.. -*- coding: utf-8 -*- .. title:: Skills .. include:: /global-message.rst ################## Skills and Domains ################## This section covers the basic and advanced skill rules, and provides a list of generic skill nodes that should work as-is in most game settings and genres. **When making skill checks,** you can add multiple skill nodes to your dice pool so long as you can justify to the GM the reason for the combination of skills you are adding to a dice pool. .. _skills-common-list: ========================== List of Common Skill Nodes ========================== The skills listed in this section are some examples that you can use in your game settings. Academic Skills =============== * Accounting * Architecture * Astronomy * Biology * Botany * Chemistry * Cryptography * Economics * Engineering * Geology * History * Law * Literature * Medicine * Physics * Kinetics * Psychiatry * Structural Engineering * Systems Engineering Acumen ====== The ability to make good judgements and take quick decisions. * Investigation * Command * Insight * Persuasion * Inspiration * Intimidation * Tactics Art and Creativity ================== * Crafting * Dance * Drama * Music * Painting * Graphic Design * Creative Writing Construction and related fields =============================== * Carpentry * Metalworking * Construction * Plumbing * Electrician Athletics ========= * Acrobatics * Balance * Climbing * Contortion * Running * Swimming * Wrestling Subterfuge ========== * Deception * Disguise * Lipreading * Slight Of Hand * Stealth Survival ======== * First Aid * Foraging * Survival * Tracking * Trapping Environmental Biomes ==================== * Desert Biome * Forest Biome * Jungle Biome * Tundra Biome * Marsh Biome * Mountain Biome * Plains Biome * Wasteland Biome * Asteroid Biome Miscelaneous ============ * Animal Handling * Drone Operations * Driving * Piloting * Sensors .. _skills-domains: =========================== Domains and Specialisations =========================== Domains are special skill domains that give characters access to special abilities and feats. Characters have access to these domains via special training, specialisation or as a favour granted by a supernatural entity or force. Mechanically domains work like skills, you add it to your dice pool when you are using the domain. Characters can have access to more than one domain, so long as this makes sense for the character background and the game setting. Think of the domains listed here *not* as fixed rules, but more as a *guide* or blueprint, something you can change to suit your game worlds, genre and settings. .. _skills-domain-features: Domain Features =============== Every domain will give the character access to new *Abilities*, *Damage Types*, *Boons* and/or *Conditions*. We will call these **Domain Features**. Characters can buy **Domain Features** with **XP**, within the following limitations: * You cannot have more domain features than the **domain rank**. * You can only purchase **one feature per month (in-game)**. * Every domain feature will cost **2XP** to train. .. _skills-domain-features-activate: Activating or Using Domain Features ----------------------------------- The following common rules apply to activating or using domain features for any domain. Damage Types To use a specific damage type in the domain, you can just channel the damage type through **touch** or, use any domain ability that can apply the damage in some other way. Abilities Every ability will has it’s own energy cost, rules and roll requirements. Read the Ability description to find out how the ability works. See :node:ref:`Generic.Ability.Shout` or :node:ref:`Generic.Ability.Pulse` as examples. Boons and/or Conditions **Apply a boon to yourself** by rolling ``Focus › (Domain) » 1 Energy``, where ``(Domain)`` is the governing domain for the boon. **Apply a boon or condition to others** by rolling ``Control › (Domain) » 1 Energy``, where ``(Domain)`` is the governing domain for the boon. When granting boons or conditions to others, the character *must* have a mechanism to do so, usually through an ability. A Brawler for example, can use :node:ref:`a battle cry ` to grant all allies within earshot :node:ref:`empower ` or, they can use the battle cry to :node:ref:`Daze ` opponents. Traits Some Domains can have traits as features. The are just boons or conditions that are permanently available to the character. They *never decay*, and will always be on ``Rank 1``. If for some reason a trait is boosted with higher ranks/stacks from another source, then those extra stacks will decay as normal back down to ``Rank 1``. Custom Domains ============== **Creating your own custom domains** for your settings is simple. Characters can pick any :doc:`intention ` as a domain feature, so long as they can justify a narrative or rational reason as to *how/why* they have access to that intention within the domain. For example, it may be difficult to rationalise how you have :node:ref:`Cold Damage ` as a *Fire Domain* feature. .. tip:: You can also convert plain :doc:`skills ` into a domain of it’s own. This is between the GM and the player to figure out the details. The system is flexible in this way by design. This way, it’s easy to create something unique for players. .. _skills-domains-list: List of Generic Domains ======================= .. node:def:: Brawler :uid: Generic.Domain.Brawler After upgrading this skill into a domain, the following domain features become available for purchase. Abilities :node:ref:`Generic.Ability.Shift`, :node:ref:`Generic.Ability.EvasiveMovement`, :node:ref:`Battle Cry/Shout ` Conditions :node:ref:`Generic.Condition.Dazed`, :node:ref:`Generic.Condition.Stunned` Boons :node:ref:`Generic.Boon.Empowered`, .. node:def:: Unarmed Combat :uid: Generic.Domain.UnarmedCombat .. tip:: Unarmed combat count as :ref:`combat-dual-wielding`. After upgrading this skill into a domain, the following domain features become available for purchase. Abilities :node:ref:`Generic.Ability.Shift`, :node:ref:`Generic.Ability.EvasiveMovement` Boons :node:ref:`Generic.Boon.Blur`, :node:ref:`Generic.Boon.FleetFoot` Conditions :node:ref:`Generic.Condition.Crippled`, :node:ref:`Generic.Condition.Dazed` Traits :node:ref:`Generic.Boon.CombatAwareness` .. node:def:: Marksman :uid: Generic.Domain.Marksmanship After upgrading this skill into a domain, the following domain features become available for purchase. Abilities: :node:ref:`Generic.Ability.Disarm` Conditions: :node:ref:`Generic.Condition.Crippled`, :node:ref:`Generic.Condition.Bleeding` Traits :node:ref:`Generic.Boon.Deadeye`, :node:ref:`Generic.Boon.PointBlank`, :node:ref:`Generic.Boon.CombatAwareness` .. node:def:: Melee Arms :uid: Generic.Specialist.MeleeWeapons After upgrading this skill into a domain, the following domain features become available for purchase. Abilities :node:ref:`Generic.Ability.Disarm`, :node:ref:`Generic.Ability.Shift` Boons :node:ref:`Generic.Boon.Blur`, :node:ref:`Generic.Boon.FleetFoot` Conditions :node:ref:`Generic.Condition.Crippled`, :node:ref:`Generic.Condition.Dazed` Traits :node:ref:`Generic.Boon.CombatAwareness` .. node:def:: Guardian :uid: Generic.Domain.Guardian **Requires:** A handheld shield or buckler, or any defensive weapon that can act as a shield. After upgrading this skill into a domain, the following domain features become available for purchase. Abilities :node:ref:`Generic.Ability.Shift`, :node:ref:`Generic.Ability.Aura`, Boons :node:ref:`Generic.Boon.NaturalDefender`, :node:ref:`Generic.Boon.Resilience` Conditions :node:ref:`Generic.Condition.Dazed`, :node:ref:`Generic.Condition.Stagger`, :node:ref:`Generic.Condition.Stunned` .. node:def:: Cantrips :uid: Generic.Domain.Cantrips Create temporary illusions and sounds. The distance at which you can create these effects depend on the amount of energy you use with this ability. After upgrading this skill into a domain, the following domain features become available for purchase. Abilities :node:ref:`Generic.Ability.Amplify`, :node:ref:`Generic.Ability.Illusion`, :node:ref:`Generic.Ability.Shape`, :node:ref:`Generic.Ability.Shift` Boons :node:ref:`Generic.Boon.Blur` Conditions :node:ref:`Generic.Condition.Confusion`, :node:ref:`Generic.Condition.Marked` .. node:def:: Death Domain :uid: Generic.Domain.Death You have control over the death domain. Damage Types :node:ref:`Generic.Damage.Cold`, :node:ref:`Generic.Damage.Corrosive` :node:ref:`Generic.Damage.Toxic`, Abilities :node:ref:`Generic.Ability.Beam`, :node:ref:`Generic.Ability.Pulse`, :node:ref:`Generic.Ability.Shape` Conditions :node:ref:`Generic.Condition.Fear`, :node:ref:`Generic.Condition.Frozen`, :node:ref:`Generic.Condition.Poisoned`, :node:ref:`Generic.Condition.Weakness` .. node:def:: Earth Domain :uid: Generic.Domain.Earth You can manipulate geology and earth. You can damage