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Lloyd Dupont

Looking for stunts idea...

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New Revolution D100 GM here! :) 

I wonder if any one had a stunt compilation for the various fantasy fighter, fantasy rogue and/or scifi mercenary type of character?

I'd like to give them more character development options and maybe limitation (like, "oh, I can't take everything"! 😮 )

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This could be a great idea to open a general toppic where everybody could propose his/her Stunts in a predefinite formate (like genre/skill/description/way to acquire it).

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Here are Skills, Traits and Stunts from Revolution SciFi.

Agility (CON+DEX)

This broad Skill covers a range of athletic activities useful to adventuring characters, including climbing, jumping and swimming. This Skill is useful during Combat Time or higher time scales.

  • Acrobatics: This allows a character to perform a variety of gymnastic and balancing tasks, such as tumbling, walking a tightrope, or keeping balance on a narrow ledge. Using Acrobatics is also recommended in a conflict in which you risk damage from a fall.
  • Balance: This Trait allows a character to keep his or her balance and avoid falling. This is either an implied Trait or a pre-requisite of Acrobatics.
  • Brawn: This Trait is a particular application of athletics that relies purely on power, with no finesse involved. It basically involves pushing, lifting or dragging. You can usually lift up to your STR*2 in kilograms (STR *5 if using two hands).
  • Climb: Given enough hand- and foot-holds, a character with this Trait can climb any surface, given enough time, without the need for a roll. This Trait allows you to go up by half your Move per round, and to descend by one quarter of your Move.
  • Free Solo Climbing: This Stunt reflects the ability to climb without ropes, harnesses or protective equipment, relying on sheer climbing talent to progress. This is used when climbing without equipment and allows the character to ignore penalties from climbing in this way.
  • Dodge: This Trait is used to avoid incoming objects that are swung or thrown at the character. Its most common usages are explained in the Combat Section. When used against a swung weapon, this Trait is applied to the Close Combat Skill.
  • Flying: This Trait allows the Adventurer to fly, either through an ability or by using a piece of equipment. Flying Adventurers use their flying movement rate. When an Adventurer needs to make a special manoeuvre then the Agility roll must be made, otherwise this needs to be rolled every hour of flight. A failure means the Adventurer starts to fall and another Agility roll must be made to resume flying, but with one Penalty. A fumbled roll means the Adventurer falls and has two Penalties applied.
  • High Gravity: The Adventurer is used to working in a high gravity environment, up to twice normal Earth’s gravity. Working in higher gravity than this has a single Penalty applied to an Adventurer with High Gravity.
  • Jump: This Trait lets you jump up to twice your own height horizontally, or up to half your own height vertically, assuming you have least five metres to run first. If making a standing jump, these distances are halved.
  • Push Jumping: This Stunt allows the character to jump against a wall and push off the wall to gain extra height, allowing you to jump your own height vertically.
  • Parachuting (*): This allows the Adventurer to use a Parachute to fall from an aircraft or similar high place and fall without injury.
  • HALO: This is Stunt that allows the Character to use a High Altitude Low Opening technique to jump from an aircraft and open the parachute near the ground, thus giving anyone trying to detect them a Penalty on any Sensors roll.
  • NOLO: This is Stunt that allows the Character to use a Near Orbit Low Opening technique to jump from a space platform in near orbit and open the parachute near the ground, thus giving anyone trying to detect them two Penalties on any Sensors roll. NOLO requires a specialised pressurised jump suit with oxygen containers.
  • [Play Sport]: This group of Traits allows the Adventurer to play a physically demanding sport that involves movement and agility. Each sport has its own Play Sport Trait, for example Play Football, Play Tennis or Play Spaceball.
  • Run: This Trait improves your Move by one point when running, and is used to roll for effect during chases on foot.
  • Free Running: This Stunt allows the character to move through obstacles using a variety of techniques, such as vaulting, jumping, landing, rolling and absorbing impact.
  • Swim (*): Characters normally swim at one meter per round, unless they are aquatic creatures, which swim at their Move rate. While swimming, a character suffers at least double the penalty for armour and encumbering items. Swimming is a Required Trait. If you do not have it, you cannot swim. Most animals possess it, though.
  • Freediving: This Stunt allows the character to swim underwater, diving to depths of up to 30m and holding breath for long periods. It allows the character to add the CON and STR bonus to their Resolution point pool when engaged in a Contest to see how long the character can hold a breath.
  • Take Cover: This Trait and its Roll Stunt are used in Advanced Combat.
  • Throw: The Throw Trait is usually used to judge the accuracy when throwing improvised objects, from small stones to bar stools. The range of a throw is your STR in metres, adding or subtracting five per Size Class above or below Medium. In combat, Throw should be used only for grenade-like projectiles. Bladed weapons that are thrown should use the Ranged Combat Skill and their own specific Trait, such as Spear for javelins
  • Zero Gravity: The Adventurer is used to working in a zero gravity environment and incurs no penalties for being in such an environment.

 

 

Close Combat (DEX+STR)

This Skill is used to attack and parry in melee combat. In order to use it, a character must move the Time Scale to Combat Time, barring extremely peculiar situations allowed by the Narrator.

  • Brawl: This Trait covers all untrained unarmed combat from simple brawling to grapples to rude fisticuffs. Normally, unarmed parries may only parry other unarmed attacks.
  • Martial Arts: This Trait may be useful in place of the Brawl Trait in certain cultures. Several schools of Martial Arts exist (Karate, Muai-Tay, Capoeira, etc.). The Martial Arts [school] Trait, once learned, replaces the Brawl Trait, thus saving one Slot. The big Advantage over Brawl is that the Martial Art Trait usually includes a default Stunt (usually Kicking) that need not be learned but comes with the basic Trait. The effects of Martial Arts and combat Stunts in general are described in Advanced Combat.
  • Shield: This Trait allows you to block or parry with a shield in combat. Attacking with a shield incurs a Penalty. If you are wielding a shield larger than a Buckler and do not have this Trait, all of your combat rolls suffer a Penalty! In addition to this, the Shield Trait works also as the Dual Wielding Stunt when using a shield in Advanced Combat, that is you can perform a free attack or parry per round with the shield.
  • [Weapon]: This Trait allows you to use the appropriate weapon to attack and parry in combat. Note that 1H and 2H weapon use are different Traits.

