Životné schopnosti
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- | + | Životné schopnosti sú tie, ktoré sa asi ťažko naučíte v škole. Bežne ich získate skôr na ulici alebo neformálne a prakticky od priateľov alebo mentora. Na rozdiel od Akademických schopností sa ich dokážete naučiť skôr pozorovaním niekoho iného a následným praktikovaním. Najťažšou časťou učenia sa býva nájdenie správneho mentora, avšak len vtedy, ak ich neovláda žiadna iná postava. | |
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- | + | Najčastejšie tieto schopnosti využívajú postavy bez akéhokoľvek predchádzajúceho tréningu v bežnom živote, napríklad v situácii, kedy musí postava zjednať dohodu na ulici. Ak hráč predvedie dobrú snahu o stvárnenie tejto schopnosti, môže byť odmenený tým, že bude mať možnosť túto schopnosť zakúpiť pri najbližšom použití dramatických bodov. | |
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- | === | + | ===Voliteľné pravidlo:=== |
If the GM allows, the character may pick up one of | If the GM allows, the character may pick up one of |
Revision as of 17:02, 10 January 2008
Životné schopnosti sú tie, ktoré sa asi ťažko naučíte v škole. Bežne ich získate skôr na ulici alebo neformálne a prakticky od priateľov alebo mentora. Na rozdiel od Akademických schopností sa ich dokážete naučiť skôr pozorovaním niekoho iného a následným praktikovaním. Najťažšou časťou učenia sa býva nájdenie správneho mentora, avšak len vtedy, ak ich neovláda žiadna iná postava.
Najčastejšie tieto schopnosti využívajú postavy bez akéhokoľvek predchádzajúceho tréningu v bežnom živote, napríklad v situácii, kedy musí postava zjednať dohodu na ulici. Ak hráč predvedie dobrú snahu o stvárnenie tejto schopnosti, môže byť odmenený tým, že bude mať možnosť túto schopnosť zakúpiť pri najbližšom použití dramatických bodov.
Voliteľné pravidlo:
If the GM allows, the character may pick up one of the 1st Epoch skills just by displaying that the character’s experiences cover the skill. For example, a character might pick up streetwise if they have spent a long time on the street. Attaining the second Epoch, however, is more difficult and will require some sort of training.
Street Trading ------- Commodities Street Deal -------\\ Language --------/--\\- Scam Street Wise ----/----- Blend Street Fighting --\\--- Rail Fighting Acrobatics -----\\--\\-- Akarak Art \\---- Scale Wall Stealth -------------- Silent Shadow Sleight of Hand ------ Pick Pocket Style ------------/--- Seduce Empathy ---------<---- Counsel Persuade -----\\---\\--- Interrogate \\------ Intimidate
Street Trading
Dôvtip Dôvtip. Autodidaktická.
This is the technique of buying, moving and then selling goods for a profit. Trading gives the character the knowledge to spot a good buy and to know where to get rid of it. Also includes knowledge of good and bad prices for commodities and a few trading runs in their home area as well.
Ľahká: Spot an as yet unused trade route between two colonies.
Ťažká: Make profit from an artificially forged trade route.
Commodities
Trading. Inštruktor.
This allows the character to use GM based knowledge to spot what commodities are suitable where. This also gives a knowledge about limits and legalities of commodities and places where they are especially cheap (in good supply) or expensive (poor supply). If Ecopolitical (In Academia List) is also owned, then the player has an immediate 15% skill bonus. This skill is difficult to roleplay and should be used for information gathering purposes.
Street Deal
Dôvtip Presun. Autodidaktická.
This is the art of getting a bargain and being able to spot where you might get one. This skill allows the player to barter more effectively and also to find and buy more obscure items that the owner may not wish to sell. A successful roll is not an automatic pass but an aid to the role playing that it accompanies.
Street Deal is also used for finding the Black Market. This exists on every system. A pass with a difficulty of Hard is required to find the Black Market. More information can be found in the Equipment Index.
Ľahká: Haggling down a price on a street corner.
Hard: Find the Black Market on any given system.
Ťažká: Given an unknown item, work out how much you might get for it.
Scam
Street Deal, Streetwise and Language. Autodidaktická.
This allows the player to pull a con trick or to make someone believe something that is not entirely true. The scam needs to be explained and rolled for before undertaken. Scams can range from planning and playing elaborate tricks to small deceptions. Most scams should involve money and must include some sort of benefit for a skill increase. Inventiveness is key here!
Ľahká: Extort money from an elderly person by selling them a service they do not need.
Ťažká: Obtain access to a space craft by pretending to be a star port official.
Streetwise
Dôvtip Duša. Autodidaktická.
This provides the player with the ability to walk the streets of any city with a certain air of confidence and knowledge of her surroundings. The ability to find the base of power or to find out how. Includes spotting bad situations and understanding other people’s predicaments. To aid the use of the skill it is recommended that the player builds up contacts to use as information sources. Successful Streetwise rolls should yield a new contact. The bigger the difference, the better the contact.
