Thursday, February 8, 2018

The Dragon Tablets: Iteration Two – Exploits Continued

Now that the Exploits have been set and we know what can be done, let’s make a list of the traits needed to do those things. This will be an aid in template creation as well as for players and GMs in selecting what traits their PCs and NPCs should have.

Exploits mentioned that there is a form of Fast Travel in The Dragon Tablets, it will be covered in another post.

Attributes

DX: Increasing jumping distance. Use a bow or crossbow as “brass knuckles.” Hit someone with a crossbow. Showing people into stuff. Smashing people into stuff. Flip a weapon to your hand. Run, jump, and attack. Bring your client to the ground.
ST: Damage enemy in a choke hold. Boosting someone to reach a high area. Forcing a door open. Lifting things. Showing people into stuff.
IQ: Pray for guidance.

Secondary Characteristics

Perception: To avoid surprise while standing watch. Keep watch. Verifying ID. Hearing: Hearing what is being said. Vision: Find secret doors. Seeing what people do.

Advantages

Acute Taste and Smell: Spot gunk.
Acute Vision: Find traps. Spot gunk. Find gizmos in plain sight.
Ally: Help you find a job.
Ambidexterity: You can use any weapon in any hand.
Appearance: Bonus to reaction roll when selling stuff.
Arm ST: Damage enemy in a choke hold.
Blessed: A vision that leads to a job. Ask the universe for clues.
Channeling: Can be used to interview dead people.
Charisma: Bonus to finding a sponsor. Bonus to reaction rolls. Bonus to reaction roll when selling stuff.
Clerical Investment: Start with holy water at a discount. Treated as higher wealth level, when selling things to the temple. Sanctify a shrine with Religious Ritual.
Common Sense: May be informed if forgotten crucial gear. Or failed “stealth mode”. Find flaws in weakness oriented plans to deal with monsters.
Contact: Use Streetwise to find gear on the black market. Help you find a job. Get information. Leave the body to someone you know to take care of.
Contact Group: Get information.
Cultural Adaptability: Remove the social penalty for dealing with non-human monsters.
Danger Sense: Sense danger. Spots trouble.
Eidetic Memory: Remembering the weaknesses of monsters.
Enhanced Dodge (Vehicular): Bonus to defend during a chase scene.
Gizmos: Use gizmos. Can become tools.
Healing: Heal injuries. Cure diseases and afflictions.
Heroic Archer: Add Acc or ignore Bulk with bows. Ignore the extra penalty when avoiding being hit. You can fire during any chase maneuver, except Hide.
High Manual Dexterity: Gives a bonus to picking locks. Disarming/rearming traps. Helps discover traps by touch.
Higher Purpose: Bonus to attack and damage vs. selected monsters.
Holy Might: Recognize curses. Remove a curse. Note blessed/cursed items. Bonus to pray for guidance.
Infravision: Helps being sneaky in darkness.
Intuition: Avoid missing clues.
Language: Communicating with others in a given language.
Lifting ST: Damage enemy in a choke hold. Forcing a door open. Lifting things.
Magery: Discover tricks. Spot magic potions. Note magical items. Note magic scrolls. Note potions.
Medium: Can be used to interview dead people.
Night Vision: Helps being sneaky in darkness.
Patron: Help you find a job. Ask a divine for clues.
Perfect Balance: You don’t have to roll to traverse something narrow.
Power Investiture: Recognize curses. Note blessed/cursed items. Bonus to pray for guidance.
Precognition: A vision that leads to a job. Ask the universe for a clue.
Prophetic Dreams: A vision that leads to a job.
Quick Gadgeteer: Instant jury-rigging.
Rank: Helps when requisitioning gear from your organization.
Rapid Healing: Recover from crippled limbs.
Regeneration: Recover from crippled limbs.
Serendipity: Turn success into critical success for Scrounging gear. Find a random clue, if there is one. Make sure that a victim remains at the site of a violent crime. You don’t have to roll Stealth to backstab in combat. Avoid being hit. Find acid that you can dissolve a body in. Gives you a suitable scenery in a chase. Find improvised tools.
Smooth Operator: Helps when requisitioning gear from your organization.
Social Chameleon: Bonus to reaction rolls.
Telescopic Vision: You can see further.
Trained by a Master: Special moves become available.
True Faith (Turning): Prevents some monsters from getting closer.
Wealth: Determines the price you get when selling stuff.
Weapon Master: Special moves become available.

