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Post by Timf on Mar 24, 2017 16:07:02 GMT
If anyone has any queries on how skills, talents, mechanics etc work then we can go round them here. Also I'll list any additions/changes differences in the ruleset - stuff I borrow from Dark Heresy, Space MArine, Rogue Trader etc....
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Post by Timf on Mar 24, 2017 16:23:08 GMT
Fate, Fortune and you!
OK so a quick recap, since some of you have them now.
The number of Fate Points you have at the start of the session is the number of Fortune Points you have per session as well. Fortune Points cannot be carried over and if we stop midcombat/action sequence for some reason at a session fortune points won't reset at the start of the next session.
A fortune point can be used for a number of minor bonuses, the commonest ones are: Reroll any result that you roll - this can be repeated if the reroll isn't good for you. Add 10% to your relevant stat/score/target number in a test - while this has to be done before you roll, this persists through any rerolls (people don't use this much and for low scores may be better than a reroll or best used in combination with a reroll Block D5 incoming damage Heal D5 damage Prevent an insanity manifesting for D5 rounds. Ignore a source of Fear or Terror for a round - after this it will kick in again - even if the critter is dead. Remove a Stun effect - in your Action period only Cancel the use of a Fortune Point on an action in which you are involved. Automatically assist someone's action.
Fate Points are much more powerful but are one shot, use and lose: The classic Get Out of Jail Free card - you spend it at the point of death or near death and you will survive the encounter but are hors de combat immediately. The Dark Heresy alternate - all Critical Damage is removed, gain D5+TB wounds but you are still there and in the fight and could be taken down again. Cancel use of a Fate Point by anyone Automatically succeed in an action - while you cannot just spend this for someone else, if you do it while actually assisting an action it makes the main action succeed automatically.
Others to come.
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Post by Timf on Mar 24, 2017 16:23:24 GMT
Other uses of XP than buying Skills & Talents on current Career:
Change to any Basic career that is not a Career Exit from any current or previously completed career - at any time - 200xp if all Trappings are owned, 300xp if not. Change to any career that is a listed Career Exit from a previously completed career - at any time - 100xp if all Trappings are owned, 200xp if not.
Fate Point - 500xp
Remove Corruption Point - 100xp Remove Insanity Point - 100xp Skill/Talent that is an OR option on a previous completed career - 100xp Skill/Talent that is on a previous uncompleted Career - 100xp
Elite Advances: These are advances off your career track that roleplaying or circumstance has introduced (cf Dave's pistol skill). These cost at least 50% more than normal and normally are 100% but are costed case by case and depend somewhat on character type, roleplaying and in game cash / time spent. The more power-play it gets the more the cost becomes. If changing career gets its as quickly then that normally the way to go. Magic points and relevant arcane lores are likely to be responded with 'Change Career to Wizard if you want safe or Hedge Wizard for wild talent type magic'
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Post by kaustic on Mar 25, 2017 13:52:05 GMT
Q1: I have the dodge blow skill. To get the + 10% skill mastery do I just spend a 100 xp or does that option only come when I jump up to the next career in the knight path
Q2:To make the jump on the career path I have to aquire all the trappings ?
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Post by Timf on Mar 25, 2017 19:21:20 GMT
Q1 you have to have an option to buy the improved skill Q2 See the xp costs above - you need the trappings for the next career to do it at 100xp, but if you are substantially lacking you can push with 100xp more.
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