Skills

Generic explanation of what Skills are!

How to create a charachter.

1: Read the setting documents

2: Think of an inspiration from films, books etc. Suggested references are available.

3: Choose a Shard, a Mark & a Way, each which gives you points in certain Skills with a Way also granting a free Perk!

You should now have enough of an idea to be able to flesh out your character more. An understanding of the direction of your character, you can now explain where you are from, what it is you do why certain thins have happened to you and how you deal with the world around you.

Skills range from 0 (utterly inexperienced & ignorant) to 5 (approaching Before-Time levels of ability!).

The cost in XP to improve a Skill is equal to the level being purchased...

```
Bob wants to raise his Grit from 1 to 2, this costs him 2 XP.

```

## Grit

This is extra HP, you gain the following benefits upon purchasing this Skill:

* You now add your Grit Rating to your Hit Points. (If you had 4 HP and buy this Skill at 1, you now have 5 HP!)

**Perks:** In addition, you may buy Perks after reaching certain levels of skill. Note that **Killers** gain 1 Grit Perk for free at Character Creation!

```
## Grit Skill Level / Max # of Perks (Ignoring Free Perks)
               1 / 0
               2 / 1
               3 / 2
               4 / 3
               5 / 3

```

```
**Killer Instinct:**
You may, with some appropriate roleplaying, Heal 1 of your Hits once per Event.
This may be done when Dying & thus Stabilises you!

```

```
**Tiger Blood:**
You may, once per Event, attempt to overcome a Poison effect you are suffering.
This Perk succeeds if your Grit Rating is HIGHER than the Poison Effect Rating.
You must decide whether or not to use this Perk BEFORE uncovering the Poison Rating.
You must still roleplay being affected by Poison until you know you resisted it.

```

```
**Logan's Runs:**
This functions exactly as Tiger Blood does, but affecting Pestilence Effects
& requiring Pestilence cards.

```

```
**Toxic Avenger:**
This functions exactly as Tiger Blood does, but affecting Pollution Effects
& requiring Pollution cards.

```

## Salve

Skilled at healing in a first aid/butcher style, you gain the following benefits:
Note: Use of Salve requires both Props & roleplaying!

* You may restore 1 Hit to anyone if you spend 1 minute roleplaying & if your Physic Skill allows it, compared to their current state of health, as below.

```
## Skill Level / Current Patient Hits
          1 / 4+
          2 / 3+
          3 / 2+
          4 / 1+
          5 / 0+

```

**Perks:** In addition, you may buy Perks after reaching certain levels of skill. Note that **Healers** gain 1 for free at Character Creation!

```
Skill Level / Max # of Perks (Ignoring Free Perks)
----------- --------------------------------------
          1 / 0
          2 / 1
          3 / 2
          4 / 3
          5 / 3

```

```
**Waste Not...:**
You may, with 6 seconds of frantic roleplaying, Stabilise a dying person! This begins the moment you are withing touching distance of them and call "Stabilise!".

```

```
**Fern Fatale:**
You may create potions/ointments/balms etc. props which can remove or grant 1 Poison effect.
You start each Event with a choice of Poison Cards up to your rating.
(If skill is 3 you could take 3 lv.1's or a 2 & 1 etc.).
This is number of Cures or Poisons Props you created between Events, subject to Story actions affecting this number.
The Prop may be utilised by others if a drinkable liquid, poultice or similar but people can dispose of liquids instead of imbibing them or similar, as long as the roleplaying is there. Noone is forced to drink or apply anything they don't want to and they do so at their own risk!
The user must have the Item Card & Prop on their person to use it.
Cards will have their Effect Type, Rating & roleplaying effects listed on them individually.

```

```
**Sick Humour:**
This functions exactly as Paracelsian does, but affecting Pestilence Effects.

```

```
**Fallout Boy:**
This functions exactly as Paracelsian does, but concerns Pollution Effects.

```

***INCOMPLETE SKILLS HEREAFTER!!!***

## Graft

Craft:

* You may enter your first Event with a number of Items equal to your Graft Rating. These must have relevant Props.

