Skip to content

Latest commit

 

History

History
247 lines (198 loc) · 12.9 KB

professional.md

File metadata and controls

247 lines (198 loc) · 12.9 KB

Professional Abilities

Hunter, Novice
XP Cost: 3 (Novice)
Prerequisites: Finesse 2
You can gather any of the novice level creature reagents (Green). It takes 2 minutes to harvest a single reagent, and you have to stay within several metres of the reagent corpse during this time. You may defend yourself without interruption, but if you leave the area and return you must start again.

Hunter, Adept
XP Cost: 4 (Adept)
Prerequisites: Wits 2, Novice Hunter
You can gather any of the adept level creature reagents (Yellow). It takes 2 minutes to harvest an adept reagent and 1 minute to harvest a novice reagent. You can also gather monster trophies (cards).

Hunter, Expert
XP Cost: 5 (Expert)
Prerequisites: Finesse 3, Adept Hunter
You can gather any of the expert level creature reagents (Red). It takes 2 minutes to harvest an expert reagent and 1 minute to harvest a novice or an adept reagent.

Forager, Novice
XP Cost: 3 (Novice)
Prerequisites: Wits 2
You can gather any of the novice level plant/environment reagents (Green). It takes 2 minutes to harvest a single reagent at a Harvest site (green cord and marker tied around a tree or feature) and you have to stay within several metres of the Harvest site or your chosen unmarked location during this time. You may defend yourself without interruption, but if you leave the area and return you must start again.

Forager, Adept
XP Cost: 4 (Adept)
Prerequisites: Wits 2, Novice Forager
You can gather any of the adept level plant/environment reagents (Yellow). It takes 5 minutes to harvest an adept reagent and 1 minute to harvest a novice reagent.

Forager, Expert
XP Cost: 5 (Expert)
Prerequisites: Wits 3, Adept Forager
You can gather any of the expert level plant/environment reagents (Red). It takes 5 minutes to harvest an expert reagent and 1 minute to harvest a novice or an adept reagent.

Prospector
XP Cost: 4 (Novice)
Prerequisites: Fortitude 2
You can extract ores from in-game locations, taking 10 minutes per measure of ore. If you also possess the Powerful ability, the time taken to extract ore is only 5 minutes.

Craftsman
XP Cost: 4 (Novice)
Prerequisites: Finesse 2
Can make weapons, armour and other objects, and gains additional bonuses when trading Equipment Points in to the Quartermaster. You can also break objects down into Equipment Points. Can repair leather, bone and fabric armour, and small shields.

Artisan
XP Cost: 3 (Adept)
Prerequisites: Finesse 3, Craftsman
An artisan can craft arcane blanks for use in enchanting and special rituals.

Armourer
XP Cost: 2 (Adept)
Prerequisites: Power 2, Fortitude 2, Craftsman
Gain further bonuses when trading Equipment Points in to the Quartermaster. Manufacture or Repair all types of physical armour, including large shields.

Trapper
XP Cost: 3 (Adept)
Prerequisites: Wits 2
You can lay traps.

Merchant, Novice
XP Cost: 3 (Novice)
Prerequisites: Wits 2
Gain an additional 150ss each Chapter. If taken at Chronicle commencement, your starting wealth is 2,500ss.

Merchant, Adept
XP Cost: 3 (Adept)
Prerequisites: Novice Merchant, Wits 3
Gain an additional 350ss each Chapter (supercedes Novice Merchant bonus). If taken at Chronicle commencement, your starting wealth is 5,000ss.

Merchant, Expert
XP Cost: 3 (Expert)
Prerequisites: Adept Merchant, Wits 4
Gain an additional 850ss each Chapter (supercedes Adept Merchant bonus). If taken at Chronicle commencement, your starting wealth is 10,000ss.

Investor
XP Cost: 4 (Adept)
Prerequisites: Merchant, Will 2
You gain an additional variable amount of ss per Chapter, based on your faction’s Stronghold and outposts.

Black Marketeer
XP Cost: 5 (Novice)
Prerequisites: Adept Merchant
You can trade Equipment Points for Rare Items, and you can access the Black Market in game via the Quartermaster.

