Skills

Citadel LRP

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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...

Strain

Strain is not really a skill but it provides certain abilities and skills may be restricted to certain strain. Every character must be either Dead-Strain or Gene-Strain.

Strain Prerequisite Effect
Dead-Strain Not Gene-Strain AI interact more favourably. Can house two basic AI in own ka.
Gene-Strain Not Dead-Strain May mutate. Can house one basic AI in own ka.

Basic Skills

Constitution

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

Organic

Skill Name Prerequisite XP Cost Effect
Medicine 1 You may spend a minute on appropriate role play to call CURE ALL on any Character. You may spend a reagent to reduce this to 10 seconds. During this time, their Bleed Count is paused. You may examine Wound Cards.
Surgery Medicine 3 May Spend a minute in appropriate role play to call RESTORE on yourself or another character. You may spend a reagent to do this is 10 seconds instead. You may attempt to heal Wounds on another character. You may ignore the effects of one Wound.
Animal Dissection 2 You may scavenge dead organic corpses for food or reagents destroying the corpse in the process. Three times per day, you may also learn a fact about the corpse in the process of the dissection.
Poisoner Animal Dissection 3 Can use Food to apply poisons to your own weapons.

Technology

Skill Name Prerequisite XP Cost Effect
Disassembler 2 You may scavenge working or broken machines and mechanical corpses for scraps and sometimes for advanced resources. Three times per day you may attempt to learn about the object in the process. If you disassemble a black box, you learn about the AI. Disassembly always destroys the object.
Jury-rigger Disassembler 3 You may use Scrap to fix broken things. These will mostly be machines.
Reading 4 You can read Citadel Script. See Literacy for more information.
Writing Reading 2 You may write Citadel Script.

Income and Downtime

Skill Name Prerequisite XP Cost Effect
Connections 1 (PROVISIONAL) You will learn of an extra rumour every week. If defined, your connections may enter play (we will warn you if they do).
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.
Followers Connections 3 Followers may assist with your Downtime agenda, or can be assigned a separate basic agenda. They require the consumption of Food resource to do so reliably, otherwise they must spend their downtime scavenging for food.

Not available at start

Skill Name Prerequisite XP Cost Effect
Robust Ka Dead-Strain 2 Can house an Advanced AI

Warrior Skills

Abilities

To use an skill with an asterisk (*) you must be wearing an appropriate tag

Skill Name Prerequisite XP Cost Effect
Warrior 4 Gain Stamina Pool
Trip Warrior 2 You may call STRIKEDOWN with a short weapon by spending one stamina
Dodge Warrior 5 * You may spend two stamina to RESIST any call except MUTATE, CURSE and EFFECT. You still take the implicit SINGLE if the call was delivered by a weapon strike.
Iron Resolve Warrior 3 You may call CURE 3 on yourself for by spending one stamina
Survivor's Grit Warrior 3 While dying you may spend two stamina to stagger to your feet and call CURE 3 on yourself. You take no damage while role playing this ability.
Invictus Warrior 1 You may spend all your stamina in 10 seconds of appropriate roleplay to restore all your limbs. This causes a WOUND unless you also spend a reagent

Extra Stamina

Skill Name Prerequisite XP Cost Effect
Physical Conditioning Warrior 2 Your stamina pool is enlarged by one
Perfect Specimen Physical Conditioning 3 Your stamina pool is additionally enlarged by one

Weapon Proficiency

To use a skill with a section-sign (§) you must pass a safety check

Skill Name Prerequisite XP Cost Effect
Two-Handed Weapon Use Warrior 2 § You may use two handed weapons
Polearm Training Two-Handed Weapon Use 3 § You may use polearms and one-handed spears
Ambidexterity Warrior 2 You may wield two short or one-handed weapons at the same time.
Buckler Training Warrior 1 You may use a buckler in one hand
Shield Training Buckler Training 4 You may use a large shield in one hand.
Thrown Weapon Training Warrior 1 You may throw short thrown weapons for a implied SINGLE
Archery Training Thrown Weapon Training 3 § You may use crossbows and bows. If it is unsafe to loose the bolt or arrow, you may call ranged TRIPLE but you must unload your weapon and holster your projectile.