 

Communication (INT+CHA)

This Skill allows your character to communicate with others and influence their decisions. Possessing the appropriate Language is a prerequisite of all other applications. Using this Skill generally requires that the Time Scale be Adventure Time.

  • Bargain: This Trait allows your character to haggle over the price of an item, service or whatever. You may also consider it a Persuade Stunt, only available to professional traders.
  • Carousing: This is the art of socialising, of having fun, but also ensuring that other people have fun, of infectious good humour.
  • Command: This Trait allows your character to exert control over his or her subjects, whether in a professional or military context. It is paramount in mass battles and ship-to-ship fights.
  • Contacts: This Trait gives you a number of contacts who are prepared to help you in unusual circumstances. Such contacts might be on your Homeworld, off-world or in the remotest of places, depending on your circumstances.
  • [Culture]: This group of Traits allows an Adventurer to communicate with people of a different culture without causing an embarrassing faux pas. This can also be applied to the Knowledge skill to know various aspects of a different culture.
  • Deceit: This Trait allows a character to hide his or her real feelings, meaning, agendas or intentions. This is usually opposed by Insight.
  • Fast Talk: This allows an Adventurer to come up with some quick and glib answer on the spot when questioned by another. It differs from Deceit and persuade in that it is temporary and the person will probably recover quite quickly, but fast enough for the Adventurer to make an escape.
  • Bamboozle: This Stunt allows the character to use Fast Talk to completely confuse and disorient someone temporarily.
  • Spurious Logic: This Stunt allows the character to persuade someone that something is true or false by using logical-sounding statements that actually make no sense.
  • Insight: This Trait is used to understand if a character is lying, or what another person is feeling or thinking. This is usually opposed by Deceit.
  • Language: This Trait is actually several separate Traits grouped under a single heading, and using up only one Slot for all languages known. Thus, English, German and French are all individual Traits, and you will list them as Language: English/French/German, if your character knows them all. Note that a Regional or Racial Trait is, in most cases, also a Language Trait, so if you have the Halfling Trait you can speak Halfling. However, this may vary according to the details of the setting you are playing in. If the only matter required is to understand a few words, you can use this Trait even during Combat Time. In a Sci-Fi setting, it is assumed that Language implies Literacy. If the narrator wants to separate language from literacy then the Literacy Trait from the Revolution rulebook should be used.
  • Personality: Only available to robots and artificial intelligences, this allows the machine to appear to have a normal personality. The machine should roll if pressed by an Adventurer who is trying to trick it or to see through its personality.
  • Persuade: This Trait allows your character to win social contests where he or she wishes to influence someone else’s opinion. Persuade tests are normally opposed by the target’s Insight or Persuade Trait, and are modified by how much a character is trying to change an opponent’s mind. This Trait is used against a single individual or a small group.
  • Seduction: This Trait allows an Adventurer to attempt to seduce another, normally for the purposes of having sexual relations, but sometimes for power, wealth or other experiences.
  • [Status]: This Trait represents the character’s position in his or her home society. In some societies status is a synonym of wealth, and thus you can also refer to it as a Wealth Trait. See the paragraph about Status Traits for a more detailed explanation.

 

Concentration (INT+WIL)

This Skill represents the generic ability to focus one’s mind, and is also the core Skill for power use. It has many Traits, most of which are Required, that will be described in the Powers Section. You will normally use it in Combat Time, but certain ritual spells may require longer.

  • Enchantment: Depending on your setting and necessities, this Trait may be required to enchant objects permanently. In other words, to create a permanently enhanced sword you may need both Damage Boosting and Enchantment. In order to use spells that are specifically marked as enchantments by the Enchantment attribute, such as Create Familiar, possession of this Trait is not necessary – although it may be handy as a Support Bonus in the enchanting conflict.
  • [Manipulation]: This group of Traits is used to change the standard attributes of a power. Usually only Psions and Arcane Magicians have access to such Traits.
  • [Power]: This Trait represents knowledge of a basic supernatural power, such as a Divine Cantrip or a Psionic power. The highest forms of Divine Powers are not Concentration Traits but follow different mechanics.
  • [Psionics]: The Adventurer has one or more Psionic Powers and can use them as either a Wild power or normally. See the Psionics Section for more information.
  • Spirit Combat: This Trait represents the character’s expertise in battling disembodied entities on the Spirit Plane. In settings where interaction with spirits is uncommon, it may be subsumed into the Willpower Trait.
  • Willpower: This Trait is used to resist temptations and hostile paranormal attacks. It is a defensive Trait, which you invoke to resist an agent trying to make you do something against your will.

 

Craft (DEX+INT)

This Skill is broad, and covers all activities that require using hands and tools to make, repair or disassemble something – including performing surgery. It has a great deal of Traits, some of them shared with other Skills. Attempting this Skill with inappropriate tools gives a Penalty, and attempting it without tools at all gives two Penalties.

This Skill is often useful in Narrative or Down Time only, although you can sometimes use it to quickly fix an object during Adventure Time (with a Penalty).