* You may ascertain the function of Artifacts if their Rating is equal to or lower than your Graft Rating.

```
## Skill Level / Resources Required
          1 / 1
          2 / 2
          3 / 3
          4 / 4
          5 / 5

```

**Perks:** In addition, you may buy Perks after reaching certain levels of skill. Note that **Grafters** gain 1 for free at Character Creation!

```
## Skill Level / Max # of Perks (Ignoring Free Perks)
          1 / 0
          2 / 1
          3 / 2
          4 / 3
          5 / 3

```

```
**Soylent Majority:** You lower your Shard's Food requirements by 1 each Season.
This requires no action on your part, as the Referees will take such Perks into account.

```

```
**Smoker's Salvage:**
This functions exactly as Bounty does, but affects Metal Resources.

```

```
**Woad Warrior:**
This functions exactly as Bounty does, but affects Wood Resources.

```

```
**Mariner's Map:** This functions exactly as Bounty does, but affects Water Resources.

```

## Sway

Skilled at manipulating people through religious fervour, inspiring rhetoric or a million other ways, Dealers make sure that things get done!

* You gain a number of Sway Cards per Event to use as you wish.
* That number totals up to your rating. (If skill is 3, may take 3 lv. 1's or a 2 & a 1, etc).

* Sway Cards require 6 seconds of roleplaying per level of the Effect.
* Sway determines your place in your society's social strata. It may affect various NPC's attitudes and actions toward you.

```
## Skill Level / Conviction
          1 / 4
          2 / 3
          3 / 2
          4 / 1
          5 / 0

```

**Perks:** In addition, you may buy Perks after reaching certain levels of skill. Note that **Dealers** gain 1 for free at Character Creation!

```
## Skill Level / Max. # of Perks (Ignoring Free Perks)
          1 / 0
          2 / 1
          3 / 2
          4 / 3
          5 / 3

```

```
**Emergency Ward:**
Each Dealer with this Perk within a Shard allows one additional use of the Crisis System, per Season, by that Shard.
This requires no action on your part, as the Referees will take such Perks into account.

```

```
**Nomad Max:**
May try to decrease any Shards Costs by 1 random resource.
This is done at the end of Events by notifying the DownTime Referee.
May also be given information on Nomad NPCs while at Events.
May also enjoy more favourable receptions from Nomad NPCs.

```

```
**Unarmed Bandit:**
May try to increase any Shards Costs by 1 random resource.
This is done at the end of Events by notifying the DownTime Referee.
May also be given information on Bandit NPCs at Events.
May also enjoy more favourable receptions from Bandit NPCs.

```

```
**Blast from the Past:**
You may be given information about Fortym or Artifact-related situations at Events.
Your interest in such things may negate Fortym or Artifact-related negative effects on your Shard between Events.

```

Generic explanation of what Pollution Skills are!

Pollution Skills are picked by Twisted at the Character Creation. No PC may ever have more then 1 Pollution Skill.

## Fungal

This is extra HP, you gain the following benefits upon purchasing this Skill:

* You now add your Fungal Rating to your Hit Points. (If you had 4 HP and buy this Skill at 1, you now have 5 HP!)
* This stacks with Grit!
* This requires obvious costuming!

**Perks:** In addition, you may buy Perks after reaching certain levels of skill. Note that **Twisted** gain 1 for free at Character Creation if they pick a Pollution Skill instead of Grit!

```
## Grit Skill Level / Max # of Perks (Ignoring Free Perks)
               1 / 0
               2 / 0
               3 / 1
               4 / 2
               5 / 3

```

```
**Overgrowth:**
You may, with some appropriate roleplaying, Heal 1 of your Hits once per Event.
This may be done when Dying & thus Stabilises you!
This is essentially the same as the Grit Perk, having both would allow 2 uses per Event!

```

```
**Green Spores:**
You may, once per Event, Call "Mass Poison" at a Rating equal to your Fungal Skill. You are immune to your own Call.

```

```
**Grey Spores:**

```

You may, once per Event, Call "Mass Pestilence" when Dying at a Rating equal to your Fungal Skill. You are immune to your own Call.

```
**Black Spores:**

```

You may Call "Mass Pollution" when Dying at a Rating equal to your Fungal Skill. You are immune to your own Call but if you do this, you die instantly, so...