Perks

Off-Hand Weapons Training: You can use weapons of one skill in the wrong hand.

Disadvantages

Absent-Mindedness: Forgetting to bring a piece of starting gear.
Dependent: Help you find a job.
Divine Curse (Monster Magnet): Gives you a job by coming after you.
Duty: Provides a job.
Enemies (Monster of the week): Gives you a job by coming after you.
Social Stigma (Excommunicated): Penalty to pray for guidance.

Skills

In some cases, Action, Dungeon Fantasy, and/or Monster Hunters don’t give complete lists of skills that can be used to accomplish a task. Thus this is not an exhaustive list.
Anyone who gets divine help through enlightenment or prayer, is advised to donate $1,000 to the temple next time you are in town or the helpline will be busy.

Accounting: Find clues in financial records. Forgery, if lower, to alter ledgers.
Acrobatics: To traverse something narrow. Dive through a narrow opening. Being boosted to a high area. Climbing by jumping back and forth between two objects. “Surf” down a handrail or similar. Face any direction after a full move. Avoid being hit. Perform a stunt in a chase. Make a sharp turn in a chase. Move bound arms from behind to in front.
Acting: Complementary skill roll to Interrogation for Good cop, Bad cop. Drawing enemies into an ambush. Pretending to be dead. Walk through a high-risk area as if you were someone else. Disguise, if lower, to pose as another specific person. Faking a heart attack.
Administration: Requisition gear from your organization. Impressing bureaucrats. Complementary skill to Diplomacy and Fast-Talk when dealing with officials. Complimentary skill in all social situations among the guilds. Forgery, if lower, to alter complex forms.
Alchemy: You can start with any chemical or potion you can craft at a cost modified by a skill roll. Spot acid, volatile oil, etc. gunk. Remove magic potions. Determine a magic items general abilities at the risk of destroying it. Determine a potion’s effect.
Animal Handling: Complimentary skill to Stealth, Camouflage, Holdout, Shadowing, Smuggling, and Teamster when being subtle with handler leading an animal. Allowing Stealth to just walk past when an animal is alone. Distract animals. Provoke animals to attack you. Feed a body to pigs or dogs. Find contraband. Track/attack person, risking that the animal freaks out.
Archaeology: Helps you find the way in tombs, tunnels, etc.
Architecture: Helps you find the way in buildings designed for habitation. To plan a mission to infiltrate a building.
Area Knowledge: Complementary skill to get started, if you know where to look. Selecting the optimal travel route in an area you know. Complementary skill for Chase rolls.
Armoury: You can start with any ordinary gear you can craft at a cost modified by a skill roll. Jury-rig weapons. Note better than average items.
Armoury (Body Armor): Adjust armor fit.
Biology: Further analyze samples after a Forensics roll. Research related information. Know about Know about dire/giant/warped animals, cryptids and parasites.
Boating: Travel faster in small water vehicles, at the risk of traveling slower. Chase roll.
Boating (Unpowered): Insertion by unpowered boat.
Body Language: Gives hints why a sentry doesn’t signal. Spot someone signaling, drawing a weapon, etc.
Body Sense: Avoids being disoriented after being transported.
Boxing: Shoving stuff into people.
Brainwashing: Brainwashing or reprogramming individuals.
Brawling: Use a bow or crossbow as “brass knuckles.” Hit someone with a crossbow. Shoving stuff into people. Smashing people into stuff.
Breaking Blow: To bash or force something open.
Camouflage: May give you a second chance to avoid surprise in camp. Hiding behind stuff. Getting close to someone without being noticed. Let’s you watch someone unnoticed. Hiding things outside. Concealing an outdoor trap. Hide a body outdoors. To hide your position.
Captivate: Perform mind tricks.
Carousing: Find rumors in a tavern. Impress people at a tavern or party. Complementary skill for words on the street. Complementary skill for Sex Appeal.
Cartography: Helps you figure out your map. Read maps and blueprints. Make a map of your journey after the adventure that can be sold.
Chemistry: Further analyze samples after a Forensics roll. Dissolve a body in acid.
Climbing: Climb stuff. Pull you up to something you can reach. Perform a stunt in a chase.
Connoisseur: Complementary skill for Sex Appeal. Determine what it is. Note something that could be a rare artifact.
