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discipline_skills

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Discipline Skills

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.

Will Points

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.

Discipline Skills

Discipline

Cost: 2 Character Points

This skill grants 2 Will Points, and the ability to spend a Will point to RESIST an EFFECT call or single instance of a roleplay effect. Discipline is a prerequisite for all of the other Discipline Skills.

Extra Will Point

1+

Grants +1 Will Point

Relentless

1

Grants ability to spend 1 will point to remain conscious while on 0 body or head hits for 30 seconds.

Resolve

1

Grants ability to spend 1 will point to shorten a period of unconsciousness by 1 minute.

Iron Mind

1

Grants ability to spend 1 will point to RESIST a single use of a psi power, including the MESMERIZE call, or a single KNOCKOUT call.

Stalwart

1

Grants ability to spend 1 will point to act normally for 1 minute while Walking Wounded.

discipline_skills.1519001131.txt.gz · Last modified: 2019/08/13 16:30 (external edit)