Level 1: 1 per day
Level 2: 1 per scene
Level 3: refreshes on a resonance of choice (before roll)
Uncovers a critical weakness, that, if taken advantage of grants 2 bonus dice.
The weakness is described and anyone can take advantage of it, most weaknesses are single use, not all
This skill can be used to decontaminate (without alacast) anything, in proportion to damage caused.
1 contamination - total construction
every [5,7,9,11,13,15,17,19,20] halves damage
TODO
The character can put an item that they can grab into their inventory, directly. Others might notice the proximity and the lack of item, but not the act of stealing.
Level 1: 1 per adventure
Level 2: 1 per day
Level 3: 1 per scene
When the Characters Contamination exceeds their Resistance, this skill may be used to contain the additional contamination, only one effect can be applied until the Contamination is brought below Resistance.
Focus - for short term situations, lowers the (just applied) Ingress Wound by [5,8,11,14,17,20]
Intuition - +[5,10,15,17,20] Bonus dice on usages of Contamination, and Malus dice on resisting and healing.
Discipline - The influence of contamination on healing is lowered by [5,8,11,14,17,20] for one week.
While Contamination exceeds Resistance, this skill can be used in Healing.
This skill represents a pilot’s ability to push their control in battle via neural implants.
When activated, it can be used as a third selector during a roll that would benefit from faster or more precise control. For each Resonance triggered in the roll, the pilot suffers one wound of severity equal to the Amplitude of that Resonance.
Perks/Passives
Anechoic can be used once per Scene:
Level 1: You may choose (before a roll) that there will be no resonances whatsoever
Level 2: You may choose a Resonance frequency to Ignore.
Level 3: You may, after rolling, decide which resonances to apply and which to ignore.
Special skills are given here as examples, they can and should be created speci
A tribal Raven shaman’s connection to their totem and how it can be used.
General manipulation of Contamination by a shaman.
Innate superhuman traits awakened in a tribal warrior.
Legendary endurance and survival seen in rare Tribals.
This Broad Skill Covers all weapons too large to be handheld, including mounted turrets and vehicle-grade systems, usually mech weapons.
Usually used with the Focus Attribute and another skill depending on Tactics, surroundings or Systems.
This group of 7 Skills starts with 3 Skillgaps by default.
Massive close-range weapons. Unmatched in close quarters, but nearly useless at range.
Covers maneuvering mechs in various environments and sizes.
Usually used with the Discipline Attribute and another skill depending on Task
Both of these groups start with everything but 3 things skillgapped