Skills: Difference between revisions
From Open Palms
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If the veil is thin, you spend 15 seconds of roleplay to summon an entity and ask them one question about events that occurred in that location. More specific questions will obtain more specific answers but the answer will always be generally useful. The watcher may or may not extract a price for their information. | If the veil is thin, you spend 15 seconds of roleplay to summon an entity and ask them one question about events that occurred in that location. More specific questions will obtain more specific answers but the answer will always be generally useful. The watcher may or may not extract a price for their information. | ||
Can be used as a Group Skill | Can be used as a [[Group Skill]]. | ||
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|Arcane Resistance | |Arcane Resistance | ||
|Can ignore 1 wound or RP effect generated by casting a ritual | |Can ignore 1 wound or RP effect generated by casting a [[ritual]] | ||
You can use this skill to alleviate your current WOUNDS (not your wound tab) until the end of the event. Yo u can bolster terminal characters to allow them to function normally, but not to prevent them dying. | You can use this skill to alleviate your current WOUNDS (not your wound tab) until the end of the event. Yo u can bolster terminal characters to allow them to function normally, but not to prevent them dying. | ||
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|Destruction | |Destruction | ||
|You can use brute force on an object to destroy it (magical or otherwise). Can be used on doors, | |You can use brute force on an object to destroy it (magical or otherwise). Can be used on doors, [[OOPA]]s, walls, etc, or on items resistant to mundane destruction. Call [[EFFECT]]: DESTROY. | ||
For OOPAs, this effect will damage the housing beyond repair, preventing OOPA function, but specialised magic may be able to salvage the core. | For OOPAs, this effect will damage the housing beyond repair, preventing OOPA function, but specialised magic may be able to salvage the core. | ||
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|Sealing Ritual | |Sealing Ritual | ||
|You can spend 1 minute of appropriate role-playing sealing an unresisting person or magical item to cut off any communication or magical | |You can spend 1 minute of appropriate role-playing sealing an unresisting person or magical item to cut off any communication or magical [[EFFECT]]s it is causing, and suppressing any effects from contact with an Outside entity. By default, this lasts until the end of the event, but stronger effects may require a greater effort to seal away and may only last a few minutes. More participants will result in a stronger seal. | ||
Can be used as a Group Skill | Can be used as a [[Group Skill]]. | ||
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Revision as of 10:17, 6 October 2026
Each Career has a Root skill and several optional skills available. You start with 2 optional skills.
Scholar
| Skill | Description |
|---|---|
| Séance (Root Skill) | Create and dismantle OOPAs by leading a Séance.
Must be performed as a Group Skill |
| Expert Contact | Can call "Would You Kindly Accept My Credentials" as an academic expert on the subject
You can also take an additional downtime action to Investigate using your contacts |
| A Study in Batrachology | 1/interactive, can receive a hint from refs on your current puzzle.
Can send high-priority messages via the Frogsimile machine once per interactive. (You speak frog.) You can also send encoded messages via the Frogsimile machine, which can only be read by the recipient. |
| Eye for the Occult | Can analyse OOPAs to discover hints about their cores; you can also look at Burdens before handing them out during a séance |
| Reference Encyclopedia | When trying to research a single question, you can consult your store of magical reference materials. This consultation may give a direct answer to the question asked, but will most likely tell you where to look next to find the information needed.
Bigger or less specific questions (for example ‘What agreements were made in the Pact’) will provide vaguer answers, or will result in being given the next step, not the endpoint. |
| Protective Circle | You can set up a static EFFECT on an area to keep something non-mobile dangerous out (or in). (Essentially, to buy time when exposed to something unexpected). |
| Magical Analysis | You can analyse EFFECTs and magical items (i.e. spellbooks, magical wards, etc) to gain more information about them. Using this skill risks side effects, but more people assisting can reduce these effects.
Can be performed as a Group Skill |
Official
| Skill | Description |
|---|---|
| Official Stamp (Root Skill) | You can initiate contract negotiations with other entities, and have access to Writs that others do not.
During interactives, provided you are present and have declared yourself as an Official, Outside entities are disinclined to directly harm anyone present for fear of official repercussions. Can be used as a Group Skill |
| Official Badge | Can call "Would You Kindly Accept my Credentials as a Public Official"
You can also take an additional downtime to Engineer an Encounter using your credentials |
| Sanctioned Networking | You begin play with a Ministerial Writ, allowing you to extract certain favours in contract negotiations at no personal cost. |
| Extra Requisitions | You may request specific items via official channels - this may be a list of employees that work in a graveyard, the remains of a destroyed artefact, or access cards for a prohibited area. You may need to justify or make a deal for the request, depending on what you’re asking. |
| Gifted Speaker | 1/encounter, may call “Would You Kindly tell me, was that a lie?”
