Tricks Update

I'm currently focused on Heliosail's skills, and filling out the Tricks that players can learn within each skill to customize their character.

Since skill gain is capped at +10 to the skill in question, my content goal for 1st Edition is to have 10 Tricks under every skill that are not specific to any Archetype.

I have finished 3 Skill trees so far, and it's my pleasure to share them with you for today's update.

Acrobatics

Acrobatics is your skill in movement. The ability to move quickly on your feet, dodge a sudden threat, or make a difficult jump. It also affects balance, and traversing low gravity.

Free Movement

You can spend a Neutral Action to sprint up to 18 meters during combat. If Hindered, you can move half as far- up to 10 meters on your turn. Very low or zero-gravity environments do not count as Rough Terrain for you.

Sweep

Use an Action to kick the legs of your target. A successful attack deals no damage, but leaves them Prone and Stunned.

Quickstep

Spend an Action to immediately re-roll a failed Dodge Reaction.

Double Attack

Roll 2 separate attacks on the same target, using a single Action in combat. You can choose whether this attack is made twice with a single weapon, or 2 weapons (1 attack with each) for dual wielding. This Trick is available for multiple skills, but you may only gain it from 1. Gaining it in 1 skill does not level up your other skills that it may available for.

Martial Artist

Add your Body modifier to your Attack roll a second time when fighting completely unarmed.

Black Belt

Attack 3 times per Action when completely Unarmed.
Requires: Martial Artist, Double Attack

Cat Fall

When falling, you know how to land to avoid injury. You only take half the damage from a fall, before any other Damage Reduction.

Lightning Quick

If your attack roll (not damage) is a Critical Success, your opponent doesn’t get a reaction roll to contest it.

Quick Draw

You make a surprise attack before combat begins with a ranged weapon. If your surprise attack is successful, it always does double damage. This does not stack with a natural Critical Hit.
Requires: Lightning Quick

Unhindered

Gain +1 global Damage Reduction when wearing armor with the Thin or Flexible properties.

Subterfuge

Subterfuge is your ability to be sneaky, and operate covertly.

Double Speak

Double Speak is a type of code used by socialites and criminals alike. It involves using a variety of code phrases in a “call and answer” format, and operates like any other language in the game for the purposes of gameplay.

Trapper

You can easily locate and disarm common traps. If a trap involves complex mechanical parts or an explosive, you cannot automatically disarm it, but you can still locate it. You can also set a simple trap of your own such as a pit-trap, rope trap, or falling object.

Infiltrate

With one successful roll, you bypass any cameras or automated alarms in the entire area, up to 50 meters. This does not extend to your crew mates.

Sabotage

You can spend 10 minutes to tinker with a machine or computer in order to force it to fail, in such a way that it's not immediately obvious that it was tampered with. Investigators will have Bad Luck when trying to determine the cause of the failure.
Requires: Infiltrate

Concealed Weaponry

After learning this trick, you no longer require skill checks to smuggle Dirks, small Chakrams, or Pistols into restricted areas. You can also now attempt to smuggle larger weapons with a skill check.
Requires: Infiltrate

Slippery

After successfully learning this Trick, you have Good Luck on Subterfuge rolls when trying to disengage or flee from a situation.

Shadowstrike

Perform a sneak attack in combat as long as you are out of the line of sight of the target. Successful sneak attacks always deal double damage.

Assassin's Mark

Spend an Action to “mark” a target for assassination in your mind. You have Good Luck on all attack rolls against this target, and gain an additional 1d4 bonus damage if you are hidden from the target when you attack. This damage is rolled after regular damage and cannot crit, but does stack with other sources of bonus damage, such as Sniper. This mark lasts for 30 seconds and ends if you attack any other target.
Requires: Shadowstrike

Sniper

When performing a Sneak Attack from 14 meters or further away, you can add 1d4 damage to the roll. This is rolled after all regular damage, and only if the damage is enough to penetrate the target’s armor. This additional damage does not crit.
Requires: Shadowstrike

Silent Arms

Add your Mind or Body modifier (your choice) to your damage rolls when using a Dirk, Sling, or Fan in addition to the normal bonus.


Captivation

This is a dialog skill. Captivation is your natural charisma, your ability to hold people’s attention and convince them to agree with you. Persuading someone, deceiving them, or performing on stage are all tasks that would require the Captivation skill.

Web of Lies

If you have already successfully lied to someone this session, gain +1 to each roll to lie to them again. When using this trick, any failure is a critical failure, and the target will see through all the lies you have told this session.

Say it Again

Spend an Action to re-roll a failed Quip Reaction roll.

Suggestions

Once a day, you suggest to someone that they do something, and make them think it was their idea. This cannot be immediately harmful to them, such as injuring themselves, and must be something they can accomplish right away, in a single step.

Seduce

You get Good Luck on a Captivation check to seduce a single target. On success, the target will regard you as friendly and trustworthy source in spite of any evidence to the contrary. This lasts for 10 minutes. Seduce has no effect if a target is already hostile to you. You can do this a number of times equal to half your Captivation bonus rounded down. It only works on each person once per day.

Fan Dance

If you wield a Fan, apply an extra 1d4 damage each successful hit.

Misdirection

+1 to perform a Deft Fingers task while trying to conceal your actions, such as picking a pocket, performing a magic trick, or stashing or retrieving a small item. Misdirection is keeping your target's focus where you want it to be, and away from what your hands are doing.
Requires: Deft Fingers skill

Betrayer

After learning this trick, you have Good Luck on Captivation checks against your crewmates, or anyone you are close to, 1/day.

Fast Talk

Just keep talking, at lightning speed, keep them confused and off balance. If they ask unfortunate questions, you can improvise a smart sounding response, for Good Luck on attempts to deceive, distract, or confuse. Skilled salesmen, carnival barkers, and talented grifters all use this skill. You can do this a number of times a day equal to half your Captivation skill bonus, rounded down (minimum of 1.)

Beautiful Trappings

When wearing armor with the Elegant property, gain +1 global Damage Reduction.

Sow Dissent

1/day. Spend an Action to whisper in the ear of a target you choose within 2 meters of you. You convince them that their friends are looking for an opportunity to betray them. Roll 1d4 for the result.

1. The target runs away.

2. The target will attack a friend or foe at random on their next turn. This triggers combat, if not yet in combat.

3. The target will refuse to go to their allies' aid.

4. The target passes the message on to the ally they trust most, triggering the same result in the next person.

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The Case For Heliosail