General skills

From Breaking Worlds

Revision as of 19:43, 28 September 2016 by Nyeti (talk | contribs) (Recosting because it's awesome)

All skills that do not belong to a class (warrior, channeller, or evoker) are called general skills. Many of these are useful outside combat, and may give specific advantages in downtime.


Toughness

  • Cost to learn: 2 XP
  • Prerequisites: none

You gain an additional Hit (+1 total).

Improved Toughness

  • Cost to learn: 2 XP
  • Prerequisites: Toughness

You gain a further additional Hit (+2 total).

Heroic Toughness

  • Cost to learn: 3 XP
  • Prerequisites: Improved Toughness

You gain a further additional Hit (+3 total).


Medicine

  • Cost to learn: 1 XP
  • Prerequisites: none

You can spend 10 seconds appropriate roleplay to call CURE 1 on a Dying character at touch range.
You can spend 60 seconds appropriate roleplay, or 10 seconds appropriate roleplay and one dose of Reagents, to call CURE ALL on a character at touch range.

Surgery

  • Cost to learn: 3 XP
  • Prerequisites: Medicine

You can spend 60 seconds appropriate roleplay, or 10 seconds appropriate roleplay and one dose of Reagents, to call RESTORE LIMB on a character at touch range.
You can examine and heal Wounds following the instructions on the card.

Dissection

  • Cost to learn: 2 XP
  • Prerequisites: Medicine

You can use 10 seconds appropriate roleplay outside combat to remove an organ or body part from an unresisting or dead creature or character. (You can sever limbs using this skill, which has the same effect as CLEAVE but is harder to heal.)
You can examine the body of a creature or character to get a good idea of their abilities.

Graft

  • Cost to learn: 3 XP
  • Prerequisites: Surgery and Dissection

You may attempt to graft an organ, body part, or item onto a willing or unresisting creature or character.
This is a very risky process. This skill is most reliable when used to transplant a body part of the same species to replace one which has been lost or irreparably damaged. Grafting an inorganic item or an organ from another species is rather more dangerous. It is especially risky to attempt to give someone supernumerary body parts or organs.
The operation can be made easier and safer with appropriate magic, especially Wood or Earth.

Alchemy

  • Cost to learn: 3 XP
  • Prerequisites: Medicine

You can create a Potion of Power in downtime as a Minor Action, spending two doses of Reagents to do so. When consumed by a character, it increases either their Stamina or Mana (but not both) to double its maximum value; they then take a Wound.
You may spend 60 seconds appropriate roleplay and one dose of Reagents to turn a glass of liquid into one of the following:
Pure water, inflammable oil, acid, alkali, lubricant, glue, solvent, dye, bleach, cooling solution, heat solution, preservative.

Advanced Alchemy

  • Cost to learn: 2 XP
  • Prerequisites: Alchemy

You can analyse and extract substances from biological samples in downtime as a Minor Action.
You may attempt to create new substances by combining samples and Reagents. This allows you to create new consumables that grant the user special abilities, often related to the creature from which they were extracted.


Trader’s Appraisal

  • Cost to learn: 1 XP
  • Prerequisites: none

You can inspect an item with a treasure ribbon to get a good idea of its nature, value, and history.

Investigation

  • Cost to learn: 2 XP
  • Prerequisites: Trader’s Appraisal

You may detect simple forgeries with close investigation. You may use Reagents to detect advanced forgeries.
You are better at gathering information in downtime.


Spycraft

  • Cost to learn: 2 XP
  • Prerequisites: none

You can forge up to one document each downtime as a Minor Action.

Advanced Spycraft

  • Cost to learn: 2 XP
  • Prerequisites: Spycraft

You may choose to spend any quantity of Reagents on a forgery. If you do, anyone wishing to detect it must spend at least as many doses of Reagents as you spent.
You are better at spreading information, rumours, propaganda, and similar in downtime.

Smuggling

  • Cost to learn: 2 XP
  • Prerequisites: Spycraft

You may conceal one item under 24” long such that a search cannot detect it. The item must be physically concealed from view for this skill to be effective.
You are better at moving goods or people unnoticed in downtime.


Business Connections

  • Cost to learn: 1 XP
  • Prerequisites: none

You may submit one rumour each interactive or in the following downtime, which will appear in the downtime of one or more other characters.
You receive one additional rumour from each downtime.

Excellent Connections

  • Cost to learn: 4 XP
  • Prerequisites: Business Connections

You may call in a favour each downtime: this could be to get the help of some workers or thugs, borrow a fast horse to travel to other parts of the country, or ask traders for a particular item. You receive one further additional rumour from each downtime (total two).


Disposable Income

  • Cost to learn: 1 XP
  • Prerequisites: none

You receive an extra sum of Petty Cash per interactive (twice as much as standard).

Substantial Income

  • Cost to learn: 2 XP
  • Prerequisites: Disposable Income

You receive a further extra sum of Petty Cash per interactive (three times as much as standard).

Exotic Income

  • Cost to learn: 3 XP
  • Prerequisites: Substantial Income

You receive one valuable or magical item per interactive, at random.


Followers

  • Cost to learn: 3 XP
  • Prerequisites: none

You have a group of followers and can ask them to do things for you. These could be a retinue, gang, military squadron, congregation, or something else.
You can order your followers to either provide backup on one of your downtime actions, or to take a downtime action on behalf of your character. They have some training in one of the following areas, which you should choose when selecting this skill:

  • Exploring
  • Foraging
  • Raiding
  • Investigating
  • Influencing
  • Being numerous


Career skills

These are a special category of general skills.

Buying membership in a faction marks you as a full member and gives you access to the faction’s budget. It also comes with an in-character expectation of trust and loyalty. At present, you can only spend XP for membership in the three major factions - you can belong to a smaller organisation, but there is no special skill involved in doing so.

At character creation, you may choose up to one of the faction membership skills listed here. Under certain circumstances, you may be able to advance in rank within a faction; this will allow you to spend XP on skills that give you additional in-character benefits, representing you consolidating influence after promotion.

While you are a member of one faction, you may not buy membership of or career skills for another. If you are expelled from a faction, you do not recover the XP spent on career skills for that faction, although you may be allowed to buy membership of another.


Noble Membership

  • Cost to learn: 3 XP
  • Prerequisites: none

You are a Knight or an influential retainer, and entitled to one share of the Noble Houses budget each week.
You may not combine this skill with any other faction membership skill.


Army Membership

  • Cost to learn: 3 XP
  • Prerequisites: none

You are a company officer or sergeant in the Armies, and entitled to one share of the Royal Armies budget each week.
You may not combine this skill with any other faction membership skill.


Coalition Membership

  • Cost to learn: 3 XP
  • Prerequisites: none

You are an active member of a reform society, and entitled to one share of the Reform Coalition budget each week.
You may not combine this skill with any other faction membership skill.