Advancement
Skills are acquired through in-game actions. Some skills require that you already have a ‘lower level’ skill in addition to a certain action. The following are skills that are available, but GMs should feel free to add new ones for use in their own campaigns.
Name: Influential 1
Requirement: fail a total 5 INF rolls since you last Respawned
Benefit: you have INF of 3
Name: Influential 2
Requirement: fail a total 10 INF rolls since you last Respawned
Benefit: you have INF of 4
Name: Influential 3
Requirement: fail a total 15 INF rolls since you last Respawned
Benefit: you have INF of 5
Name: Influential 4
Requirement: fail a total 20 INF rolls since you last Respawned
Benefit: you have INF of 6
Name: Talented 1
Requirement: fail a total 5 PRO rolls since you last Respawned
Benefit: you have PRO of 3
Name: Talented 2
Requirement: fail a total 10 PRO rolls since you last Respawned
Benefit: you have PRO of 4
Name: Talented 3
Requirement: fail a total 15 PRO rolls since you last Respawned
Benefit: you have PRO of 5
Name: Talented 4
Requirement: fail a total 20 PRO rolls since you last Respawned
Benefit: you have PRO of 6
Name: Intelligent 1
Requirement: fail a total 5 KNW rolls since you last Respawned
Benefit: you have KNW of 3
Name: Intelligent 2
Requirement: fail a total 10 KNW rolls since you last Respawned
Benefit: you have KNW of 4
Name: Intelligent 3
Requirement: fail a total 15 KNW rolls since you last Respawned
Benefit: you have KNW of 5
Name: Intelligent 4
Requirement: fail a total 20 KNW rolls since you last Respawned
Benefit: you have KNW of 6
Name: Basic Weirdo
Requirement: choose / cannot be taken if you have Basic Survivor, Expert Survivor, Basic Successful or Expert Successful
Benefit: 5 or 6 counts as 6 when rolling on a weirdo approach table, but 1 or 2 count as 1 when rolling on any other approach
Name: Expert Weirdo
Requirement: choose / cannot be taken if you have Basic Survivor, Expert Survivor, Basic Successful or Expert Successful
Benefit: 4,5 or 6 counts as 6 when rolling on a weirdo approach table, but other approaches cannot be taken at all
Name: Basic Survivor
Requirement: choose / cannot be taken if you have Basic Weirdo, Expert Weirdo, Basic Successful or Expert Successful
Benefit: 5 or 6 counts as 6 when rolling on a survivor approach table, but 1 or 2 count as 1 when rolling on any other approach
Name: Expert Survivor
Requirement: choose / cannot be taken if you have Basic weirdo, Expert Weirdo, Basic Successful or Expert Successful
Benefit: 4,5 or 6 counts as 6 when rolling on a Survivor approach table, but other approaches cannot be taken at all
Name: Basic Successful
Requirement: choose / cannot be taken if you have Basic Survivor, Expert Survivor, Basic Weirdo or Expert Weirdo
Benefit: 5 or 6 counts as 6 when rolling on a successful approach table, but 1 or 2 count as 1 when rolling on any other approach
Name: Expert Successful
Requirement: choose / cannot be taken if you have Basic Survivor, Expert Survivor, Basic Weirdo or Expert Weirdo
Benefit: 4,5 or 6 counts as 6 when rolling on a successful approach table, but other approaches cannot be taken at all
Name: Care giver
Requirement: Succeed (as an action) to give care to someone who is hurt
Benefit: Take +1 to KNW rolls to care or medical attention to others
Name: Doctor
Requirement: Convince an NPC that you are medically trained / have the Care Giver skill
Benefit: It is now assumed that you are able to perform any kind of medical or surgical procedure, although you may still need to make rolls to perform them, as the GM directs.
Name: Survivalist
Requirement: Live off the land when it would be easier to die and respawn
Benefit: You may take +1 when gathering resources from nature or surviving in a wilderness environment
Name: Mountain man
Requirement: Spend an extended length of time surviving on your own in a wilderness / have the Survivalist skill
Benefit: You may take two dice and choose which to take when rolling for success whilst taking care of living needs in a wilderness environment
Name: Likable guy or gal… or thing
Requirement: Help someone in need out of selfless motivations
Benefit: You may make an INF roll to call in a favour from anyone you helped, even if their presence makes no sense. Write down on your character sheet who owes you favours.
Name: Such a cool guy or gal… or whatever
Requirement: Guide a group of people who are in need of a leader / have the Likable Guy skill
Benefit: You now have a group of followers who have the tags Dependable and Loyal. Work out their other qualities with the GM.
Name: Advisor
Requirement: Create a saying and speak it to a NPC that results to a solution to their problem
Benefit: Take +1 to KNW and INF rolls when using sayings
Name: Guru
Requirement: Give advice to a significant individual by means of a saying that results in a solution to their problem / have the Advisor skill
Benefit: NPCs will seek you out to inquire of your wisdom and you may take two dice and choose which to take when rolling for success whilst using KNW or INF on them
Name: Charming
Requirement: Flirt successfully (i.e. with a dice roll) with a NPC
Benefit: From now on you may take +1 on rolls where physical attractiveness is an advantage
Name: Beauty that rivals that of @Spafe’s sister
Requirement: Successfully (i.e. with dice rolls) use physical attractiveness to sway crowds of NPC / have the Charming skill
Benefit: You may take two dice and choose which to take when rolling for success on a test where physical attractiveness is an advantage
Name: Marksman
Requirement: Win a duel fairly using ranged weapons
Benefit: Inflict +1 HP when fighting with ranged weapons
Name: Legendary Gunslinger
Requirement: Win a showdown against greater odds using ranged weapons / have the Marksman skill
Benefit: You may take two dice and choose which to take when rolling for success during a fight using ranged weapons
Name: Duellist
Requirement: Win a duel fairly using melee weapons
Benefit: Inflict +1 HP when fighting with melee weapons
Name: Legendary warrior
Requirement: Win a battle against greater odds using melee weapons / have the Duelist skill
Benefit: You may take two dice and choose which to take when rolling for success during a fight using melee weapons
Name: Famous
Requirement: Convince an NPC that you are famous, detailing for what and where they might know you from
Benefit: From now on you may take +1 on rolls where being famous is an advantage
Name: Super Star
Requirement: Do something in front of masses that will make them remember you forever / have the Famous skill
Benefit: People recognise you and grant you special attention, and seek your attention and attendance to the most ostentatious night clubs and the hottest ballroom dances
Name: Weapon of Destiny
Requirement: Draw the weapon from it’s metaphorical (or literal) stone
Benefit: Plus 2 to your approach rolls when using this weapon and do 2 HP when attacking someone with this weapon
Name: Monster
Requirement: Do something absolutely despicable
Benefit: Your appearance is transformed and everyone can see you for what you are
Name: Regenerate
Requirement: Survive an attack against you by the masses / have the Monster skill
Benefit: On a successful roll you gain all you HP instantly
Name: Devastating attack
Requirement: Cause horrific suffering to innocent people / Have the Monster skill
Benefit: On a successful roll you may inflict 2HP to everyone in the scene