Skills: Difference between revisions

Citadel LRP

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{{IC|In a world where humans have lost the secrets of science and technology, they cling to mutant powers and artificial intelligences to help them thrive in the Outlook. Ancient materials and new possibilities collide as exploring The Citadel offers up opportunities even to those who have completely forsworn the ways of the fallen civilisation. But these same wonders offer new dangers, as they discover what was once hidden inside...}}
 
{{IC|In a world where humans have lost the secrets of science and technology, they cling to mutant powers and artificial intelligences to help them thrive in the Outlook. Ancient materials and new possibilities collide as exploring The Citadel offers up opportunities even to those who have completely forsworn the ways of the fallen civilisation. But these same wonders offer new dangers, as they discover what was once hidden inside...}}
   
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===Basic Skills===
 
===Basic Skills===
   

Revision as of 11:42, 19 September 2018

In a world where humans have lost the secrets of science and technology, they cling to mutant powers and artificial intelligences to help them thrive in the Outlook. Ancient materials and new possibilities collide as exploring The Citadel offers up opportunities even to those who have completely forsworn the ways of the fallen civilisation. But these same wonders offer new dangers, as they discover what was once hidden inside...

Basic Skills

Skills not available in starting package

Skill Name Prerequisite XP Cost Effect
Fitness 3 +1 Hit; this allows you to take a further mutation
Hardiness 3 +1 Hit (total +2); this allows you to take a further mutation
Toughness 4 +1 Hit (total +3); this allows you to take a further mutation
Medicine 1 Spend 60s appropriate roleplaying to call CURE ALL on any Character; or 10s if you expend a Reagent. During this time, their Bleed Count is paused.

May examine Wound Cards.

Surgery Medicine 3 May Spend 60s appropriate roleplaying to call RESTORE on a character; or 10s if you expend a Reagent. May also heal Wounds
Animal Dissection 2 Can sometimes scavenge resources (Food/Reagents, rare stuff) off a fallen animal; over the course of a Linear, there should be about 5 opportunities to gain resources with this skill; other corpses will be too “ruined”.

3/Day, can ask a question about a examined corpse, including a human corpse, (max 1/corpse) i.e. “What is this capable of?” “What killed this?” “How tough was this?”

Poisoner Animal Dissection 3 Can use Food to apply poisons to your own weapons.
Disassembler 2 Can scavenge resources off fallen machines (AI might be Holograms, but you can scavenge their black-box source if you find it)

3/Day, can ask a question about a scavenged (mechanical) corpse Ie “What is this capable of?” “What killed this?” “How tough was this?. If disassembling an AI, you can ask the AI a question instead (it will answer honestly, but it’s dead after this)

Jury-rigger Disassembler 3 You may use Scrap to fix broken things. These will mostly be machines.
Connections 1 You may spread an extra Rumour each DT, and will learn one extra rumour.
Control Income 1 You may pick your weekly income
Improved Income Control Income 2 You receive a second, randomised, Basic income.
Advanced Income Improved Income 4 You receive an advanced income every week.
Reading NOT Techgnosis 4 You can read Citadel Script. See the Literacy section for more information.
Writing Reading OR Techgnosis 2 You may write Citadel Script.
Followers 3 Followers may assist with your DT action, or perform a second Basic action. They require the consumption of a Food resource to do so reliably, otherwise they must spend their own DT fending for themselves.
Skill Name Prerequisite XP Cost Effect
House Advanced AI Can be taken by non-Techgnostic dead-strains only. 2XP Can house an Advanced A

Warrior Skills