Literate
XP Cost: FREE (Novice)
Prerequisites: None
You can speak, read and write in the Common Tongue. If you are a Sachsen you can also speak, read and write in the Old Tongue, and if you are a Dra’zhar you can also speak, read and write in the Bestial Tongue.

Retinue
XP Cost: 5 (Novice)
Prerequisites: None
You gain an additional Downtime action for which you do not personally suffer ill effects if you fail.

Notable
XP Cost: 5 (Novice)
Prerequisites: Any two Traits at 3 or higher
You are prominent in some manner and you will be faced with Special Encounter Challenges at the start of most Chapter games and some Day games when you report in to the Quartermaster.

Social Network
XP Cost: 5 (Novice)
Prerequisites: Wits 2, Finesse 2
Gain information on other characters. This is taken as excerpts from their character biographies.

Informant Network
XP Cost: 4 (Adept)
Prerequisites: Wits 3, Social Network
Can trade information on the actions of other players with the GMs in exchange for information or resources.

Confidant
XP Cost: 4 (Adept)
Prerequisites: Wits 3, Social Network
You can disclose as many discrete pieces of information as you wish to the GM team and one or more player characters. The GMs have veto over any and all pieces of information to be covered by this ability. If agreed to by the GMs, these pieces of information can never be revealed by abilities such as Social Network or Informant Network. They can, of course, be uncovered through in-character investigation. In addition, other player characters can reveal information to you that with GM approval can also become protected from information gathering abilities, though you are free to keep or reveal it as you wish.

Fearless
XP Cost: 4 (Adept)
Prerequisites: Will 3
Immune to FEAR effects.

Rallying Presence
XP Cost: 5 (Expert)
Prerequisites: Will 4, Fearless
Dispel FEAR on any person whom you are able to touch and whose attention you are able to gain. Characters are Immune to FEAR for the rest of an Encounter if you appropriately motivate them and as long as they are within 2 metres of you, and you are still standing.

Scout
XP Cost: 5 (Novice)
Prerequisites: Wits 3
You gain a fourth personal Downtime action and gain a bonus to the outcomes. By reporting to the Quartermaster, you may also be given Scouting Report cards during a game that you can roleplay out when next in a Wilderness Area.

Puzzler
XP Cost: 4 (Adept)
Prerequisites: Wits 3
You can solve puzzles more easily. By reporting to the Quartermaster, you can be shown samples or hints of puzzles in the Chronicle.

Danger Sense
XP Cost: 4 (Novice)
Prerequisites: Wits 3
Players knows what the risk level for an area is when exploring, and have a chance to avoid the worst outcomes. Pickpocket actions are also less effective against you. You can always hold onto specified items from an attempted pickpocket, losing another item of your choice instead, and you only ever lose half your currency in a container if pickpocketed.

Hypnotism
XP Cost: 4 (Expert)
Prerequisites: Will 2, Wits 3
If engaged in direct conversation with a non-hostile target for at least two minutes, you can follow up with a CHARM call that allows you to ask the truth of them or calm them down for the remainder of the Watch.

Physician, Novice
XP Cost: FREE (Novice)
Prerequisites: Will 2
You can, through the application of a bandage, provide Medical Stabilisation to Dying characters. Even without a bandage you can, by placing both hands on the site of an injury, increase the time it takes for a character to die to double whatever their death count is presently at for as long as your hands remain on them. If your hands are removed then the character must restart their death count at 10 seconds.

Physician Adept
XP Cost: 3 (Adept)
Prerequisites: Wits 2, Novice Physician
By providing medical attention for a minute or more and roleplaying as you see fit, you can restore 1HP to an injured character, and an additional 1HP at the start of each Watch unless they are injured again. It is up to you as the Physician to tell the patient how they are being treated and how they might behave after recovery.
A character suffering from Aether Sickness can be cured of the effect, or if still injured, prepared so that magical healing can be used within the Encounter to restore them without causing Aether Sickness.
You may also, through a minute of medical attention, remove a POISON effect that is affecting a character. Any POISON you are treating does not take effect unless your treatment is interrupted.

