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Title: Skills and Purchases


Mawdrigen - April 3, 2011 07:02 AM (GMT)
Skills and Purchases

Universal

Anyone can buy these skills for the listed price.

Toughened 1 point first purchase, 2 points second purchase, 3 points final purchase.

Personal, Purchasable

Either due to hard physical labour or because you are covered with a network of scars already, you are tougher than the average person. For each level of toughened you gain an extra Bruising and Wounded Level. This skill can be purchased up to 3 times. You will be given a Ribbon to denote your Toughened nature.

True Grit 2 points

Personal Purchasable requires at least one level of toughened.

Through years of hard service, and numerous wounds covered in thick scars, occasionally you seem to be just plain unstoppable. Twice per day for the length of a single combat (i.e. until you are put out or the enemy retreat) you can treat always wound weapons as bruising weapons. Once you run out of bruising levels you take a wound as usual. Useful however if you want to storm a machine gun post on your own.

Almost unkillable 2 points

Personal Purchasable requires at least one level of toughened

Twice a day you can battle through the pain of being wounded. You do take the wound, but you do not experience the wounded period, meaning you can fight on provided you were not hit in the body or head. This does not however change the fact that the wounded location becomes useless.


Equipment

All characters from countries without equipment restrictions start with a one handed melee weapon, and a single shot pistol.

Revolvers 1 point per 2 pistols

Personal, Purchasable

For one point two revolvers can be assigned to members of the group. E.g. Maverick, Spectre

Multishot Pistols 1 per Pistol

Personal, Purchasable

For one point you can assign a multishot pistol that uses a magazine, it will also come with one normal magazine. This includes Machine Pistols. E.g. Recon Pistol, Barricade

Semi auto rifles 1 per Rifle

Personal, Purchasable

For one point you can assign a semi auto rifle that uses a magazine. It will also come with one normal magazine. E.g. Longstrike

Shotgun 1 per Shotgun

Personal, Purchasable

For one point you can assign a Shotgun. It will also come with one normal magazine. E.g. Barrelbreak

Machinerifles 2 per rifle

Personal, Purchasable

For two points you may assign a Machine rifle, any rifle weapon that can fire repeatedly from a single magazine. This includes both powered rifles and weapons that can fire in "slamfire mode" (such as the Raider). These will come with a standard magazine (not a snail clip) e.g. Raider

Machinegun 3 Per Machinegun

Group, Purchasable

For three points your group receives a machinegun, which comes with one belt for ammunition. It will also receive a ration of Dark wall Batteries. One battery per mission. Eg. Vulcan, Stampede.

Extended Clip / Ammo belt 1 per clip/belt

Personal / Group, Purchasable

Allows an extended clip (18 roundclip ) or ammo belt to be assigned to a member of the group with a weapon capable of accepting it (This makes it a personal item). For Heavy weapon belts this is assigned to the weapon (This makes it a group item).

Snail Clip 2 per clip

Personal, Purchasable

Allows a snail clip to be assigned to a member of the group with a weapon capable of accepting it.

Explosives 1 per unit

Personal, Purchasable, Not Reinforcements

This provides one unit of Explosives for use by Demolitions Experts. Bombs made with Explosives will be more effective than those made from ammunition. Some Blue prints will use only a fraction of a unit of explosives.

Sandbags 1 per unit

Personal, Purchasable, Not reinforcements

This provides one unit of Sandbags for use by an officer of engineers when creating defensive emplacements.

Barbed wire 1 per unit

Personal, Purchasable, Not Reinforcements

This provides one unit of Barbed wire for use by an Officer of engineers when creating offensive emplacements.

Mathemagical Equipment.

Simple 1 Point
Medium 3 Points
Complex 6 points

Group, Purchasable

This allows you to purchase Mathemagical items, pre-made, for use by your Mathemagicians. For one point you may select a Simple Item, for three a medium complexity item, and for six a complex item. These are items provided from stores and so will be replaced between episodes if destroyed or stolen.


Group

IMPROVED AMMUNITION RATIONS 1 POINT FIRST PURCHASE, 2 POINTS FINAL PURCHASE

Group, Purchasable

Bought per weapon type, this will allow you to receive more than your normal allocation of ammunition. The first time you purchase this you will receive twice the normal amount of ammunition for each Person who has one or more of the appropriate class of weapon in your group. The second purchase will give you three times the normal ration as above. For heavy weapons the ration must be purchased for EACH weapon. Please note that reinforcements will not benefit from this purchase at the event they are a reinforcement.

