BASE-LINE SKILLS
The World beyond the Fall is a harsh place and a cruel era for humanity. Thus, the following assumptions are made with regards to their skillsets and abilities. Below are baseline skills that a Player Character (aka a PC) possesses. Longer and precise descriptions follow the short ones.
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Attunements: PCs may have up to 6 Attunement effects on them.
Carry: Any PC can carry a burdensome object while Concentrating.
Combat Lore: PCs may use the basic functions of all weapons, armors, and shields
Craft-Ritual action: PCs may only perform a Craft or Ritual action once per Period.
Death Blow: After 4-counts, any PC may inflict a powerful attack upon a stationary target.
First Aid: PCs may revive fallen allies from the Downed or Critical states. Revived persons are in Pain for 30 seconds.
Focus: PCs have 5 Focus which are used for many Skills. Resting is the only way to regain Focus.
Health: PCs start with maximum 3 HP. Damage depletes HP while healing restores it. Being at 0 HP can lead to death.
Linguistics: All PCs can speak with each other.
Resolve: PCs may be imbued with Resolve. This is like HP except it is depleted first when damage occurs.
Rest: PCs may rest for 10 minutes away from combat to regain their Focus.
Scavenging: PCs may scavenge for 30-counts to take Components from a fallen monster or foe.
Self-Revive: While Downed (but not Critical), PCs may take a risk and revive themselves after 30 counts. Revived persons are in Pain for 30 seconds.
Baseline Skill Descriptions
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PCs may have up to six Attunements (ATN), whether detrimental or beneficial. Unless otherwise stated, these may not be duplicates. Improving Snakewater may improve the amount of Attunements one may have.
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Any PC can carry a burdensome object while Concentrating.
Step 1: Have both hands free and make physical contact with the object.
Step 2: Perform a Carry count, which is similar to a quiet Concentration count except it is mentally invoked as “Carrying 1, Carrying 2, etc”. You can take 1-2 steps per count - if interrupted or you willfully stop, put down or drop the object.
While doing this, you are Interlinked with what/who you are carrying -- any Control effect or Damage that hits said object or body is considered to have hit you as well.
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PCs may use the basic functions of all weapons, armors and shields without a need to expend XP. Basic melee attacks/Jabs have no accompanying invocation and inflict “1 damage”. Also, your maximum HP is increased by +2 while you wear Armor of any quality,
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Some characters have Skills with functions designated as Craft actions or Ritual actions (e.g. creating a firearm or casting a ritual spell). Once a Character performs a Craft or a Ritual action, they may not perform a Craft or a Ritual action until the next Period, which occurs at 5am or 5pm.
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This is useful in killing creatures before they regenerate or self-revive.
Step 1: Be within arm’s reach of your target while holding a weapon/touching a Knife Pack.
Step 2: Perform “Death Blow-4”, which is a Concentration count invoked as “Death Blow 1, Death Blow 2, etc”
Step 3: After “Death Blow 4” invoke “Death Blow, 5 damage!” -- if this damage brings your target to 0 HP or they are already at that state, they go into the Critical state. Your Death Blow can be disrupted just like Concentration.
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All PCs have the ability to Revive other characters. To do this:
Step 1: Be within arm’s reach of your target.
Step 2: Perform “First Aid-10” while simulating bandaging on your target -- this is a Concentration count invoked as “First Aid 1, First Aid 2, etc”
Step 3: Invoke “Painful Revive” -- This brings your target to 1 HP and out of Critical or Downed. It only affects Downed/Critical characters and also inflicts a Pain Strike upon them for 30 seconds, as all Revive effects do.
While performing First Aid, you are interlinked with your patient: you must stop if they get hit by damage/control effect.
Your patient may pause their Downed or Critical countdown while you are invoking “First Aid”
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Player Characters begin with 5 Focus Points (or simply Focus), representing energy and willpower. Using certain Skills requires Focus to be expended. Resting restores Focus.
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Player Characters begin with 3 HP, which is depleted by damage. When hit by a weapon, reduce your HP by 1. If a number and a damage type is invoked (e.g. 3 damage), then reduce your HP by that number instead. Dropping to 0 HP means the character enters the Downed state.
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All Player characters are assumed to be fluent and literate in the English tongue unless they choose otherwise. Some Eldritch or Technical languages may require certain Skills to read.
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This is a special resource that is depleted by damage first instead of your HP, with the remainder overflowing into your HP. You usually have 0 Resolve but it is granted by Ignite Inspiration, Infuse Armor, and other such skills
Duration: Until depleted or end of scene (aka 10 minutes or combat is finished)
Never Combines: Whenever you gain Resolve or Lasting Resolve, you can keep your current value or keep the newly gained value.
Lasting Resolve: is similar to its lesser version excerpt it lasts until the end of the current Event. You can’t have both Lasting Resolve and Resolve at the same time.
Resolve Cap: You may never have more than 5 Resolve (Lasting or otherwise).
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After 10 minutes of Rest, you may regain all of your Focus. This requires that you be Prone (sitting, kneeling, or lying down) and to be “out of combat” (no fighting within 50 feet, sight, or hearing of you)
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You can take valuables from corpses or harvest them from monsters.
Step 1: Be within arm’s reach of your target
Step 2: Perform “Conc-30”, which is 30 counts of Concentration
Step 3: Invoke “Scavenge” to take an item from an inert or dead body. See Scavenging, Disarming, and Conjurations section.
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You can take a risk and Revive yourself when no one is around.
Step 1: You are Downed (i.e. 0 HP and not at Critical)
Step 2: Perform “First Aid-30” upon yourself, simulating self bandaging. This is a Concentration count except that you invoke “First Aid 1, First Aid 2, etc”
Step 3:. Upon completion, invoke “Painful Revive” to grant yourself a Revive to 1 HP and Pain for 30 seconds.
Warning: This is a risky maneuver. If you are interrupted or you willfully stop a Self-Revive, you immediately drop to Critical and have 30 seconds before your PC dies. Skills that prevent Concentration breakage do not function during a Player’s Self-Revive.
Unfamiliarity and Ignorance: A Player Character can roleplay an unfamiliarity of a base-line skill until they are “taught” in game – which can take 1 to 3 Events of instruction from other characters. However, this is a completely optional roleplaying choice that presents no mechanical benefits whatsoever. An example of this is a character who is unskilled with weaponry or illiterate.