  • [Alchemical Recipe] (Prerequisite: one appropriate Knowledge Trait such as Alchemy, Botanics or Nature): This Trait allows you to create specific types of potions, ointments and other concoctions. We suggest that you use the rules for Weird Science to represent medieval alchemy if you want to allow the creation of functioning potions.
  • [Artisan Occupations]: This is actually a whole list of occupational craft Skills that may or may not be useful to an Adventurer, including armourer, blacksmith, butcher, carpenter, cartographer, etc.. Some of these Traits may partially overlap with other Skill Traits. If you have the Sword Trait you can use it as a Craft [Weaponsmith] Trait in order to repair a sword, providing you have a forge at hand.
  • [Professional Occupations]: This is actually a whole list of professional craft Skills that may or may not be useful to an Adventurer, including architect, accountant, doctor, lawyer or estate agent. Some of these Traits may partially overlap with other Skill Traits. If you have the Surgery Trait you can use it as a Craft [Doctor] Trait in order to close up a wound, providing you have a medical kit at hand.
  • Surgery (*) (Prerequisite: Medical): This Trait is the application of medical knowledge to the treatment of wounds. Unlike First Aid, it usually provides a bonus to the wounds healed on a successful roll, depending on the technological level of the setting and on the availability of suitable equipment. In a very low technology environment with limited equipment, this does not give a bonus, but modern technology and unlimited equipment can give you one, or even two, bonuses. Unlike First Aid or Medical, though, Surgery usually uses up valuable resources and requires specialist equipment, so a character might have to actually resort to First Aid or Medical when short on medical supplies. A character cannot learn the Surgery Trait if he or she does not already have First Aid and Medical. Surgery Stunts represent specialisations that allow for certain types of operation, for example Brain Surgery, Heart Surgery or Cosmetic Surgery.

 

Drive (DEX+INT)

This Skill is used to operate a ground vehicle. It is usually performed in Adventure Time, but in special situations, it can be used during Combat Time.

  • [Vehicle, Hover]: This Trait allows an Adventurer to drive a specific type of hover vehicle. Narrators might only want one Trait to cover all hover vehicles, or might require a different Trait for hover cars to hover tanks.
  • [Vehicle, Tracked]: This Trait allows an Adventurer to drive a specific type of tracked vehicle, in other words vehicles with a caterpillar or similar track. Narrators might only want one Trait to cover all tracked vehicles, or might require a different Trait for tanks to diggers.
  • [Vehicle, Wheeled]: This Trait allows an Adventurer to drive a specific type of wheeled vehicle. Narrators might only want one Trait to cover all wheeled vehicles, or might require a different Trait for motor cars to lorries.

 

Engineering (INT+DEX)

Each Trait of the Engineering skill covers a specific discipline of engineering and rolls are made whenever an Adventurer wants to fix something that is broken or to enhance a piece of equipment to do something other than what it was designed for. Engineering can be used in Combat Time to remember something about a system or even to quickly disable a system. However, most repairs and enhancements are made in longer time scales.

  • Blades: The Adventurer can make and repair blades of all kinds, from weapons to tools.
  • Camouflage: The Adventurer can add camouflage to a device, vehicle or object that is permanently in effect.
  • Drones: This Trait affects the maintenance and manufacture of drones of all kinds.
  • Electronics: This allows the Adventurer to manufacture and make repairs to anything that uses electronics.
  • Energy Weapons: This allows the Adventurer to manufacture and make repairs to any Energy Weapon.
  • Fortifications: The Adventurer can build and repair fortifications of any kind.
  • Habitat Maintenance (City Complex, Starbase, Starship): The engineer can build, maintain and repair the habitat of the specified type, keeping it working. An often overlooked part of maintenance, toilets blocking up on a Starship can be as damaging as a meteor strike.
  • Heavy Weapons: This Trait affects the maintenance and manufacture of heavy weapons of all kinds.
  • Jump Drive: The Adventurer can maintain and repair Jump Drives. This is specialised work and anyone attempting to do this without the Jump Drive Trait normally receives two Penalties to the attempt.
  • Land Mines: The engineer can build, maintain and disarm land mines, with disarming being the most useful aspect of the work.
  • Life Support: The Adventurer can build, maintain and repair the Life Support of a Starship, Space Station, Dome, Vehicle or Power Suit.
  • Manoeuvre Drive: The Adventurer can maintain and repair Manoeuvre Drives. This is specialised work and anyone attempting to do this without the Jump Drive Trait normally receives two Penalties to the attempt.
  • Mechanic: This Trait allows an Adventurer to make physical repairs to almost anything with mechanical moving parts.
  • Power: The Adventurer can manufacture, maintain and repair power plants, power systems and cables.
  • Projectile Weapons: This allows the Adventurer to manufacture and make repairs to any Projectile Weapon.
  • Robotics: This Trait affects the maintenance and manufacture of robots of all kinds.
  • Sensors: This Trait affects the maintenance and manufacture of sensors of all kinds.
  • Starships: The Adventurer can maintain and make repairs to most Starships, although building a new one would require specialist equipment and a lot of time and money.

 

Knowledge (INT*2)

Each Trait of this Skill defines an area of knowledge, and rolls are made whenever a player wants to see if his character knows something about the subject at hand. If used to remember something, a Knowledge skill can be used as a single roll, even in Combat time. If however your character is trying to research a subject or figure out something unusual, a conflict run on a larger time scale may be required.

