHT weapons
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- Each weapon is treated as one-handed and gains DUAL-WIELD
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PROVOKE
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Ability to push people to act the way you want them to. It’s coarse and manipulative, not a positive interaction. Provoke stunts let you push opponents into foolhardy action, draw aggression toward you, or scare enemies (assuming they can feel fear).
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In this game, it's used 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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# RAPPORT
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### *Building connections with others and working together. Where Provoke is manipulation, Rapport is sincerity, trust, and goodwill. Rapport stunts let you sway the crowd, improve relationships, or build contacts.*
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## In this game, it's basically your *charisma.*
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+2 | Helping Hand
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REACTION : You can turn one MINUS on an ALLY's roll in the same ZONE to a BLANK, or a BLANK to a PLUS
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+4 | Got Your Back
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REACTION : You can turn one MINUS on an ALLY's roll in the same ZONE to a PLUS
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RESOURCES
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Access to material things, not just money or direct ownership. It might reflect your ability to borrow from friends or dip into an organization’s armory. Resources stunts let you better quality and/or quantity on things you buy and/or gather.
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In this game, it also dictates how well you gather money & supplies
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- No additional bonus at PLUS, just makes you better at keeping your inventory full
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SHOOT
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All forms of ranged combat, whether guns, throwing knives, or bow and arrow. Shoot stunts let you make called shots, quick-draw, or always have a gun handy.
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In this game, it 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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STEALTH
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Staying unseen or unheard and escaping when you need to hide. Stealth stunts let you vanish in plain sight, blend into crowds, or advance through shadows unseen.
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In this game, it is a tactical low-damage all-in-one combat skill
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- It can be used in place of ATHLETICS, FIGHT, and SHOOT
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- You can only use a single ONE-HANDED or FLEXIBLE weapon*
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- It 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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Mental fortitude, the ability to overcome temptation, and to withstand trauma. Will stunts let you ignore mental consequences, withstand the mental agony of strange powers, and hold steady against enemies who provoke you.
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In this game, it also lets you resist magic effects
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+? | Every PLUS lets you pick one Magic Type/Color to RESIST (-1DMG + IMMUNE to its STATUS)
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+3 | One RESIST becomes IMMUNE (NO DMG + NO STATUS of that Magic Type/Color)
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