Skills
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- Crafting Skills
- These allow you to make items of some sort at check-in, or to repair items during game. For tradeskills that allow you to craft 1 item per game per level, those enter a pool that you may use to craft any item you can make, not just the items from that skill. Unless explicitly specified any crafted item counts as 1 item.
- Weaponsmithing / Armorsmithing
- you may craft 1 item per game per level of this skill.
- Level 1) You may craft small 1 handed melee weapons
- Level 2) You may craft medium 1 handed melee weapons
- Level 3) You may craft long 2 handed melee weapons
- Level 4) You may craft armor
- Level 5) You may apply specialty materials to crafted melee weapons
- Carpentry / Fletching
- you may craft 1 item per game per level of this skill.
- Level 1) You may craft stakes
- Level 2) You may craft bows
- Level 3) You may craft crossbows
- Level 4) You may craft shields
- Level 5) You may craft specialty material arrows. 3 of these count as one item. Specialty arrow tags must be destroyed once the associated ammunition is used.
- Gunsmithing / Ammosmithing
- you may craft 1 item per game per level of this skill.
- Level 1) You may craft Rifles / Shotguns - allows you to craft rifles or shotguns
- Level 2) You may craft Derringers - allows you to craft small pistols that fire 1-2 shots
- Level 3) You may craft Revolvers / Repeaters - allows you to craft pistols that fire 3 or more rounds per reload or rifles with magazines
- Level 4) You may craft Specialty Ammunition - allows you to craft single use specialty ammunition - 3 bullets count as a single item. Specialty ammunition tags must be destroyed once the associated ammunition is used. When using specialty ammunition, a weapon must be loaded *only* with a single type of specialty ammunition and only that specialty ammunition.
- Level 5) You may craft Dynamite - You may craft dynamite to use as a thrown weapon. Dynamite deals 4 fire damage to everyone who is hit by it.
- Herbalism
- you may craft 1 item per game per level of this skill. 3 Herbalism creations count as a single item.
- Level 1) You may craft Tonic of Health (2 hp), Toxic Mixture (1 damage per minute for 10 minutes)
- Level 2) You may craft Tonic of Vitality (2 essence, counts as 2 potions), Potion of Lethargy (drain 5 of any energy pool)
- Level 3) You may craft Smelling Salts(breaks sleep), Sleeping Potion (merciful sleep)
- Level 4) You may craft Adhesive Goo (offensive: 60 sec bind foot, defensive: 60 sec immunity to disarm)
- Level 5) You may craft Potion of Strength (Augment 10m), Potion of Weakness (anti-augment 60s)
- Locksmithing
- you may craft 1 item per game per level of this skill.
- Level 1) You may craft Class 1 locks - allows you to craft level 1 locks.
- Level 2) You may craft Class 1 Lockpicks - allows you to craft level 1 lock picks. 3 lockpicks constitute a single item.
- Level 3) You may craft Class 2 locks - allows you to craft level 2 locks.
- Level 4) You may craft Class 2 Lockpicks - allows you to craft level 2 lock picks. 3 lockpicks constitute a single item.
- Level 5) You may craft Class 3 locks - allows you to craft level 3 locks.
- Active Skills
- These Skills do special things for you in-game with no attached Energy cost.
- Detection
- these abilities must be used close enough that you could reach an arm out and touch the target.
- Level 1) Type of Damage - You may ask what type of damage caused a target's wounds. Use the sig call: "Detection: What harmed you?" Answers must be vague "Claws" is fine, but "Werewolf claws" is not. This can be used on any target.
- Level 2) Conscious Search - Maintain a conversation with another character for 10 minutes. At the end of this period, you may use the sig call “Detection: Where are your tagged items?” - the target must tell you how many tagged items are on their person, including those in containers, and clearly point to the locations where these items are located.
- Level 3) Keen Eye - You may ask a target if they are carrying any hidden weapons - use the call: "Detection: are you armed?" - the target must answer if they have any In-Game weapons on them - tagged or otherwise. Please note that thrown weapons and ammunition will cause a yes answer.
- Level 4) You're Sure Acting Funny - With a brief study of a target and direct eye contact you may determine if they are under a Mental effect. Maintain eye contact with the target for 10 seconds, then use the sig call: "Detection: are you under a Mental effect?"
- Level 5) Forensics - Upon discovering an unconscious, dying, or dead target you may spend 30 seconds examining a scene, then you may ask the target what happened during the last minute before they fell. Use the sig: "Detection: Tell me what happened" - the answers should not be exact - "Bob stabbed me" isn't okay, but "I was walking, I stopped to talk to someone and was stabbed in the chest" is fine.
- Medicine
- Make a silent count in your head, and use the sig call whenever health is granted. Medicine may only be used on a target other than yourself. You may not use the same prop for any levels of Medicine except Practice and Bandage.
- Level 1) Assess & Bandage - You may ask the target their current health levels and if in the dying state how long they have left on their death timer. Upon attaining level 5 Medicine you may ask if the target is under the effect of Aggravated Damage. Bandages or other “first aid” props are required for healing. Apply a bandage to a target, healing them for 1 health every 30 seconds. Bandages can never heal the target to more than 2 below their maximum health. Bandages cannot bring a character that has fallen to 0 or fewer health back from Dying or Dead. Sig call: “Bandage.”
- Level 2) Practice - You may bandage after a 15 second count, rather than 30 seconds. Sig call: “Bandage”
- Level 3) Stabilize - Pantomime life-saving actions on a dying target (please don't actually perform them - that's painful) - the target's death timer will freeze as long as you continue to pantomime these actions. Maximum of 10 minutes. Use the count call “Stabilize” and maintain a count as long as you continue.
- Level 4) Advanced Healing Arts - False suture needles, splints, or other advanced “medical” props are required. Pantomime medical techniques such as suturing, providing medication, or setting bones. While doing this you may heal a target for 2 health every 20 seconds. Advanced Healing Arts can never heal the target to more than 2 below their maximum health. Advanced Healing Arts cannot bring a character that has fallen to 0 or fewer health back from Dying or Dead. This level of Medicine can remove the Aggravated Damage effect. Sig call: “Medicine”.
- Level 5) Savior - You must have a boffer knife or other tool with which to perform "surgery" - pantomime the actions of surgery for a minimum of 2 minutes - if the target's death timer has not expired at the end of this time you may restore 2 health to them, removing them from the Dying state. Sig call: “Surgery”
- Meditation
- Once a day you may spend 10 minutes in-game in meditation and regain your level in Meditation in Willpower (1-5) or, if human, you may instead choose to restore twice this value (2-10) to your Essence pool. Alternatively, you may spend 10 minutes in-game meditating to reduce your taint levels by 1 per level of Meditation you possess.