LOE Hero Rules: Difference between revisions
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Summoning – the knowledge of otherworldly powers and how to access them<br> | Summoning – the knowledge of otherworldly powers and how to access them<br> | ||
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Revision as of 11:42, 14 December 2008
CHARACTER STATS
PERSONAL SKILLS
Strength
Constitution
Agility
Intelligence
Charisma
Speed
Perception
Will
COMBAT
Close Combat Weapons - this covers things from swords and spears, to shotguns to stasis gloves.
Ranged Combat Weapons - Atlatl spear chuckers, to Archery, to firearms to ray guns.
Demolitions – Sapping with gunpowder, TNT or plasma charges
Esoteric Weapons - this is for weird stuff that doesn't fit into other categories, such as magic wands, or Joyuex psychoband headsets.
Hand to Hand - this one everyone understands, and isn't influenced by Milieu.
COMBAT SUPPORT
Stealth – the art of sneaking around, from crawling through the long grass to stalking in thermoptic camo.
Survival – the ability to live off the land in the wilderness, this also isn’t influenced greatly by Milieu.
Medical - either with herbs and a hacksaw, or nanites and synthskin.
COMBAT VEHICLES
Rider/Ground Pilot - from fighting on horseback, to tanks, to mecha
Air Pilot - Flying giant eagles to starfighters.
Ship Pilot - From Star Vikings in etheric longboats to the battleships of the sternmarine.
Vehicle Weapons - The other skills cover how good a stick hand you are, but this one is how good you shoot with the available weapon systems. Since grunts will have only one preferred vehicle there's no need to make this specific to Air or Ground or Ships. And Heroes can jump into any damn thing they like.
Esoteric Vehicles - for the weirder stuff like Aethyr Spheres for levitating across the void, or psychonautical dimension divers.
COMBAT COMMAND
Tactics – small unit combat from platoons to battalions and brigades.
Strategy – larger combat with armies and fleets and national goals.
Leadership – the art of actually being able to get troops to follow you
Doomsday Weapons – the art of knowing how best to employ nukes, geno-plagues or lords of hell. Generally not relevant at lower levels.
PRACTICAL
Crime – from picking pockets to hacking ATMs
Grooming/Maintenance – looking after your horse or your starship.
Armourer – making weapons, from a fletcher to a bomb maker
Crafts – making stuff other than weapons
Performance and Presentation – Acting, modelling, or just posing in combat and looking cool. Practically, this is for people who want to pretend to be someone else, though a Xannis agent would need to chip in some serious cultural back history to make a convincing Keyway tribesman.
INTELLECTUAL
Laws – Knowledge of rules and regulations – This one actually crosses Milieus, since people who take it generally need to know things like arcane Solarian import/export restrictions as well as Thetan tax writeoffs.
Persuasion – the art of talking to others and getting what you want. Also covers less nice applications such as lying, intimidation and bluffing. Not greatly influenced by Milieu, unless you decide to also use it with mind control powers.
Trivia – you’re a wealth of general knowledge about your Milieu, nothing particularly deep or technical about anything – just basic info.
Metaphysics – How the universe works. This one gets better as the Milieu numbers go up, with 5/5 being the best.
MAGICAL
Low Magic – brewing herbal potions or performing enhanced physical feats
High Magic – Really big spells that affect the world at large
Ritual – The use of inbuilt magical rituals, from small personal cantrips to national level magic webs
Blood – the use of natural magical power from personal life force manipulation to soul sucking entire nations.
Warping – the bending of reality as a magical discipline.
Summoning – the knowledge of otherworldly powers and how to access them