Tag Cloud:
Tag Cloud:
Combat skills represent your character's abilities to fight, endure pain and use combat equipment. These skills are generally used in LRP combat, although some will have utility in other situations. Most do not have any application in downtime.
Combat Skills | Cost | Ability |
---|---|---|
Toughness | 2+ | Grants +1 locational body hit per rank. |
Resilience | 1+ | Your death count is extended by 100 seconds per rank. |
Dual weapons training | 2 | You can fight with two weapons simultaneously. |
Shield Training | 2 | You can use shields to block attacks. |
Large Melee Weapon Training | 2 | You can use large melee weapons such as halberds and great weapons. |
Projectile Weapon Training | 4 | You can use a projectile weapon like a crossbow or bow. |
Thrown Weapons Training | 1 | You can use thrown weapons such as throwing knives. |
Medium Energy Weapon Training | 2 | You can use a medium energy weapon (NERF Dart gun). |
Heavy Energy Weapon Training | 2* | You can use a heavy energy weapon (NERF Dart gun). |
Medium Armour Training | 2 | You can wear Medium armour effectively. |
Heavy Armour Training | 1* | You can wear Heavy or Assault armour effectively. |
Steel Nerves | 2+ | Reduce the duration of FREEZE calls that affect you by 5 seconds. |
Steel Head | 2+ | Reduce the duration of KNOCKOUT calls that affect you by 5 seconds. |
Steel Viscera | 2+ | Double the progression time of toxins & diseases that affect you, better chances in Surgery. |
+ - Can be bought multiple times. Cost increases by 1 point each time.
* - Prerequisite skill required.
Each rank of the Toughness skill taken grants you +1 Locational Body Hit. Every rank you purchase increases the cost by one character point.
Each rank of the Resilience skill taken extends your Death Count by 100 seconds. Every rank you purchase increases the cost by one character point.
Dual Weapons Training allows you to wield a weapon in your off-hand and make attacks with it. You cannot dual-wield weapons that require 2 hands to use.
Shield Training allows you to use a shield in your off-hand. You can use a shield to block attacks and energy weapons fire, but cannot use one to make attacks. Physically impacting or barging another player with a shield is not permitted. If you are under fire by energy weapons impacting your shield, you cannot move except to hide behind your shield or slowly retreat.
With Large Melee Weapon Training, you may use great weapons or pole weapons 42”-84“ in length, held in both hands. You may also use pike-style weapons, which are more than 85”-108“ long, but must have a thrust-safe tip and only be used for thrusting and held in both hands.
With Projectile Weapon Training, you may use crossbows and bows checked as being suitable for LRP (which must have no more than a 30lb full draw). If you intend to use this skill then you must attend a safety briefing at the start of the event. Improper use of a bow or crossbow may result in your character being stripped of this skill.
With Thrown Weapons Training, you may throw LRP-safe throwing weapons to deal a single point of damage. Thrown weapons must be at least 8” long in one dimension, constructed from coreless foam, and must represent actual weapons - knives, darts, saw blades, etc. “Thrown weapons” resembling rocks, cheese, fish and other novelty items cannot be used as Thrown Weapons.
You may use Medium Energy Weapons – NERF dart guns with an ammo capacity of 10 or more darts, a clip system or a powered firing mechanism. Note that any energy weapon physreps that use a Clip system are considered to be Medium Energy Weapons, even if the clip you are currently using has a capacity of less than 10 darts.
You may use Heavy Energy Weapons – NERF dart guns that fire large MEGA-style darts. Heavy Energy Weapons may use the STRIKE call at no Charge Cost and even with an unlammied weapon. You must have Medium Energy Weapon Training to purchase this skill.
You may wear Medium Armour, which provides 2 locational hits.
You may wear Heavy Armour (3 locational hits) or Assault Armour (4 locational hits). You must have Medium Armour Training to purchase this skill.
Your nervous system is hardened by repeated exposure to numbing agents, and has become more resistant to them. For each rank of Steel Nerves you possess, you may decrease the duration of FREEZE calls that affect you by 5 seconds. If this would reduce the duration of the call to 0 seconds or less, then you must call RESIST and roleplay bracing yourself against the attack. Every rank you purchase increases the cost by one character point.
You have developed the ability to remain conscious and reduce the effect of stunning agents, either by training or sheer exercise of will. For each rank of Steel Head you possess, you may decrease the duration of KNOCKOUT calls that affect you by 5 seconds. If this would reduce the duration of the call to 0 seconds or less, then you must call RESIST and roleplay bracing yourself against the attack. Every rank you purchase increases the cost by one character point.
Your constitution has become more resilient and resistant to diseases and toxins, slowing their progression in your body. The progression time of Toxin and Disease Conditions is doubled, and for each additional rank of this skill that you possess, it is increased by the same amount again. For example, if you were affected by a toxin which progressed to the next stage in 1 hour, then with 1 rank of this skill it would progress in 3 hours, with 2 ranks it would take 3 hours, with 3 ranks it would take 4 hours, etc. Every rank you purchase increases the cost by one character point.
In addition, if you are the Patient in a Surgery (a Physician using a Card Draw Action on you), every rank you have in the Steel Viscera skill adds one Green card to the Card Draw Deck. This makes it more likely that the surgery will succeed, and reduces the risk of bad things happening.