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Terrans in the Ascendancy grow up in a harsh regime, and discipline, duty and sacrifice are drummed into them from an early age. The Ascendancy fears threats from within most of all, the subversion of its citizens and leaders by hostile powers. The discovery of the Elysian civilisation early in the Ascendancy's expansion gave them cause to develop a brutal regime of training to prevent psionic manipulation of their key personnel. This training unlocked the tremendous power of the focused will over the mind and body. In the centuries since it was developed, the techniques that bring forth Discipline have been adapted and expanded to allow trained Terrans to perform superhuman feats of endurance and resilience.
Discipline Skills require the expenditure of Will Points to use, which represent the internal reserves of mental strength and usable willpower that a character possesses. Buying the Discipline Skill grants a base pool of 2 Will Points, and characters can purchase additional points by buying ranks of Extra Will Points.
Will Points are spent to activate Discipline abilities, and are regained by sleeping overnight. A character's Will Points are fully replenished at the start of each day. Ascendancy Terrans can also regain a small amount of Will Points by participating in Ascendancy re-education sessions (part of the Ascendancy's cultural trappings). At events, the most common of these sessions is the Loyalty Oath - participating in a full Loyalty Oath session will allow characters with Will Points to regain 1 point spent that day.
Cost: 2 Character Points
This skill grants 2 Will Points, and the ability to spend a Will point to RESIST an IMBUE call or single instance of a roleplay effect. Discipline is a prerequisite for all of the other Discipline Skills.
Cost: 1 point per rank, cost increases by 1 per rank.
Pre-requisite: Discipline
Each rank of this skill grants +1 Will Point.
Cost: 1 Character Point
Pre-requisite: Discipline
When a character with this skill goes to 0 body or head hits, they can spend 1 Will Point to remain conscious and able to perform actions for 30 seconds. After this 30 seconds has passed, they become Unconscious or Badly Injured as normal. They cannot extend this 30 second period by spending additional Will Points. While this skill is in effect, the character still takes damage as normal, but remains conscious and able to perform actions until the 30 seconds runs out.
Cost: 1 Character Point
Pre-requisite: Discipline
When a character with this skill becomes Unconscious or Badly Injured, they can spend 1 Will Point to shorten the 5-minute time spent before becoming Walking Wounded by 1 minute (60 seconds). A character may spend multiple Will Points at once to reduce this time by 1 minute per point spent (so a character with 5 Will Points could in theory spend all of them to immediately become Walking Wounded if they were reduced to 0 torso or head hits).
Cost: 1 Character Point
Pre-requisite: Discipline
When a character with this skill is affected by a MESMERIZE call, a KNOCKOUT call, or a Psionic Power, they may spend 1 Will Point to call RESIST in response rather than take the effect. Psionic Powers should be indicated by the source of the effect (which may be a show-me lammie, Referee using the word “Psionic” along with the effect, etc.)
Cost: 1 Character Point
Pre-requisite: Discipline
A character with this skill who is Walking Wounded may spend 1 Will Point to remove the restrictions on movement and performing actions for 1 minute.