Categories: Pistols, Rifles, Heavy weapons.

Additional clips 1 point first purchase, 2 points second purchase

Group, Purchasable

For each purchased weapon that takes a standard clip you can take an extra standard 6 round clips. This EXCLUDES Snail clips, extended clips, and ammunition belts. The second rank adds an additional standard clip for each such weapon. Please note that reinforcemnet characters will not benefit from this purchase.

Leadership Skills:

(N.b. purchase of these skills denotes some form of leadership ability it is therefore suggested that you give yourself a suitably impressive title. After all no one wants to be lectured by a Private.)

For all of these skills appropriate role-play is required.

Rouse 1 point.

Personal, Purchasable

Twice per day you may speak to one of your men for a minute or so. By doing so you improve their Morale and return to them all of their Bruising Levels. Appropriate Role-play is required.
This skill can be bought numerous times.

Bolstering Presence 1 point

Personal. Purchasable

Twice per day by speaking briefly to up to ten people in turn (15 seconds each is the minimum) you can bolster their will to fight giving them 2 of their Bruising levels back. This skill can be bought numerous times; however you may not bolster people numerous times in one hour.

Snap Out of It. 1 point

Personal. Purchasable.

Twice per day you may speak to one of your men currently in shock for 30 seconds and break them out of it. Instead of deleting the wounds taken they take the full amount, but count as having seen the medic so can use the limbs. Obviously this skill is only of use if they are likely to be killed by their shocked state. This skill can be bought numerous times.

Volley fire. 2 Points.

Personal, Purchasable

Twice per day provided you have at least 5 men under your command you can order them to perform volley fire against native targets. Appropriate role-playing is required, however providing they fire at least 3 rounds each they will cause fear in all of the attacking Natives coming under fire. Certain elite native troops will be immune to this effect. You will need to declare that you are performing Volley fire, and then count off the rounds being fired, and once you reach the third a call of “Fear” should be added. This skill can be bought numerous times. (Please note that the shots do not have to hit)

Close Quarters Action 2 points

Personal Purchasable

Twice per day providing you have at least 5 men under your command you can order them into a close quarters action before charging into melee combat. For the period of that melee combat only they count as having 4 extra bruising levels. Appropriate Role-play before this should be done and this Skill can be bought multiple times.

Weapon Skills:
(Please check your Faction Specialities to see if the prices for these skills are altered)

Pistol Familiarity 1 point

Personal, Purchasable

You are familiar with any type of pistol you come across from crude one shot derringers, all the way up to semi automatic monstrosities with magazines. You do not need to spend time familiarising yourself with such weapons. This includes:

Single Shot Pistols e.g. Nitefinder, Multi shot revolver style Pistols e.g. Maverick, Multi shot Clip style Pistols e.g. Recon (with no stock and barrel, clip only not drum), Spectre (with no stock) Machine Pistols e.g. Barricade.

Rifle Familiarity 1 point

Personal, Purchasable

You are familiar with all rifles you come across, from single shot versions, up to Semi automatic versions with magazines. You do not need to familiarise yourself with such weapons.

Single Shot Rifles, Semi Auto rifles (Bolt Action/Slide action, magazine fed) e.g. Long strike,
Recon (with stock and barrel, able to use drum clip), Deploy

Shotgun Familiarity 1 points

Personal, Purchasable

You are familiar with weapons that fire more than one projectile per pull of the trigger, but that are NOT automatic weapons. You do Not need to familiarise yourself with such weapons.

Shotguns e.g. Barrel Break, Combat shotguns (Multiple shots at a time, Magazine fed)

Automatic Weapons Familiarity 2 points

Personal, Purchasable

You are familiar with Automatic weapons that operate from Magazines, although not Automatic Heavy weapons such as the Vulcan. You do Not need to familiarise yourself with such weapons.

Machine Rifles (Magazine Fed also Slamfire) e.g. Raider, Belt Blaster, Tommy 20

Automatic Heavy Weapons Familiarity 3 points

Personal, Purchasable

For weapons such as Gatling Cannons and Vulcan Machine-guns that are Automatic Belt or hopper fed and use Dark wall batteries to power them, this skill Provides you with familiarity with them. You do Not need to familiarise yourself with such weapons.

Machine guns (as Magazine rifles but less portable) e.g. Vulcan,Stampede,

Jack of All Guns 5 points

Personal, Purchasable

You are familiar with any normal weapon (so not with weapons under the other heading). You do not need to familiarise yourself with any weapons.