Connoisseur (Wine): May impress high society types.
Counterfeiting: Debasing coin, at the risk of his coin and more. Altering bonds/stocks.
Criminology: Find clues at crime scenes, critical success gives clues to their identity. For lawmen to be ready to plan a mission against criminals.
Crossbow: Hit someone in melee with a crossbow.
Current Affairs: Search for overtly legitimate jobs. Complementary skill to get started by checking the news. Already heard a rumor. Find bad guys who advertise. Get leads on legitimate info. Determine if anyone in town is buying scrap.
Dancing: Perform for money, at the risk of being beaten. Complementary skill for Sex Appeal. Blend in at a dance hall.
Detect Lies: Figure out if your target is holding back information. Remove complementary skill penalties to Interrogation. Figure out if people lie.
Diagnosis: Find clues about cause of death in people. Know about parasites. Discover what’s wrong with someone. Avoid penalty when casting Cure Disease.
Diplomacy: Convince neutral NPCs to give information and perhaps minor aid. Making deals.
Disguise: Posing as monsters. Looking like no one in particular, but not yourself. Acting, if lower, to pose as another specific person.
Disguise (Animals): Posing as monsters. Pass uneaten.
Expert Skill (Military Science): Find clues from weapons.
Explosives (Demolition): Destroy evidence, distract bad guys, or render a target unsalvageable through arson.
Explosives (Fireworks): Destroy evidence, distract bad guys, or render a target unsalvageable through arson.
Escape: Squeeze through a narrow crack. Move bound arms from behind to in front. Escaping from ropes, shackles, leather belts, and clamps.
Esoteric Medicine: Administer truth serum. Perform first aid. Reduce the recovery time from crippled limbs. Treat supernatural afflictions. Might be used instead of magic to cure a diagnosed affliction. Drug someone safely and efficiently.
Exorcism: Remove a curse.
Fast-Draw: Flip a weapon to your hand.
Fast-Talk: Distracts guards or trick mooks to give you information or even let you pass. Duping others. Taunt those intelligent enough to understand. Complementary skill to stealing. Trick someone into lowering their guard. To pose as someone from a general class. Complementary skill to Acting for faking a heart attack.
Filch: Steal starting gear, at a risk of losing all of his gear! Take something that is just sitting there.
First Aid: Perform first aid.
Forced Entry: Improves damage when bashing a door or chest to destroy it rather than unlock it. Forcing a door open. Bashing something open will set off any traps on it. Accounting, if lower, to alter ledgers.
Forensics: Finds clues by collecting evidence. Finds clues by analyzing evidence. Plant false clues.
Forgery: Determine if a rare artifact is real or fake. Create fake IDs. Altering documents. Administration, if lower, to alter complex forms. Law (Police), if lower, to alter crime-scene reports.
Freight Handling: Packing delicate gear for travel or shipping. Load cargo quickly.
Gambling: Gambling for money, risking the money. Impress people at a gambling hall. Complementary skill to Fast-Talk for confidence scams. Complementary skill for Sex Appeal.
Gesture: Make simple silent signals. Communicate without a common verbal language.
Hazardous Materials (Magical): Removing magical potions. Extract any agent with weird magical powers.
Heraldry: Recognize bandits and others by their mark. Deduce the maker of an item based on marks left on it.
Herb Lore: You can start with any natural preparation or healing potion at a cost modified by a skill roll.
Hidden Lore: Determine which creature left tracks. Research related information. To fit into a suitable monster society. Discover Dread, Fragile, Revulsion, Susceptible, Uncontrollable Appetite, Vulnerability, Weakness, or similar weaknesses  that the monster possesses.
Hidden Lore (Cryptozoology): Know about cryptids.
Hidden Lore (Demons): Know about demons.
Hidden Lore (Elementals): Know about elementals.
Hidden Lore (Free Spirits): Know about free-willed spirits.
Hidden Lore (Magic Items): Identify legendary magical items.
Hidden Lore (Magical Writings): Discover properties, not content, of magical writings at the risk of activating bad effects.
Hidden Lore (Mummies): Know about mummies.
Hidden Lore (Psionics): Know about psis. Figure out what ability a colorful aura represents.