  • Admin: This Trait allows an Adventurer to successfully navigate through arcane administration systems. A successful use of Admin will insert records into a system delete or amend records or simply crash a system at an opportune time.
  • Culture: The Adventurer knows about the specified culture, how it works, what to say or do, what taboos exist and so on. This is essential when dealing with people from different cultures. A peasant farmer would be as out of place in a Royal Court as when on an alien planet, without the appropriate [Culture] trait.
  • Evaluate: This Trait enables the character to determine the value placed on something by others, effectively guessing its market value. All cultural and Background Traits can be substituted to this Trait for common items, and provide a further Bonus if you actually have the Trait. Like Bargain, this Trait is common only among professional Traders.
  • Explosives: The Adventurer can make, deploy, set off and disarm explosives of various kinds.
  • Gambling: This Trait allows the Adventurer to gamble, either at games of chance, on races or on virtually anything. A success means the Adventurer wins money, a failure means the Adventurer loses money.
  • Medical (Prerequisite: First Aid): Using this Trait in practice will always require a medic’s kit appropriate to the technological knowledge of the character. The Medical Skill generally requires at least Adventure Time to perform, possibly Narrative Time to treat disease. This Skill is useful against poisons and disease, as well as flesh wounds.
  • Nature: This Trait covers the ability to recognise an animal, know its feeding habits, breeding cycle, habitats, identify plants in the wild, discover good places to grow crops, decide which plants are edible and what unusual properties they may possess. Possessing the appropriate Environmental Trait can replace this Trait, and provides a Bonus if you have both.
  • Navigation: This allows the Adventurer to determine current position and to plot a course to a new location. Variants on this include Dimensional Navigation, allowing navigation through different dimensions; Astrogation, allowing navigation through Jump Points to distant stars; Temporal navigation, allowing time travel to the required place and time.
  • [Other Knowledge Traits]: Alchemy, geography, military tactics: this is just a small sample. The Knowledge Skill is definitely the one with more Traits.
  • [Play Game]: This allows an Adventurer to play a particular game well, lack of this Trait will impose a Penalty on any chance of success. There are different Traits for different games, for example, Play Chess, Play Cards or Play Poker. Narrators must decide if Play cards covers all card games or whether Adventurers must learn more detailed Traits such as Play Poker, Play Blackjack or Play Whist.
  • Region: This Trait defines the character’s knowledge of an area he comes from or has lived in for some time. This includes history, politics, weather cycles, geography, superstitions and information on widespread organisations. This Trait is usually listed under the Communication or Survival Skill, but it is often used with Knowledge, too.

 

Operate (DEX+INT)

This Skill allows a character to operate anything mechanical or electronic (in environments with the adequate technology). It has a great deal of Traits, some of them shared with other Skills.

  • [Device]: Any device may be a Trait related to this Skill. The character must be familiar with the appropriate technology to acquire a device as a Trait. Some Background Traits imply the most common devices used by that culture – for example Cellphone or Smartphone for a 21st century character.
  • Lockpicking: This Trait allows you to open a lock with lockpicks. Using impromptu lockpicks bestows a Penalty on your roll. You will usually run Lockpicking as a conflict in Adventure Time.
  • Mechanisms: This Trait allows you to assemble or disassemble a trap or a simple mechanism. When disassembling a trap, you will usually run the process as a conflict in Adventure Time
  • Battle Dress: The Adventurer can wear and use Battle Dress, although all physical skills are limited by the Adventurer’s Agility skill.
  • Battle Frame: The Adventurer can wear and use a Battle Frame, although all physical skills are limited by the Adventurer’s Agility skill.
  • Cargo Frame: The Adventurer can wear and use a Cargo Frame, although all physical skills are limited by the Adventurer’s Agility skill.
  • Diving Suit: The Adventurer can wear and use a Diving Suit, although all physical skills are limited by the Adventurer’s Agility skill.
  • [Expert]: An Adventurer with an Expert Trait is particularly adept at operating the Trait in question and is not restricted to the Agility skill. There are many Traits under this skill, including Expert: Battle Frame, Expert: Cargo Frame, Expert: Diving Suit, Expert: Flying, Expert: High-Gravity, Expert: Mecha Operations, Expert: Remote Operations, Expert: Underwater , Expert: Vacc-Suit and Expert: Zero-Gravity
  • Mecha Operations: The Adventurer can wear and use a Mecha, although all physical skills are limited by the Adventurer’s Agility skill.
  • Remote Operations: The Adventurer can operate a device remotely perhaps hundreds or thousands of kilometres away, although all physical skills are limited by the Adventurer’s Agility skill.
  • Vacc-Suit: The Adventurer can wear and use a Vacc Suit, although all physical skills are limited by the Adventurer’s Agility skill.

 

Perception (INT+WIL)

The Perception Skill is used to represent the senses of the character when detecting objects or other characters. Environmental Traits can apply to Perception rolls, too. All Perception Traits can be used in all Time Scales. All common humanoids have the Hearing and Vision Traits, although this may not be remarked explicitly on the character sheet. Some races lack these two senses.

  • Acute [Sense]: This Trait increases the perception abilities of an individual when using the specified sense, and provides an extra Bonus when using that sense. It is normally possessed only by hunting beasts such as felines and birds of prey. Each sense is a different Trait, and this Trait can only be gained by an individual who has the basic sense. Only an exceptionally trained hunter usually has this Trait, and the Narrator should limit its acquisition to cases where it is really in character.
  • Dark Vision: The Adventurer can see in darkness, this reduces situational modifiers due to darkness by 2 Penalties, for example removing all penalties for operating in Darkness or removing 2 of the 3 penalties for operating in pitch blank.
  • Hearing: This Trait allows your character to perceive another character who produces sounds. Humans and most hearing-based creatures automatically have this Trait. Races that are not deaf but do not usually rely on hearing do not possess this Trait.
  • Night Vision: The Adventurer can see in darkness, this reduces situational modifiers due to darkness by 1 Penalty, for example removing all penalties for operating in partial Darkness or removing 1 of the 3 penalties for operating in pitch blank.
  • Smell: This Trait allows your character to perceive another character or item by olfactory means. Races that can smell but do not usually rely on this sense, including humans and most sentient races, do not possess this Trait.
  • [Sense] (*): This Trait covers senses not normally possessed by humans and their general use. Only non-human creatures usually possess it. Each sense is a different Trait. Examples are Infravision, Echolocation, etc.
  • Vision: This Trait allows your character to perceive visually another character or item. Humans and most sight-based creatures automatically have this Trait; while races that are not blind but do not usually rely on sight do not possess it.
  • Track: With this Trait, a character can locate the tracks of a specific creature and follow them. A chase using Track usually involves a conflict run in Adventure or Narrative Time. Environmental Traits are usually also relevant to this Skill roll.