Ľahká: In an unknown city, find a facility or person with very little information.
Ťažká: Predict the criminal activities given only commercial information.
Blend
Streetwise. Autodidaktická.
This is the art of not being noticed. The character knows how to act in certain places and understands all etiquette well enough to look inconspicuous. The higher the difference, the less suspicion is directed toward the character.
Ľahká: Escape notice of a police force when in a crowd if wearing similar clothes to the crowd.
Ťažká: Lose pursuers in a sparsely populated area when wearing conspicuous clothing.
Street Fighting
Boj Presun. Autodidaktická.
This is the ability to use the surrounding environment and other people to win a fight. Normally learnt by practice but can be taught. As the skill percentage increases, new moves and abilities become available.
10: Can have more than 3 moves in a Combo.
20: Can put two or more ‘2’ point Combo moves in a row.
30: Can use weapons. New Close Combat Combo Move: Floor Kicking (Offensive). If user is prone and they have a ‘kick’ move, they may use it as if they were standing.
40: Can split attacks between enemies.
50: New Close Combat Combo Move: Hold Reverse (Offensive). If in a hold, any attack can be changed into a Hold Reverse. Rather than breaking free, the situation is reversed and the user has the opponent in a Hold.
60: Precision hitting: When using a close combat weapon, allows user to choose the location to hit for each successful attack.
70: Rolling when prone. When prone (on the floor), attacks can be dodged with a successful Boj roll from the prone defender. This replaces any moves left in a combo and is not automatic.
80: New Close Combat Combo Move: Rearm (Defensive. Cost: 1). Must follow a disarm. Only works for close combat weapons when the user is empty handed. The user takes the weapon from their opponent and may use next turn.
90: New Close Combat Combo Moves: Spinning Punch and Spinning Kicks (Offensive). Like normal kicks, except they cannot be blocked. Punch and kicks are automatically counted as spinning.
this is my street
Rail Fighting
Street Fighting. Inštruktor.
Rail Fighting is a sport where two or more combatants fight either to the death or unconsciousness. It has spawned a fighting style of its own which is considered as being ‘dirty’. Like Street Fighting, as the percentage increases, new moves and abilities become available.
30: Intimidating Style. Being able to fight like a rail fighter is intimidating. When rolling initiative, the opponent to the rail fighter must subtract the rail fighter’s Duša.
40: Glancing Blocks. If blocking a weapon, no damage is taken (only stun).
50: Improvise 1/3 of Boj, instead of 1/4.
60: Springboard. Character does not need to roll Presun to stand up at the end of a turn.
70: Floor fighting. Can still punch and kick while prone.
80: Flying Start. If starting a fight, the first move in the combo becomes a ‘flying’ manoeuvre (e.g. Flying Kick instead of kick). This does double stun.
85: Catch Punch. If the foe is punching and the character is doing an offensive move and wins, the punch can be caught and the foe can be in a hold next turn (if need be).
90: Pressure Points. If the foe is unarmoured, normal Punch and Kick manoeuvres do the same amount of damage as stun. The damage is applied to the Torso only. Used by a character with Augmentation, this can be deadly.
Akarak Art
Acrobatics and Street Fighting. Inštruktor.
The nearest to this is a marital Art, Akarak Art is a fighting style which combines power, speed and flair, not to mention bionics. This skill allows a character to have 6 moves in a combination, regardless of BATTLE. A character must be trained to perform this skill and this training must be performed by an Akarak Elder. Having this skill at 70 does not allow the owner to teach it.
30: 6 moves in a combo allowed.
40: Sword Fast Draw. Draw sword and use it in the same turn.
50: Dual Combos. If fighting 2 combatants, one combo can be assigned to each opponent. Different Combos can be performed simultaneously on different foes.
60: During a fight, one move in the combo may be changed for another. Do this only once in a combo.
70: New close combat move: Breath of Wind (Offensive). Is performed only in a combo as the first part of a improvisation. Character pushes foe away and onto the ground, doing them no damage but allowing the character to either leave the fight or do damage next turn. Requires successful Boj roll. If fails, then the character may continue to improvise.
75: Malleable. May still attack when in a Hold but cannot break free while attacking.
80: Five Foe Combo. May fight five separate people with 5 separate combos in one turn. Deal with each combo separately.
85: Complex Improvise. May improvise up to 5 moves.
90: Two Swords. May use two hardlight swords and deal twice as much damage to foes. Very rare.
speed is your salvation
Acrobatics
Presun Presun. Autodidaktická.
This skill allows the character to perform acrobatic feats. At different levels of skill percentage, the character may perform different manoeuvres, as given below. In some cases, these manoeuvres allow the character to survive peril that they would otherwise be injured from.
20: Can perform forward rolls, flips and somersaults.
30: Can perform a composite manoeuvre, made from many other flips, rolls, etc.
40: Can move through The Mesh at normal speed.
50: Can perform any acrobatic manoeuvre without rolling.
60: Can fall 10m without injuring themselves.