Hidden Lore (Restless Undead): Know about restless undead, such as ghosts, skeletons, and zombies.
Hidden Lore (Shapeshifters): Know about shapeshifters.
Hidden Lore (Vampires): Know about vampires.
Hiking: Travel faster on foot, at the risk of traveling slower.
Holdout: Hiding items on your body. Blend in on foot if you’ve taken something.
Housekeeping: Cleaning up so that others cannot see the results of foul play.
Hypnotism: Perform mind tricks. Fix mental damage.
*Intelligence Analysis: Find clues in military and espionage situations. To be ready to plan the mission.
Interrogation: Interview friendly/neutral individual. Interrogate subject.
Intimidation: Threatening a sentry’s life. A violent version of interrogation. Complimentary skill to Streetwise in relation to criminals outside the guilds. Drive off intelligent monsters. Threaten someone to come with you.
Judo: Grappling. Showing people into stuff. Stealthily subdue someone. Bring your client to the ground.
Jumping: Jump over or across something. Climbing by jumping back and forth between two objects. Increasing jumping distance. Run, jump, and attack. Perform a stunt in a chase.
Karate: Shoving stuff into people.
Knife: Complimentary skill to Interrogation for torture.
Knot-Tying: Bind someone. Estimate how much rope you need to bind someone.
Law (Criminal): Impress judges and city guards.
Law (Police): Complementary skill in social interaction between city guards and judges. Forgery, if lower, to alter crime-scene reports.
Leadership: To make a plan to command an NPC force. Help the group resist mind control and fear.
Lifting: Lifting things.
Lip Reading: To see what others are saying.
Lockpicking: Picking locks. Use Traps, if lower, when picking trapped locks, risking to activate the trap.
Machinist: Jury-rig hand tools. Assembles the missing piece for  weapons and vehicles.
Meditation: Ask the universe for a clue. Seek enlightenment for what to do next. Pray for guidance.
Melee Weapon: Attacking and damaging your foe.
Mechanic: Jury-rig vehicles.
Merchant: May roll for starting gear to get a modified price. Be impressive when money changes hands. Complimentary skill for all social situations among merchants. Determine what kind of gem it is. Determine the approximate value of a fully identified item. Treated as higher wealth level, risking being treated as lower.
Mimicry: Deliver prearranged signals. Distracting with voice and noise.
Mimicry (Animal Sounds): Lead animals away.
Musical Composition: Perform for money, at the risk of being beaten. Compose a ballad on your adventure.
Musical Influence: Perform mind tricks. Works on animals too.
Musical Instrument: Additional skill when performing for money.
Naturalist: Know about dire/giant/warped animals. Know what external animal parts are useful for raw materials or medicine.
Navigation: Selecting the optimal route for travel.
Observation: To avoid surprise while standing watch. Find secret doors. Reveals interesting details, patrol frequency, sentry placement. Keep watch. Spotting trouble. Verifying ID.
Occultism: Research related information. Can be used instead of Expert Skills (Psionics), Hidden Lore (any supernatural), Theology, or Thaumatology at a penalty. Recognize curses if there’s a relic to play with. Analyze curses. Know about weird creatures. Discover weaknesses of any monster. Discover those that are trying to watch you. Find gizmos in plain sight.
Panhandling: Beg for money, at the risk of being beaten.
Parachuting: Make a parachute jump. Use this if lower than attack skill when doing both at the same time.
Performance: Perform for money, at the risk of being beaten.
Persuade: Perform mind tricks.
Pharmacy: Make truth serum. Make antidotes to known poisons.
Physiology: Discover where a monster’s vitals are. Know what internal animal parts are useful for raw materials or medicine.
Pickpocket: Steal money from others, risking a beating. Take something off someone.
Piloting (Glider): Using a glider. Chase roll.
Poetry: Perform for money, at the risk of being beaten. Turn your adventure into an epic for sale.
Poisons: You can start with any poison you can craft at a cost modified by a skill roll. Spot toxic gunk. Make a poisoned blade do more poisoned damage than normal. Identify poison. Avoid penalty when casting Neutralize Poison. Milk toxins from mundane venomous creature.
Power Blow: To bash or force something open. To lift something.
Propaganda: Advertise your services. Find a buyer for your scrap through advertising. Orchestrating a cover-up.