them by making rocks fly at them or smash into them from below. In the same way you can cripple or stagger them by making the ground shift break beneath your opponents. Defensively you can use this to create armour of rock and stone around yourself or allies. Damage Types :node:ref:`Generic.Damage.Crushing`, :node:ref:`Generic.Damage.Kinetic` Abilities :node:ref:`Generic.Ability.Manifest`, :node:ref:`Generic.Ability.Pulse`, :node:ref:`Generic.Ability.Shape`, :node:ref:`Generic.Ability.Wave` Boons :node:ref:`Generic.Boon.Resilience` Conditions :node:ref:`Generic.Condition.Crippled`, :node:ref:`Generic.Condition.Stagger` .. node:def:: Fire Domain :uid: Generic.Domain.Fire You have the ability to create and manipulate fire or plasma. Damage Types :node:ref:`Generic.Damage.Heat` Abilities :node:ref:`Generic.Ability.Beam`, :node:ref:`Generic.Ability.Explode`, :node:ref:`Generic.Ability.Pulse`, :node:ref:`Generic.Ability.Manifest` Conditions :node:ref:`Generic.Condition.Burning` .. node:def:: Glamour Domain :uid: Generic.Domain.Glamour Damage Types :node:ref:`Generic.Damage.Psychic` Abilities :node:ref:`Generic.Ability.Illusion`, :node:ref:`Generic.Ability.Manifest` Boons :node:ref:`Generic.Boon.Blur`, :node:ref:`Generic.Boon.Camouflage`, :node:ref:`Generic.Boon.Invisible` Conditions :node:ref:`Generic.Condition.Charmed`, :node:ref:`Generic.Condition.Confusion`, .. node:def:: Protection Domain :uid: Generic.Domain.Protection :type: A Abilities :node:ref:`Generic.Ability.Amplify`, :node:ref:`Generic.Ability.Manifest` Boons :node:ref:`Generic.Boon.Blur`, :node:ref:`Generic.Boon.Resilience`, :node:ref:`Generic.Boon.Immunity` Conditions :node:ref:`Generic.Condition.Dazed`, .. node:def:: Life Domain :uid: Generic.Domain.Life Abilities :node:ref:`Generic.Ability.Aura`, :node:ref:`Generic.Ability.Beam`, :node:ref:`Generic.Ability.Cleanse`, :node:ref:`Generic.Ability.Heal` Boons :node:ref:`Generic.Boon.Regeneration` Conditions :node:ref:`Generic.Condition.Exhaustion`, :node:ref:`Generic.Condition.Marked` .. node:def:: Light Domain :uid: Generic.Domain.Light :type: A Abilities :node:ref:`Generic.Ability.Beam`, :node:ref:`Generic.Ability.Shape`, :node:ref:`Generic.Ability.Manifest` Damage Types :node:ref:`Generic.Damage.Holy` Boons :node:ref:`Generic.Boon.Valour` Conditions :node:ref:`Blind `, :node:ref:`Generic.Condition.Marked` .. node:def:: Shadow :uid: Generic.Domain.Shadow You have knowledge and control over darkness and shadow. Abilities :node:ref:`Generic.Ability.Aura`, :node:ref:`Generic.Ability.Manifest`, :node:ref:`Generic.Ability.Pulse`, :node:ref:`Generic.Ability.Shape` Boons :node:ref:`Generic.Boon.Camouflage`, :node:ref:`Generic.Boon.Invisible`, :node:ref:`Generic.Boon.DarkSight` Conditions :node:ref:`Blind `, :node:ref:`Generic.Condition.Marked` .. node:def:: Technomancy :uid: Generic.Domain.Technomancy Abilities :node:ref:`Generic.Ability.Aura`, :node:ref:`Generic.Ability.Beam`, :node:ref:`Generic.Ability.Detection`, :node:ref:`Generic.Ability.Explode`, :node:ref:`Generic.Ability.Implode`, :node:ref:`Generic.Ability.Pulse`, :node:ref:`Generic.Ability.Shape`, :node:ref:`Generic.Ability.Split`, :node:ref:`Generic.Ability.Timer`, :node:ref:`Generic.Ability.Wave`, .. _skills-stances: Combat Stances ============== Combat stances are domain specialisations that are difficult to obtain initially, but once you have them they can become a game changer on the battlefield. Stances are difficult to obtain for two reasons. 1. They always require that a character have a *prerequisite* skill on at least ``Rank 2``. 2. The character needs training and guidance from someone that mastered the combat form in question. **Unlike other domains,** characters do not have access to all the stance features all the time. Characters must first **use an action** “enter” or “activate” the stance before the stance features become available. If a player have more than one stance trained, they can only use one stance at a time. When looking at the stance examples below, notice that the majority of the stance features are :ref:`node-type-trait`. This is the reason why stances are so powerful, since they can instantly give the character a number of traits. .. note:: The stances below are some quick examples. We will add more over time, but in the meantime these will serve as examples on how to create your own. .. _skills-stances-list: List of Combat Forms and Stances -------------------------------- .. node:def:: Aggressive Stance :uid: Generic.Stance.AggressiveStance | **Requirements:** Melee combat only. You must have a melee combat skill on at least ``Rank 2`` and, you must have the **Intimidation** skill on at least ``Rank 1``. | **Activation Required:** Stance features are not available until the character **uses an action** to activate the stance. When using this combat stance, your body language and movements are of such a nature that enemies within your melee range feel threatened, even when you don’t intend to attack them directly. Abilities :node:ref:`Generic.Ability.Shout` Boons :node:ref:`Generic.Boon.Resilience` Conditions :node:ref:`Generic.Condition.Fear`, Traits :node:ref:`Generic.Boon.CombatAwareness`, :node:ref:`Generic.Boon.Empowered`, :node:ref:`Generic.Boon.Ferocity`, .. node:def:: Butterfly Dance :uid: Generic.Stance.ButterflyDance | **Requirements:** Short Bladed Weapons only. Must have a related combat skill on at least ``Rank 2`` and, dancing, acrobatics or any other similar skill on ``Rank 1`` at minimum. | **Activation Required:** Stance features are not available until the character **uses an action** to activate the stance. You are light-footed and flow unpredictably between your opponents while taking deceptive and opportunistic strikes at your enemies. Abilities :node:ref:`Generic.Ability.OpportuneStriker` Traits: :node:ref:`Generic.Boon.AgileStriker`, :node:ref:`Generic.Boon.Ambidex`, :node:ref:`Generic.Boon.Blur`, :node:ref:`Generic.Boon.CombatAwareness`, :node:ref:`Generic.Boon.Mobility`, :node:ref:`Generic.Boon.Vigilant` .. node:def:: Defensive Stance :uid: Generic.Stance.DefensiveStance | **Requirements:** When using this stance the character *cannot* make any offensive actions. This stance will end the moment you make any attack or offensive action. | **Activation Required:** Stance features are not available until the character **uses an action** to activate the stance. Focus your attention and awareness on your opponents to anticipate their attacks. Abilities :node:ref:`Generic.Ability.Aura`, :node:ref:`Generic.Ability.EvasiveMovement` Conditions :node:ref:`Generic.Condition.Taunted` Taits :node:ref:`Generic.Boon.Alert`, :node:ref:`Generic.Boon.Vigilant`, :node:ref:`Generic.Boon.Endurance`, :node:ref:`Generic.Boon.KeenSense`, :node:ref:`Generic.Boon.NaturalDefender`, :node:ref:`Generic.Boon.Resilience`, :node:ref:`Generic.Boon.Valour`, :node:ref:`Generic.Boon.Vigilant` .. node:def:: Gun Kata :uid: Generic.Stance.GunKata | **Requirements:** Only one-handed pistol(s) (single or dual wielded) | **Activation Required:** Stance features are not available until the character **uses an action** to activate the stance. **Note:** While in the stance you have a *lesser penalty* to all melee actions. Your stance and movement while in this form have been carefully developed to make it harder for *ranged attackers* to hit you, while also increasing your own accuracy with pistols. When using this stance you get the following *accumulating* effects, based on the stance rank: Abilities :node:ref:`Generic.Ability.EvasiveMovement`, Conditions :node:ref:`Generic.Condition.Marked` Traits :node:ref:`Generic.Boon.Ambidex`, :node:ref:`Generic.Boon.Blur`, :node:ref:`Generic.Boon.CombatAwareness`, :node:ref:`Generic.Boon.Deadeye`, :node:ref:`Generic.Boon.PointBlank`, :node:ref:`Generic.Boon.Mobility`, :node:ref:`Generic.Boon.Vigilant` .. node:def:: Shield Warden :uid: Generic.Stance.ShieldWarden | **Requirements:** Only usable with handheld shields or shield-like items | **Activation Required:** Stance features are not available until the character **uses an action** to activate the stance. | **Note:** While in this stance, you have a *lesser penalty* to any *offensive action* that doesn’t use your shield. Developed for those wielding shields to defend themselves or allies, this form allows for a strong but mobile stance, that can quickly adapt to using even the largest shields. Abilities :node:ref:`Generic.Ability.Aura`, :node:ref:`Generic.Ability.Shift` Conditions :node:ref:`Generic.Condition.Stagger` Traits :node:ref:`Generic.Boon.Alert`, :node:ref:`Generic.Boon.CombatAwareness`, :node:ref:`Generic.Boon.Empowered`, :node:ref:`Generic.Boon.Endurance`, :node:ref:`Generic.Boon.FleetFoot`, :node:ref:`Generic.Boon.NaturalDefender`, :node:ref:`Generic.Boon.Valour`, :node:ref:`Generic.Boon.Vigilant` ---- .. include:: /content-footer.rst