 

Perform (CHA x2)

This Skill allows a character to entertain an audience with a theatrical or musical performance, to elicit a specific feeling in an onlooker, or to make him or her believe something that might, or might not, be true. The big difference between Communication and Perform is that Communicate always implies some form of interaction with the person whose opinion you are trying to influence, while Perform is usually based on what the performer does, with minimal interaction with the audience.

  • Act: The Adventurer can make an audience believe the performance, with a success meaning the performance is believable. This can be used outside a theatre to allow an Adventurer to slip into a criminal gang’s headquarters or to breeze into a crime scene.
  • Dance: A successful test with this Trait will result in the audience or partner being pleased by the character’s performance.
  • Disguise: This Trait is used to change a character’s appearance and adopt a different outward persona. It is usually opposed by Insight or a Perception Trait if trying to avoid being identified. Note that this Trait is used with Perform only when you are trying to disguise yourself; if you try to disguise someone else you must apply it to Craft instead.
  • Erotic: This includes erotic dancing and sexual acts, a successful use of this Trait means that the other party leaves satisfied and happy.
  • Holography: The use of holograms and holographs to put on a show, this is a specialist skill that can also be used to create convincing holograms to fool people in the street.
  • Oratory: This Trait allows the speaker to influence the audience’s thoughts. Oratory is normally used against large groups of people.
  • Play [Instrument]: This Trait is actually several separate Traits grouped under a single heading.
  • Recite: This Trait is used to recite the verses of epic poetry, traditional sagas or prayers. It does not include actually knowing the verses. To determine what traditional poetry your character knows, use his Background Traits, which can also bestow further Bonuses to Skill rolls.
  • Sing: A successful test with this Trait will result in the audience being pleased by the character’s performance.

 

Pilot (DEX+INT)

This Skill is used to handle a water-borne or air-borne craft. It is usually performed in Adventure Time, but in special situations, it can be used during Combat Time.

  • [Aircraft/Spacecraft]*: This group of Traits allows piloting a flying craft either in the atmosphere or in space, according to the vehicle capabilities. This Trait is Required. You do not know how to fly an aircraft without proper training.
  • Pugachev's Cobra - Allows a jet pilot to virtually "stop" a hi-tech fighter in mid-air, regaining speed immediately after. In combat, this feat allows a pilot with an enemy on his or her tail to swap places with the pursuer, changing a disadvantageous position into an advantageous one.
  • Boat: This Trait covers small water-borne craft propelled manually by oars or sometimes paddles.
  • Ship*: This Trait is used in the same way as Boat but is instead applied to water-borne craft that are driven by sail or rows of oars. This Trait is Required. You do not know how to sail without proper training. Pilot Ship can only be used in Adventure Time, not Combat Time, and includes the basics of navigating at sea.

 

Ranged Combat (DEX*2)

This Skill is used to attack from the distance. In order to use it, a character be in Combat Time, barring very peculiar situations allowed by the Narrator.

  • [Projectile Weapon]: This Trait allows you to use the appropriate weapon to attack in combat. Projectile weapons are Blowguns, Bows, Crossbows and Slings.
  • [Thrown Weapon]: This Trait allows you to throw the appropriate weapon in combat. Thrown weapons are Axes, Hammers, Javelins, Daggers and Rocks. If you have the appropriate 1H weapon Trait, you can apply it to Ranged Combat, too. Other weapons like Shuriken are for throwing only.
  • [Firearm/Beam Weapon]: In modern environments, you can learn how to use a Pistol, Shotgun, Rifle and Submachinegun, as well as mounted weapons such as Machineguns. In Sci-Fi settings, you can also train in all manners of beam weapons. The pistol and rifle variants of beam weapons are usually treated as two different Traits, whereas you may have all-inclusive beam gun/beam rifle Traits or one variant of each per energy type, depending on the setting.

 

Ride (DEX+WIL)

If a character is riding a creature with the help of saddle and stirrups, at not more than a walking pace across flat terrain, a Ride roll is not required. Checks become required when a character wants to do something out of the ordinary with a mount, like traverse treacherous terrain, jump obstacles, ride bareback, lead the mount into combat and so on.

This Skill implies a good degree of confidence with an animal, so you can use it also to train a mount, or even to train another kind of animal, provided you have the appropriate Trait. Not all riders are good animal trainers, and not all animal trainers know how to ride, but the basics are similar enough that you consider the two abilities interchangeable in game terms.

Similarly, when riding a small vehicle, a Ride roll need only be made every day’s travel and the Ride skill can be used when making small mechanical repairs to the vehicle.

  • [Mount]: Each kind of mount is a Trait for this Skill. Common Traits are Horse, Camel and Elephant, but weird, uncommon or alien mounts may exist. Narrators may decide to lump all animals together, in which case one Trait is required, otherwise one per animal is required.
  • Trick Riding: With this Stunt, you can perform difficult acts without any penalty, so you can pick objects off the floor, stand on your mount, lean to the side and so on.
  • Animal Training: Having this Trait means that you are an adept at training animals. Even if you have no specific Animal as a Trait, you can still attempt to domesticate, tame or train a creature, with a difficulty depending on the animal itself. If you also have the specific Animal as a Trait, you get a Bonus.
  • [Vehicle]: The Adventurer can ride any vehicle of this type, for example Bicycles, Motorbikes, Hover Bikes or Hover Boards.

 

Science (INT*2)

Similar to the Knowledge skill, the Science skill covers those academic subjects that require study and research. Narrators must decide at what level to pitch Traits for Science, are they broad Traits that cover a range of sciences or does each Science need its own Trait?