Once per encounter, you can call MASS EFFECT: Don’t Start a Fight after 15 seconds of conversation |
| Smooth Talker | After 15 seconds of conversation, you can call EFFECT: Emotion on a single character. This works on Occult entities and creatures that may not understand you, though unintelligent targets may not react as expected. |
| Iron Will | When under emotion EFFECTs, you may choose to respond instead with an emotion of your choice.
Once per encounter, when you would take a Would You Kindly call, you can choose to take it as an emotion EFFECT call of your choice instead of following the command. |
Occultist
| Skill | Description |
|---|---|
| Student of the Outer Art (Root Skill) | Can perform Rituals using a ritual circle |
| I Know A Guy | You have access to an unregistered Frogsimile address for the criminal underground, allowing you to engineer an encounter in uptime with a dodgy character for information or resources. (This must be done before Last Orders are called.) |
| Occult Informer | You can quickly assess a scene to see if the veil is thin, and more information might be obtained by investigating it.
If the veil is thin, you spend 15 seconds of roleplay to summon an entity and ask them one question about events that occurred in that location. More specific questions will obtain more specific answers but the answer will always be generally useful. The watcher may or may not extract a price for their information. Can be used as a Group Skill. |
| Arcane Resistance | Can ignore 1 wound or RP effect generated by casting a ritual
You can use this skill to alleviate your current WOUNDS (not your wound tab) until the end of the event. Yo u can bolster terminal characters to allow them to function normally, but not to prevent them dying. |
| I’ve Seen This Before | After 15 seconds of appropriate roleplay, you can analyse completed rituals for an idea of the effect |
| Destruction | You can use brute force on an object to destroy it (magical or otherwise). Can be used on doors, OOPAs, walls, etc, or on items resistant to mundane destruction. Call EFFECT: DESTROY.
For OOPAs, this effect will damage the housing beyond repair, preventing OOPA function, but specialised magic may be able to salvage the core. Can also be used to destroy another EFFECT - larger effects may be replaced with smaller ones, possibly spread around. Either way, you’re probably going to improve the situation. Can be used as a Group Skill |
| Sealing Ritual | You can spend 1 minute of appropriate role-playing sealing an unresisting person or magical item to cut off any communication or magical EFFECTs it is causing, and suppressing any effects from contact with an Outside entity. By default, this lasts until the end of the event, but stronger effects may require a greater effort to seal away and may only last a few minutes. More participants will result in a stronger seal.
Can be used as a Group Skill. |
Warden
| Skill | Description |
|---|---|
| Astral Anchoring (Root Skill) | Can Astrally Project and your spirit can interact loosely at the other end to learn more information |
| Standard Autopsy Protocols | You can disassemble unusual biological corpses, or magical wreckage for information, or other resources. This cannot be performed on normal humans. This can only be done once per event per warden, and cannot be done while under pressure.
This is not the Destruction skill and cannot be used in place of it. Can be used as a Group Skill |
| This One’s On Me | Once per event you may take a live WOUND from another player after 15s of appropriate roleplay, when not under pressure. This WOUND goes onto your tab immediately. You permanently gain +1 to your maximum hits each time you do this. |
| Fearsome Reputation | You can call WYK [FEAR]
Once per encounter you can use WYK Consider Me Dangerous |
| Astral Accompaniment | You can bring another person with you when astral projecting. They may go in a different direction to you exactly once, and can travel only one junction further independently without severe hazards. (If they reach an endpoint, great! If not, they might take Wounds to go further.) |
| Mundane Scout | You can examine non-magical items to discern more information about them.
Three times/event you can theorise about what lies ahead. (Refs will let you know what the signs you’re seeing seem to indicate.) |
| Smuggler | You can make a quick assessment of a character to determine if they are carrying any valuables, or specifically weapons (you can ask “OC do you have any unsmuggled game items?” and “OC do you have any unsmuggled weapons?”). This can't be used while under pressure.
You can smuggle two items up to the size of a one-handed weapon or buckler, and unlimited items up to the size of a dagger. Do not hand over those items to a searcher on the completion of a search, unless you are terminal or dead. You must plausibly physically conceal the items. |