Expertise

Skill Name Prerequisite XP Cost Effect
Melee Weapon Expertise Warrior 3 You may call TRIPLE by any melee weapon by spending one stamina
Large Weapon Expertise Warrior 2 You may call STRIKEDOWN by two-handed weapons and polearms by spending one stamina
Two-Handed Mastery Two-Handed Weapon Use, Melee Weapon Expertise 2 You may spend two stamina to call CRUSH using a two handed weapon
Backstab Melee Weapon Expertise 2 You may spend two stamina to call CRUSH by a short weapon from behind the target or against an unresisting target

Armour Proficiency

The benefits from all armour skills stack. To use an skill with an asterisk (*) you must be wearing an appropriate tag

Skill Name Prerequisite XP Cost Effect
Armour Novice Warrior 1 Armour provides additional one body hit
Armour Journeyman Armour Novice 1 Armour provides additional one body hit
Armour Expert Armour Journeyman 2 Armour provides additional one body hit
Armour Adept Armour Expert 2 Advanced armour provides one additional body hit
Armour Master Armour Adept 3 Advanced armour provides one additional body hit
Skilled Deflection Armour Adept 3 * Advanced armour allows you to call RESIST to reduce CRUSH to TRIPLE.
Dentbasher Armour Journeyman 3 You may use scrap to make advanced armour. You may also customise your armour. Basic armour can be customised once while advanced armour may be customised twice.

Techgnosis Skills

Abilities and Housing

Skill Name Prerequisite XP Cost Effect
Technopath Dead-Strain, Reading Free Ritual of Initiation: Houses willing AI in your housing or your ka
Self-Improvement Technopath 2 You may house Advanced AI in your ka
Compartmentalise Technopath 2 You may house an additional AI in your ka

Rituals

These skills provide rituals a Technopath can cast

Skill Name Prerequisite XP Cost Effect
Request Technopath 2 Summon a Basic AI
Petition Request 3 Summon a Advanced AI
Beseech Petition 4 Contact a specific Super AI you know.
Dispatch Technopath 1 Dehouses a willing AI without harming it or the housing.
Bind Technopath 1 (PROVISIONAL) Houses a willing AI in someone else's housing or Ka.
Create Shell Technopath 2 Animates and gives voice to a dead body using scrap. If done soon after death, temporarily brings the target back.
Empower Shell Create Shell 3 Empowers a created shell to house an AI. This increases the capability of the shell and potentially removes the temporary nature of the shell.
Identify Technopath 2 Identifies the purpose of a machine or the name and nature of a housed AI.
Form Housing Technopath 4 Creates a device capable of housing an AI using scrap.
Isolate Dispatch 3 Isolate an AI from interacting with its housing, rendering it inert. May be used to modify a housing into a trap. May also be used to reduce the effects of the housing on the AI. This ritual may only be performed on a housing, black box or a shell, not a hologram.
Expunge Isolate 3 Dehouses or rehouses a resisting AI. May be performed on a hologram and will affect their current housing.

Psionic Skills

Abilities

Asterisked abilities (*) may be taken multiple times

Skill Name Prerequisite XP Cost Effect
Psion Gene-Strain 4 Gain Focus Pool. Gain Detect Nature power.
Walk Pathway Psion 1 You may choose a single pathway. You may improvise Communions from your chosen pathways.
Second Pathway Walk Pathway 2 You may choose a second pathway
Psionic Expression Walk Pathway 1* You may learn a Basic Power or a Basic Communion from one of your pathways.
Advanced Expression Psionic Expression 2* You may learn an Advanced Power or an Advanced Communion from a pathway you know a Basic Power or Communion from.
Detect Strain Psion 1 (PROVISIONAL) Learn the Detect Strain Power

Extra Focus

Skill Name Prerequisite XP Cost Effect
Mindful Focus Psion 1 Focus pool enlarged by two points
Expert Focus Mindful Focus 2 Focus pool enlarged by two points
Focus Mastery Expert Focus 3 Focus pool enlarged by two points.