FATE-Prism/Mechanics/Skills.txt

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