  • Life Sciences: Covers the sciences of life and living beings, including: Biology, the study of living organisms; Cybernetics, the study of blending living and synthetic life; Genetics, the study of genetic codes and engineering and Psionicology, the study of Psionic powers and phenomena.
  • Physical Sciences: Covers the sciences of physical things, including Physics, the study of the fundamental forces; Chemistry, the study of matter at the atomic, molecular, and macromolecular levels and Electronics, the study of circuits and computers.
  • Social Sciences: Covers the sciences of people of various kinds, this includes the sciences of Archaeology, the study of ancient civilisations. It also covers techniques of investigation and excavations; Economics, the study of trade and markets; History, the study of the past, as seen through documents and records as opposed to physical artefacts; Linguistics, the study of languages; Philosophy, the study of beliefs and religions; Psychology, the study of thought and society and Sophontology, the study of intelligent living creatures.
  • Space Sciences: Covers the sciences of various disciplines in space, rather than about space, including: (Alien) Studies, the study of a particular alien species; (Alien) Technology, the study of the technology of a specific alien species; Planetology, the study of planet formation and evolution; Robotics, the study of robot construction and use and Xenology, the study of alien life forms.

 

Stealth (DEX+INT)

The Stealth Skill is used whenever a character attempts to evade detection by another character. This usually happens when a character tries to move quietly past an enemy, hide from one, performs a combination of both, disguises as another person or creature or camouflages some objects. Stealth tests are opposed by the Perception Skill and/or one of its Traits and are modified according to the situation. Using Stealth usually requires the Adventure Time Scale, although its usage is usually crucial when the Time Scale is about to switch to Combat Time.

Regardless of the fact that you have the appropriate Trait among the ones listed below, if you have an Environment Trait (or the Streetwise Trait if in an urban environment), it can be applied to the Stealth Skill. If you have both the Environment Trait and the appropriate stealth Trait, you might gain an extra Bonus.

  • Blend In: Sometimes, a character just needs to blend in with a crowd, to be able to enter a bar without being noticed or to walk past a policeman without being stopped.
  • Camouflage: This Trait allows you to hide other people or objects.
  • Hide: This Trait allows you to remain in place without being seen. A Vision or Sensors roll usually opposes it if trying to avoid being caught.
  • Sleight: This Trait is used to hide or take objects, without drawing undue attention. It is usually opposed by a Vision roll if trying to avoid getting caught.
  • Sneak: This Trait allows you to move silently. It is usually opposed by a Hearing roll if trying to avoid getting caught.

 

Survival (CON+INT)

Survival is useful when a character lacks food, water or a safe place to sleep, or he or she must negotiate difficult or unexplored terrain. Unless you are using it to achieve a relatively unimportant result as “Can I catch enough fish to make our already-abundant supplies last for one more day?”, Survival rolls should be used only in Narrative or Adventure time conflicts.

  • Credit: The Adventurer can buy some equipment or services on credit without having to have the cash to hand. An Adventurer can buy most services/equipment if Affluent or wealthier, however Adventurers with a Wealth rating below Affluent need to make a Survival roll with one Penalty for every wealth level below Affluent.
  • Endurance: This Trait allows a character to counter fatigue due to heavy exertion, and to resist being knocked out by pain and blood loss when wounded in Advanced Combat. Endurance can be applied to Agility, too, in some cases (see below).
  • [Environment]: Each environment is a Trait that can be applied to the Survival Skill. Environmental Traits are very powerful, as they are applicable to many Skills beyond Survival. Characters cannot learn Environmental Traits during play if they have not spent at least one year in the environment. Common environments include: Temperate Forest, Jungle, Savannah/Chaparral/Steppe, Desert, Arctic/Taiga, Sea/Coastline, Mountains, Caverns/Underground.
  • First Aid: This Trait allows you to administer emergency medical treatment to a wounded individual. A character applying First Aid to him- or herself uses the Survival Skill, whereas treating another is better represented by an Operate (at high technological levels) or Craft roll. We recommend that you use a Survival Slots to list First Aid, though, as the basic training in this art is usually imparted along with basic survival practices. A character who has benefited from any variation of First Aid may not benefit from First Aid again until he or she is wounded again. The use of First Aid requires suitable medical equipment such as bandages or salves, which an experienced adventurer usually keeps in a pouch at his or her belt.
  • Streetwise: This Trait allows a character to find fences for stolen goods, black markets and general information coming from the “street level” of an urbanized culture. Although listed under Survival, this Trait is often used in conjunction with Communication, Stealth or Knowledge, too.
  • Shadowing: This Stunt allows the character to follow another without being easily detected. It bestows a penalty on detection attempts.

 

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7 minutes ago, Lloyd Dupont said:

What do you mean by.. "Revolution Scifi"?! :o  I take it this is your homebrew game extension?

It's a treatment for SciFi for Revolution D100, much as RQScifi covered SciFi for MRQI and Legend SciFi covered SciFi for Legend.

Paolo has it, more as a base for SciFi supplements. I have no idea if it will see the light of day as a supplement, though.

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Ach! I had forgotten. It was supposed to be the basis for Galactic Frontier, but nowGF is postponed so it is just lying on various hard disks.

Simon, if you want to release it for free as a package, no problem. Although it is quite bulky.

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I made my own compilation from all the supplement I bought and Soltkass list here, and attached it here! :D

It contains all skills, traits and stunts I could find.. it's starting to look nice, though I'd like more Stealth Stunt ideas! :P 

 

I added just a few things..

 

Like my own combat magic casting tweak.
Though I do really like the Red Moon Rising / Conspiracy Theory mechanics (and listed them under the "Gifted magic" settings), in a world where Wizard is a mere profession I really want players to think twice before starting a Wizard career. And at the same time I really like firebolt. 
So I added 2 optional magic casting rule. Mine own (called "magic as a profession") and Red Moon Rising (called Magic as a Gift)

also 3 stunts I think: Power attack, like focus but for melee weapon, limiting it to SIZE class, i.e. 3. is that a good idea? and 2 new magic / concentration stunt

 

And 2 new skills, which I wonder what people would think about that

One is Expertise. It's a replacement for the Dedication rule really, with some tweaks. I made its improvement cost slot number + 4
I wonder what people think of this idea? One core difference is that it provide slot for stunts and power for any (other) skills, but not traits. And of course you have to level it up separately at a higher cost.

