183 lines
4.8 KiB
Text
183 lines
4.8 KiB
Text
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
|
|
|
|
-----
|
|
|
|
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
|
|
|
|
-----
|
|
|
|
ATHLETICS
|
|
Your ability to dodge incoming ATTACKS and other hazards
|
|
|
|
- No additional bonuses at plus, just makes you better at dodging things
|
|
|
|
-----
|
|
|
|
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
|
|
|
|
-----
|
|
|
|
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
|
|
|
|
-----
|
|
|
|
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
|
|
|
|
-----
|
|
|
|
DECEIVE
|
|
Your ability to fool other people based on the scenario
|
|
|
|
- No additional bonuses at plus, just makes you really good at lying
|
|
|
|
-----
|
|
|
|
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)
|
|
|
|
-----
|
|
|
|
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
|
|
|
|
-----
|
|
|
|
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
|
|
|
|
|
|
-----
|
|
|
|
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
|
|
|
|
-----
|
|
|
|
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)
|
|
|
|
-----
|
|
|
|
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
|
|
|
|
-----
|
|
|
|
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
|
|
|
|
-----
|
|
|
|
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
|
|
|
|
-----
|
|
|
|
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
|
|
|
|
-----
|
|
|
|
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
|
|
|
|
-----
|
|
|
|
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
|
|
|
|
-----
|
|
|
|
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
|
|
|
|
-----
|
|
|
|
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)
|