Prospecting: Identify ore.
Psychology: Complimentary skill for Interrogation to interview. Complementary skill roll to Interrogation for Good cop, Bad cop. Distract things with a psychology. Fix mental damage.
Psychology (Monster): Exploit appetites and fears.
Public Speaking: Soapbox speaking for money, at the risk of being beaten. Stir up a crowd of neutrals so that you can hide among them or even cause a riot. Calm a riot. Complimentary skill to Propaganda for delivering a speech.
Religious Ritual: Provoke evil monsters. Lead a ceremony. Get the full details on blessed/cursed items through prayer. Sanctify a shrine with Clerical Investment. Lead a group in prayer for aid with a proper shrine.
Research: Complementary skill to get started, by checking records or books. Learning details about your target location. Go through blueprints, files, maps and such. Research related information.
Riding: Travel faster while mounted, at the risk of traveling slower. Chase roll.
Running: Face any direction after a full move. Chase roll.
Savoir-Faire: Search for a job through the appropriate social channels. Complementary skill to get started, by talking to friends. Find a merchant/noble sponsor for your quest. Find out if a bribe is insulting. Use instead of Diplomacy or Fast-Talk for your specialty. Walk through a high risk area as if you were someone else. Blending in at the ambassador’s ball after stealing.
Savoir-Faire (High Society):  to pass butler or maître d’. Servant to get upper class to overlook you. Complimentary skill for all social interactions with rich people, anyone who gets Status 2+ from their job, and anyone with Rank 5+ met socially.
Savoir-Faire (Mafia): Complimentary skill to all social interaction with criminal guilds.
Savoir-Faire (Military): Complimentary skill to all social interaction with the military.
Savoir-Faire (Police): Complimentary skill to all social interaction with city guards.
Savoir-Faire (Servant): To get your client moving.
Scrounging: Finding nonmagical items worth no more than $10 or more than that with a critical success. Go through someone’s trash. Get the needed materials for jury-rigging replacement parts. Determining if the junk they brought with them has any value. Find improvised tools.
Seamanship: Travel faster in large water vehicles, at the risk of traveling slower.
Search: Finding clues that have been deliberately hidden. Find things hidden on the subject’s body. Find hidden gizmos.
Sex Appeal: Impress those whose type you are. Complementary skill to Fast-Talk for distraction. Distract. Convince doorman to let you in. May convince someone to leave their post and/or set up for Pickpocket. Show some leg. Complementary skill to stealing. Letting you through the door to chat.
Shadowing: Tail someone subtly in an occupied area. Hiding in a crowd. Getting close to someone without being noticed. Let’s you watch someone unnoticed. Blending in in generic crowded places.
Singing: Perform for money. Taunt foes smart enough to understand what you’re singing.
Skiing: Travel faster while skiing, at the risk of traveling slower. To cross ice or similar. “Surf” down a handrail or similar on skis. Use this if lower than attack skill when doing both at the same time. Chase roll.
Sleight of Hand: Cheating at Gambling for a bonus, risking both money and being beaten. Swap something for an item of similar size and appearance.
Smuggling: Leaving town with stolen starter gear or lose all gear. Avoids having illegal gear they travel with or ships from being confiscated. Hiding items in a vehicle or a room. Concealing an indoor or vehicular trap. Hide a body indoors. Blend in with something stolen in your vehicle.
Soldier: Bonus when keeping watch.
Spear: Striking with the butt of a long weapon.
Speed-Reading: Read quickly. Shorten the time to evaluate magical writings.
Staff: Striking with the butt of a long weapon.
Strategy: To make a plan to command an NPC force. Figure out the enemy’s general plan.
Stealth: Tail someone subtly if no one is around. Be sneaky when moving. Sneaking up on a sentry. Getting close to someone without being noticed. Let’s you watch someone unnoticed. Hide in shadows. Be a sniper. Disappear during combat. Avoid alerting guards. Move a body and burry it or toss it into water. Hide from others. To stow away on a vehicle. Hide in a chase. Hide from a guard.