One is Advanced Magic. Thinking of my 200 years old Dark Elf wizard only knowing like 10 spells annoyed me a bit. Instead of grouping multiple spell in one slot (somehow arbitrarily) I created yet another skill "Advanced Magic" that cost more XP to improve (+8) and unlock at 81% in concentration. 
Again, any thoughts on that?

Revolution D100 - Homerules.docx

Edited by Lloyd Dupont

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1 hour ago, Lloyd Dupont said:

And 2 new skills, which I wonder what people would think about that

New skills are generally fine, as long as they are not really Traits in disguise. 

1 hour ago, Lloyd Dupont said:

One is Expertise. It's a replacement for the Dedication rule really, with some tweaks. I made its improvement cost slot number + 4
I wonder what people think of this idea? One core difference is that it provide slot for stunts and power for any (other) skills.

I don't generally use Dedication, as that just has too many Traits. I just allow a PC to have up to their tens digits in Traits, with each Trait having the same number of Stunts. It means no working out, which is good. It also means that you don't need to choose between traits and Stunts. Those are House Rules, though.

1 hour ago, Lloyd Dupont said:

One is Advanced Magic. Thinking of my 200 years old Dark Elf wizard only knowing like 10 spells annoyed me a bit. Instead of grouping multiple spell in one slot (somehow arbitrarily) I created yet another skill "Advanced Magic" that cost more XP to improve (+8) and unlock at 81% in concentration. 

Sure, that could work. It all depends on what works in your campaign. I use spells as stunts, so that gives me more spells, using my House rule above. A new skill works just as well.

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Hey Soltkas, thanks for your feedback! :)

I see we both look at way to introduce more skill/traits in a controlled / limited fashion... And probably both found a (different yet) satisfactory mechanism! :) 

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Here are the Stunts from Merrie England:Robyn Hode. Some of them have been reused in Revolution SciFi, as they are generic stunts. For some reason, I didn't put in any Archery stunts, even though Robyn Hode was a superb archer.

The following list details the various Stunts used in Merrie England:Robyn Hode. They are of the form Stunt [Trait], showing which trait the Stunt belongs to.

Magical Stunts

 

  • (Cantrip) [Morris Dance] – The Cantrip allows the adventurer to cast a particular spell, usually from Bladesharp, Bludgeon, Fanaticism, Haste, Heal, Protection or Shimmer.
  • Hidden Meaning [Mummer] – The Mummers’ Play contains a hidden meaning which can be determined by rolling Knowledge and applying an applicably trait, perhaps Knowledge [Heresy]. Success means the hidden meaning is recognised whereas an Advantage means the full meaning is understood.
  • Hidden Knowledge [Freemason] – This allows the Freemason to encode hidden and heretical knowledge into buildings. This can be used in the same way as Hidden Meaning, allowing heretics to read the buildings for secret messages.
  • Sacred Architecture [Freemason] – This allows the freemason to incorporate magic into a building. The building might be able to store magical power for the occupants to use, or might harvest a Ley Line.
  • Corn Dolly [Farming] – This provides a Support Bonus in any Conflict involving use of the Craft [Farming] skill. Corn Dollies in the form of Fancies can be given to sweethearts, these can be used as the focus of a love charm to gain their heart, giving a Support Bonus to any attempts at seduction, as these Fancies are treated as talismans.
  • John Barleycorn [Farming/baking/Brewing] – This provides a Support Bonus in any Conflict involving the use of the Craft [Farming], Craft [Baking] or Craft [Brewing] skill in any attempt to grow barley, make bread, or brew beer.
  • Clootie Wells [Healing] –This allows anyone using the well to perform a Healing Conflict in order to heal someone brought to the well and washed with water from the well.
  • Bow Down in Front of Me [Status:King] – The King of England can use this to initiate a Contest with onlookers, to force them to bow down in front of him. Anyone reduced to 0 Resolution Points must bow before the King.
  • Fair Judgement [Status:King] – The King of England gains a Support Bonus in any Conflict involving Knowledge [Status:King] when judging cases.
  • Obey Me [Status:King] – The King of England gains a Support Bonus in any Conflict involving Communication [Status:King] when giving orders.
  • Majestic Demeanour [Status:King] – The King of England can use this to appear more majestic than usual, granting him a Support Bonus when using Communication [Status:King] to cow opponents or when majesty is an advantage.
  • Royal Healing [Status:King] – The King of England can cure some illnesses by laying on hands, this allows the King to initiate a Healing Contest, matching his WIL against the Disease’s Might.
  • See the Wrong [Status:King] – The King of England sees through any attempt at deceit in any Conflict involving Knowledge [Status:King] when judging cases, removing any bonuses gained by petitioners using deceitful Traits.
  • (Blessing) [Piety] – The Adventurer can cast the stated Blessing as a spell but the power comes from the deity
  • Absorb Sin [Mysticism] – This heretical stunt allows the user to consume sin, absorbing it from the sinner. This means the sinner is absolved and is free from the effects of that sin.
  • Wash away Sin [Sacred Texts] – This heretical stunt allows the user to wash the feet, hands, head or body of the sinner, absorbing it from the sinner. This means the sinner is absolved and is free from the effects of that sin.
  • Excellent Shot [Herne the Hunter] – You do not suffer from penalties when using a bow.
  • Track Anything Anywhere [Herne the Hunter] – You do not suffer from Penalties when using Perception [Track]
  • Pass through Forest [Greenwood Jack] – Removes Penalties for Movement when moving through a Forest
  • Wash away Pain [Healing] – A healer can use this to wash away the pain from a wound, as long as the healer mixes her tears with the water, this removes the pain of a wound for the time being, allowing the patient to operate without pain.
  • Empathic Wound [Alana] – Allows the user to use the [Alana] trait when healing any descendant of Alana, whether male or female.
  • Heroic Aura [Hereward the Wake] – People naturally follow the adventurer, especially when fighting against Normans, this grants a Support Bonus when using the Communication [Hereward the Wake] skill.
  • Salmon Leap [Salmon Falls Guardian] – Can leap STR in feet vertically or STR in metres horizontally with a successful Agility [Salmon Falls] roll
  • Swim in Armour [Salmon Falls Guardian] – The user does not receive any penalties due to swimming while wearing armour
  • Nine Herbs Charm [Healing] – This gives a Support Bonus to any attempt to use Knowledge [Healing] to cure an illness or injury.
  • With Faerstice [Healing] – A charm to combat a stabbing pain, this is used with the application of a salve and calls on the powers of the Elves to cure the pain. This gives a Support Bonus to any attempt to use Knowledge [Healing] to cure a stabbing pain.
  • Cockle Bread – A love charm, designed to attract men. A young woman can press dough against her private parts, then bake the dough in the shape formed and give it to the object of their affections. This gives the user a Support Bonus to the Communication [Seduction] skill when trying to attract a lover.
  • Open Door [Hand of Glory] – The user can magically open locked doors on a successful Concentration [Hand of Glory] roll.
  • Corpse Light [Hand of Glory] – The user can set alight one of the fingers of the Hand of Glory to provide a light that only he can see. This acts as a candle shining a light that nobody else can see.
  • Still as a Corpse [Hand of Glory] – Placing a lit candle made from beeswax, sesame oil and fat from the hanged man in a Hand of Glory causes anyone to whom it is presented to become motionless on a successful Concentration [Hand of Glory] roll.

