Wednesday 25 January 2012

WHAA Skills

In line with the Skills house rule, this post will contain the list of skills and will be updated when new skills occur to me or are suggested.

Warrior - character is Elite Trained
Caster - character can use magic
Healer - character can use the healing rules
Thief - character can carry out thieving type skills (e.g. picking locks, checking for traps, hiding in shadows)

Alchemist - character can create potions as per the rules
Marksman - character can take two shots per activation as though he had fast moved (-2d6).
Blademaster - only elite trained characters can choose this skill. The character never suffers the outnumbered penalty.
Assassin - as long as the character approches from behind the target he may backstab the target with +1d6 and the opponent's armour cannot count as protected.
Sniper - Missile fire from beyond twice the target's movement rate will always count as Armour Pierced if it hits.
Cleric - Clerics are warrior priests of the Red Sun (and occasionally, but more rarely of the Black Moon). They have limited casting powers and can Turn Undead. Clerics can cast the following spells as though they were a caster of the same Rep: Air of Strength; Stench of Weakness; Resist Magic; Entrap Demon; Banish Demon.
Turn Undead - only cleric characters can Turn Undead.

TURNING UNDEAD TABLE
Roll cleric's Rep d6 v. Rep d6 of Undead
-1d6 from the cleric if moved in same turn.

Number of SuccessesResult
Cleric scores more successesUndead in target group all take a hit on the Firing Damage Table as though Armour Pierced
Cleric scores same successesTurning attempt fails
Cleric scores fewer successesTurning attempt fails and all Undead in target group take a Control Test

Paladin - a Paladin is immune to the effects of terror and dread both for reaction tests and for melee.
Athlete - an Athlete rolls an additional 1d6 for Fast Move tests.
Agile - no shooting penalties for fast moving
Tactician - character can choose when to activate rather than activating in strict REP order.
Persuasive - Add a 1d6 bonus to the Talk the Talk test
Disciplined - Add a 1d6 bonus to the Crisis test
Scout - Add a 1d6 bonus to the Terrain Scouting table???
Inspire - once per game Pass 2d6 all characters in the group are fanatic for the rest of the game; pass 1d6 all characters in the group are fanatic for the turn; pass 0d6 No effect
Battle Cry - pass 2d6 all characters in the group are frenzy for the turn; pass 1d6 all characters in the group are frenzy for the player's activation; pass 0d6 all characters in the group must take a crisis test.

Thief type skills to follow

Underlined skills have been playtested or have limited implications on game-play and so are very unlikely to be changed. The effect of other skills hasn't been determined and so may be subject to change or removal.

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