Streetwise: Search for illegal jobs. Find starting gear on the black market, at a risk of 10% of your starting money. Complementary skill to get started, by talking to friends. Find a criminal sponsor for your quest. Avoid losing money when making an illegal bribe. Get leads on underworld info. Complementary skill to Diplomacy when dealing with criminals. Complimentary skill in all social dealings with criminals outside the guilds. To make a plan to strike against a street gang. Treated as higher wealth level selling on the black market, risking being treated as lower or losing the item(s).
Suggest: Perform mind tricks.
Sumo Wrestling: Grappling. Showing people into stuff. Smashing people into stuff.
Surgery: Complementary skill to Diagnosis to find clues about cause of death. Complimentary skill to Interrogation for torture. Reduce the recovery time from crippled limbs. Reattach limbs. Repair eyes. Remove things from the body. Remove internal animal organs. Extract mana organs.
Survival: Avoid cost of living by camping outside town. Remove external animal parts.
Sway Emotions: Perform mind tricks.
Swimming: Swim across water. Insertion by swimming. Chase roll.
Tactics: To make a plan for a combat mission. Advice a friend in combat. Bonus when keeping watch. Bonus to help defend your client.
Teaching: To teach someone something.
Teamster: Traveling faster in a wagon. Blending in in a stolen wagon.
Thaumatology: Research related information. Know about rogue witches, as well as golems and other magical automata. Distinguish evil runes. Discover weaknesses of witches. Identify a spell not in your grimoire. Figure out what you need to cure an ongoing magical effect. Find mana organs. Know how to extract mana organs. Determine what spell a magic scroll casts.
Theology: Soapbox speaking for money, at the risk of being beaten. Research related information. Know about demons, free-willed spirits, and restless undead. Analyze curses. Seek enlightenment for what to do next. Pray for guidance.
Throwing: To throw a grapnel to snag something.
Tracking: Noticing tracks. Finding clues in tracks.
Traps: May give you a second chance to avoid surprise in camp. Find traps. Find secret doors. Open secret doors. Find, disarm, rearm, and stealing traps. Set traps. Use Lockpicking, if lower, when picking trapped locks, risking to activate the trap. Work by touch to discover traps that cannot be discovered on the outside of a chest. Make traps.
Two-Handed Axe/Mace: Swing weapons like a baseball bat.
Urban Survival: Avoid cost of living by living like a bum. Finding coins in the gutter at the risk of disease. Unless obvious, finding were a person throws their trash. Complementary skill for Chase rolls.
Ventriloquism: Distracting with voice and noise.
Veterinary: Find clues about cause of death in animals. Determine which animal left tracks. Know about dire/giant/warped animals, cryptids and shapeshifters. Discover natural weaknesses of dire/giant/warped animals, cryptids, and shapeshifters. Might be used instead of magic to cure a diagnosed affliction.
Wrestling: Grappling. Complimentary skill to Interrogation for torture. Showing people into stuff. Smashing people into stuff. Stealthily subdue someone. Bring your client to the ground.
Writing: Find an arcane/divine sponsor for your quest. Write a learned work on one aspect of your adventure for sale. Complementary skill to Propaganda for speechwriting and article writing.
Unarmed Striking: Attacking and damaging your foe.

Techniques

Dual-Weapon Attack: Makes you better at firing two ranged weapons of the same type at once.

Wildcard Skills

Talker!: Impress anyone.

Spells

Analyze Magic: Reveal enchantments on an item.
Continual Light: Creates a light source.
Create Food: Creates food, so that you don’t have to buy and carry rations or forage for food.
Cure Disease: Cure disease.
Detect Magic: Discover tricks.
Glow: Creates a light source.
Hawk Vision: Allows you to see further.
Invisible Wizard Ear: Hears at a distance.
Invisible Wizard Eye: Sees at a distance.
Light: Creates a light source.
Light Jet: Creates a light source.
Mage Sight: Discover tricks.
Neutralize Poison: neutralizes poison.
Remove Curse: Remove a curse.
Sunlight: Creates a light source.
Wizard Ear: Hears at a distance.
Wizard Eye: Sees at a distance.

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Twin Mirror Gameplay Walkthrough Part 7 - The End [PC ULTRA 60FPS]

Part 7 of my #TwinMirror Blind Let's Play. The final episode of the series.