 

Agility Stunts

  • Flick Flack [Acrobatics] – This allows the user to move in a surprising way, gaining a Change Distance Close Combat Effect, or a daze Close Combat Effect on an Advantage
  • Bash Down [Brawn] – This gives a Support Bonus to any attempt to bash down a door or go through a wall
  • No Ropes [Climb] – This negates any penalties when climbing without any ropes as the adventurer is trained to climb in this way
  • No Fear [Jump] – The adventurer does not fear the gap or height being jumped, so does not receive any penalties due to the distance jumped

 

 

Ride Stunts

  • Stay Mounted [Horse] – This allows the user to remain mounted when receiving a blow that would normally knock him off his horse, acting as a Support Bonus to Ride [Horse] for the purposes of staying on the horse
  • Trick Riding [Horse] – Normally known by Saracens and Moors, this allows the rider to gain a Support Bonus to Ride [Horse] when trying difficult tricks, such as picking something from the ground while galloping, or making a horse ride backwards for short distances.
  • Teach Trick [Animal Training] – This allows the user to teach an animal a particular unusual trick, for example teaching a bear to dance or a dog to sing, no bonus is gained, as this merely imparts the ability to teach this unusual trick.

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Thanks Soltkas! :)
I already added them to my list! ^_^


Except the magical stunts, since they wont really fit my style of play, but it's a nice idea.
Although.. some of them, with a different wording could fit.. I was contemplating adding "Qi like" abilities.. or not... In a world filled with magic, surely it should be used more than just by wizard...

And also I didn't add No Fear [Jump] because... I probably wouldn't inflict a fear malus anyway... although.. reading the stunt again... perhaps I should read the jump section again! hahah...

Edited by Lloyd Dupont

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4 minutes ago, Lloyd Dupont said:

Except the magical stunts, since they wont really fit my style of play, but it's a nice idea.
Although.. some of them, with a different wording could fit.. I was contemplating adding "Qi like" abilities.. or not... In a world filled with magic, surely it should be used more than just by wizard...

Some of them would work as normal Stunts, for example Heroic Aura, Hidden Meaning, John Barleycorn, Fair Judgement, See the Wrong or Excellent Shot. They could just be examples of learning specialised techniques.

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I may steal a couple of them for the Horse Nomad supplement !

 

2 hours ago, soltakss said:

Thinking of my 200 years old Dark Elf wizard only knowing like 10 spells annoyed me a bit. Instead of grouping multiple spell in one slot (somehow arbitrarily)

The Elf, has probably a very high skill level as well, so I'm not sure a tweak is necessary here.

BTW, according to the rules, one can imprive skills above 100 only by 1% each tiem, since you always roll under the current skill with a d100. Wouldn't it be fair to consider the imrovement roll as a success for rolls from 96 to 100 ?

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4 minutes ago, Zit said:

BTW, according to the rules, one can imprive skills above 100 only by 1% each tiem, since you always roll under the current skill with a d100. Wouldn't it be fair to consider the imrovement roll as a success for rolls from 96 to 100 ?

Nope! If you roll under your base skill, you get 1d4. If your characteristics make you gifted for that skill, you improve fast even after reaching 100%.

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6 minutes ago, RosenMcStern said:

Nope! If you roll under your base skill, you get 1d4. If your characteristics make you gifted for that skill, you improve fast even after reaching 100%.

The small footnote rule (page 36, last side note)... that nobody saw! hahaha!

Well now that I know, put things in a different light! 😮  :D 
Might not need this "Advanced Magic" skill after all... But will keep probably the expertise one, we shall see...

 

Edited by Lloyd Dupont

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5 hours ago, Zit said:

I may steal a couple of them for the Horse Nomad supplement !

Feel free - They are all Open Game Content under the OGL. I am sure that the Three Arrow trick will appear as a Stunt as well. Trick Riding should be part of a Horse Nomad's repertoire, as well as things like Sleep in the Saddle or One With Horse.

This is what makes Revolution so powerful, you can take things that were clunky in other rulesets and use them very easily as traits or Stunts in RD100.

For example. Sense Chaos, Sense Law, Sense Undead and so on are specific skills under some rules systems, but under RD100 they would become Traits or Stunts, perhaps a Trait of Supernatural Sense and Stunts of Sense Chaos, Sense Law, Sense Undead and so on. 

Legend's Legendary Abilities could become Traits or Stunts, too. 

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