Other weapon Familiarity VARIES:

Either due to Engineering research or other strange weapons there may be other familiarity skills. These will be available to those people with the weapons only.

Ordinance e.g. Mortar


Engineering Skills:

Engineering 2 points:

Personal. Purchasable.

Grants the buyer one of each basic Engineering items per event. It also allows the creation of items from these the supplies, and the writing of Blueprints for these items. They can also create triggers for use with demolitions.

Demolitions 2 Points:

Personal. Purchasable

The Engineer is skilled at the specialised placement and disabling of timed explosives. They are also able to make explosive devices using triggers, and ammunition or explosive materials.

Draftsman 1 points:

Personal. Purchasable, Requires Engineering

You are skilled at producing blueprints and can do so in half the time normally required.

“Officer of Engineers” 2 points:

Personal, Purchasable,

Either you have been properly trained or are a clay kicking sapper but either way you know the worth of a defensive emplacement. Given the appropriate equipment (sandbags etc) you can set up Emplacements on the battlefield, which will provide cover, or in some cases hinder the advance of the enemy. If an emplacement has been built, people inside the emplacement will be immune to the effects of bombs from directions protected by the emplacement. You also due to this knowledge know how to dismantle these, and if aided by someone with Demolitions (which may be you) can use explosives to easily remove emplacements.

This skill also grants one unit of either sandbags or Barbed wire which MAY be taken when taking this skill as a reinforcement character.

Mathemagic Skills:

Mathemagic 2 points:

Personal, Purchasable

This is the basic Mathemagic skill allowing you to locate weak-spots and aid in utilising them. You also gain working knowledge of one of the Basic Formulae. It also allows research of further formulae. Plus you can also aid in the enaction of formulae you do not know.

Simple Mathemagical Formulae 2 points.

Personal. Purchasable. Requires Mathemagic

Purchase a simple Mathemagical Formula, from the first tier of Mathemagical Formulae. If another member of your group already knows the Formula you may purchase this for 1 point rather than 2.

Advanced Mathemagical Formulae 3 points.

Personal. Purchasable. Not At Generation, Requires Mathemagic

Purchase an Advanced Formula, from the second tier of Mathemagical Formulae. If another member of your Group already knows the formula being purchased then you may purchase it for 2 points.

Complex Mathemagical Formulae 5 points

Personal. Purchasable. Not At Generation, Requires Mathemagic

Purchase a Complex Formula, from the third and final tier of Mathemagical Formulae. If another member of your Group already knows the formula being purchased then you may purchase it for 4 points.

Mathemagical Genius 2 Points

Personal, Purchasable, Requires Mathemagic

You are really good at the maths involved in Mathemagical enactions, and you are able to fine tune the equipment for the formula. Providing you have the exact equipment requirements for the formula requirement (extra equipment does not matter, but missing equipment will stop this ability working), you count as two people for the enaction!

I have a Healthy Fear of the Dark wall 2 points

Personal, Purchasable, Requires Mathemagic

Twice per EVENT your natural caution when dealing with the dark wall can avoid catastrophe. When you complete an enaction that you believe may have been a fail or epic fail you may ask the Ref who was adjudicating if this was the case. The act of asking counts as using the skill even if the enaction was actually a Pass. If it was a fail or an Epic Fail you MAY decide to negate all effects of the enaction.

Medical Skills

Medic 1 point

Personal, Purchasable

You are skilled at dealing with the sorts of cuts and scrapes that the troops suffer during the roiling of melee combat. You can also aid surgeons as they deal with more serious injuries. Please see the Medical section of the rules for more information.

Surgeon 2 points

Personal, Purchasable, Requires Medic

You might have been a barber, or possibly you actually went to a medical school, either way you know enough about the human body to repair the damage caused by Guns and Bombs. It's still touch and go sometimes but its better than leaving them to bleed to death.

Damn You Butchers! 1 point

Personal, Purchasable, Requires Surgeon

Twice a day when surgery does not go well you can pull out all the stops and attempt something desperate. All of the medic chits already drawn are returned to the bag and a single chit is drawn. This chit stands even if it is worse than the chits discarded.

I’m Not Losing This One! 1 Point
Personal, Purchasable, Requires Surgeon

Whenever you lose a patient on the operating table you are driven to succeed on the following patient. When a Patient dies, the next patient you treat within 15 minutes can ignore the effects of any negative chits (Dead, Amputation) due to your diligent actions. Any Negative Chit you draw counts as No Effect for this patient only. This ONLY comes about when a patient Dies, if you have amputated their leg you have not really lost them!




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