70: If being shot at while performing a chained manoeuvre, the firer’s shot becomes Taxing.
80: Can fall from a moving vehicle doing 100mph at 5m altitude and survive.
90: Character takes only half the stun from impact damage.
Scale Wall
Acrobatics. Autodidaktická.
A skill which encompasses all sorts of climbing, Scale Wall allows the character to climb walls, even those with very little footholds at their Presun in metres per turn.
A successful roll is required.
Ľahká: Climb the outside of a Mex building.
Ťažká: Climb a glass surface.
Stealth
Dôvtip Presun. Autodidaktická.
The ability to move around without being seen or heard. This also includes basic concealment. This is not a Blend skill, the character will not be seen at all instead of not being noticed. There are some situations where a character cannot go completely unnoticed. This is normally in cases where an AI is connected to building sensors.
Ľahká: Move through a building avoiding contact with people.
Ťažká: Move through a building avoiding contact with people, automatons or sensors.
Silent Shadow
Dôvtip Presun. Stealth. Autodidaktická.
This is an Akarakian art of following people without being noticed. The character will have the concentration to watch for as long as required. A success will mean that the character will follow the target without being noticed and a fail will mean either the target is lost, or in the worse case realises they are being followed.
Ľahká: Follow a human who is not paranoid.
Ťažká: Follow a paranoid human or an augmented one with additional sensors.
Sleight of Hand
Dôvtip Presun. Autodidaktická.
This is the ability to conceal an item or move the item around one’s body without any watchers being able to follow the object. The item must be no larger than that of the character or the character’s hand depending on the use.
Ľahká: Palming an small object so that it is in hand but hidden from view.
Ťažká: Moving an object from hand to hand without anyone detecting it.
Pick Pocket
Sleight of Hand. Autodidaktická.
Removing items from other people’s person without their knowledge. Anything from money cards to weapons can be removed. If an item is not removable, then the skill will determine this and does not mean automatic failure.
Ľahká: Picking pockets in a crowd.
Ťažká: Picking someone’s pocket while talking to them.
Style
Dôvtip Duša. Autodidaktická.
The character knows how to look good and impress. Although the character may not be attractive, they can certainly seem so. Style includes everything from personal grooming to make-up. A pass would allow the character to cut hair perfectly where a fail would make a complete hash of it.
Ľahká: Picking an outfit on an unfamiliar planet that allows the wearer to fit in with the populace.
Ťažká: Impressing an unknown group of people of an known culture.
Seduce
Dôvtip Duša. Style and Empathy. Autodidaktická.
The ability to make someone fall in love with you or just control their lust of you. Once en-captured, can make them believe almost anything you like. They can be made to make mistakes or make decisions they would otherwise never had considered. Seduction can also lead to unwanted obsession and depression.
Ľahká: Seducing someone who is quite pliant or desperate for attention.
Ťažká: Seducing somone from a vastly different culture who is really not interested in the character.
humanity relies
upon its benefactors
Empathy
Dôvtip Duša. Autodidaktická.
This is allows the character to understand the feelings of others. Although this must be roleplayed, this skill allows the GM to aid the players when a successful roll is made. The character with Empathy may know whether a target is lying when everyone else sees the target’s demeanour as charming.
Ľahká: Understanding a emotional character’s feelings.
Ťažká: Detecting the feelings of a stoney faced person.
Counsel
Empathy. Inštruktor.
The ability to discuss and suggest constructive criticism even where the character is not an expert in the subject. Moral and ethical advice can also be offered, giving the counselled a different view on events. This must be roleplayed but can be strengthened with a successful roll.
Ľahká: Helping someone deal with the death of a friend or team-mate.
Ťažká: Helping someone deal with the destruction of their planet, everyone on it they knew being dead.
Persuade
Dôvtip Duša. Autodidaktická.
Debating and arguing. The character can see the target’s point of view and undermine the argument. A successful roll will weaken the target’s ability to disagree and may also allow the GM to offer information to aid the argument.
Ľahká: Persuading a bouncer to let the team into a club.
Ťažká: Persuading a Star Enforcer that what they were doing looked like a crime bust wasn’t really.
Interrogate
Persuade. Inštruktor.
Interrogation is the act of forcing information from a target using physical and mental force to break the will power. This is more a knowledge skill. A success will allow the GM to suggest a way of verbal or physical interrogation which the player will then have to role play. This skill is more an aid for the less imaginative player.
Ľahká: Finding out someone’s name or home.
Ťažká: Finding out every dark secret about a person.
Intimidate
Persuade. Autodidaktická.
Intimidation is the act of scaring someone so that the character can gain some sort of advantage. Intimidation is normally used for gaining information but is equally useful for forcing people to do as you want. This skill is only rolled in support of roleplaying. If the player wishes to use any other items to support the skill, the GM may add modifiers as necessary. For example, if the character is holding a gun to the head of the victim, they a positive bonus should be added.
Ľahká: Intimidate someone younger and smaller with a gun.
Ťažká: Human character intimidates a full Borg.