Physician, Expert
XP Cost: 4 (Expert)
Prerequisites: Novice Alchemist, Adept Physician
You can, with various items and effects, recover a recently deceased character, provided they have not died as the result of an ANNIHILATE effect.
After at least 5 minutes of treatment, you can draw a token from a Fate Bag, and if it is a success the character is restored to life, though they are in a state of Dying. Using a SHOCK effect, an elixir of Adrenaline, and/or an elixir or spell that restores HP, each allows you to draw an additional 1 token at the time of the check. If the success token is not drawn, the character is indeed dead, and this ability cannot be used on them again by you or any other Physician.
An Expert Physician also heals +1 HP with any restoration college magic that heals HP.

Surgeon
XP Cost: 2 (Adept)
Prerequisites: Adept Physician, Finesse 2
You can, through at least a minute of medical attention, remove an Injury (BLEED, CRIPPLE, and LETHAL) from a character.

Pathologist
XP Cost: 2 (Adept)
Prerequisites: Adept Physician, Wits 3
You can, with the right reagents and effects, remove a DISEASE from a character.

Creature Lore
XP Cost: 3 (Expert)
Prerequisites: Adept Hunter / Scholar / Inducted Witcher
OOC guide provided to Creature Glyphs, which will appear on certain creatures or locations. The guide details weaknesses and other useful facts.

Deductionist
XP Cost: 3 (Novice)
Prerequisites: Wits 3
You are skilled at the art of assessing a scene and determining facts about it. You will be issued with an OOC guidebook which contains explanations for Investigation Reference Codes that you may encounter during gameplay.

Forensic Alchemist
XP Cost: 3 (Adept)
Prerequisites: Deductionist, Novice Alchemist
You gain additional pages for your OOC guidebook that contain information on clues of an alchemical nature related to Investigation Reference Codes.

Hidden Blade
XP Cost: 2 (Adept)
Prerequisites: Finesse 3, Wits 2
Can keep a very small weapon (<25cm) or an object no larger than your fist hidden on yourself, marked appropriately with a teal band.

Lockpicking, Novice
XP Cost: 3 (Novice)
Prerequisites: Wits 2
Pick simple (Green) locks using a set of thieves tools.

Lockpicking, Adept
XP Cost: 3 (Adept)
Prerequisites: Novice Lockpicking
Pick complex (Orange) locks using a set of thieves tools.

Lockpicking, Expert
XP Cost: 3 (Expert)
Prerequisites: Adept Lockpicking, Wits 3
Pick magical (Purple) locks, though you require special equipment.

Pickpocket, Novice
XP Cost: 3 (Novice)
Prerequisites: Finesse 3
You can attach pegs to the pouch, satchel or backpack of an unaware character and thieve a specified object, a random object, or some currency. You can also steal Cache Markers from characters or location in-game and hand them in to the Quartermaster for rewards.

Pickpocket, Adept
XP Cost: 3 (Adept)
Prerequisites: Novice Pickpocket
If successful with a pickpocket attempt, you may take the entire contents of a pouch, or two items from a satchel or backpack.

Pickpocket, Expert
XP Cost: 3 (Expert)
Prerequisites: Adept Pickpocket
You can pickpocket while Invisible.

Scrounger
XP Cost: 2 (Novice)
Prerequisites: None
You can take equipment points from NPC’s more quickly - 2 items per 10 seconds rather than 1. Game resources (spell packets, reagent pouches) can be traded in for EP outside the GM Control Room.

Stealth
XP Cost: 5 (Novice)
Prerequisites: Finesse 3, Wits 3
Become Invisible 1/Encounter. You must be next to and remain near of some cover (within about 3 metres and no-one between you and the cover) while invisible. If you enter an Encounter while Invisible, this counts as a use of the ability.

One in the Many
XP Cost: 2 (Adept)
Prerequisites: Stealth
You can use your Stealth ability to become invisible while within or directly next to a group of at least 4 other non-hostile people. This cannot be used to hide if a hostile target is aware of you before you attempt to hide.

Escape Artist
XP Cost: 3 (Novice)
Prerequisites: Finesse 3, Wits 2
If bonds are not checked, after 5 minutes you count as having slipped your bonds (non-magical).

Torturer
XP Cost: 4 (Novice)
Prerequisites: Fortitude 2, Will 2
Inflict AGONY on an incapacitated target for as long as you attend to them. Use of this skill on a target requires Welfare Consideration prior to any roleplaying of it.