User Tools

Site Tools


tier_3_skills

Tier 3 Skills

Archaeotechnological Augmentation

Requires Archaeotech Repair or Advanced Archaeotech Application

While still being unable to fathom the inner workings of Archaeotech, you’re versed enough in its uses that you’re confident in your ability to augment existing biological or technological lifeforms with Archaeotech, to integrate it into their body for various effects. Doing so is incredibly risky, and shouldn’t be embarked on without a good plan and intention, but those who people or Monsters could achieve synergy with Archaeotech could certainly reap a great reward.

Gigantic Archaeotech Application

Requires Advanced Archaeotech Application or Archaeology

While Archaeotech comes in many shapes and sizes, most Archaeotechnologists are adept at understanding nothing much larger than a vehicle. There are, though, legends of enormous Archaeotechnological masterpieces. You are capable of understanding the principles of applying such pieces of larger Archaeotech, even though you well may never have come across such a titanic piece of equipment.

Excavation

Requires Archaeology or Wasteland Survival

You are adept at large scale excavations to aid in the discovery of secrets long since buried. Having identified a site, you have the nous to set up a full dig site for the investigation and safe recovery of artefacts big and small from beneath the surface.

Sponsorship

Requires Bartering, Marketing or Legalese

You’re particularly adept at organising sponsorship deals: particularly getting a brand out in relation to a Fight, a Match, or similar. Your sponsorship campaigns are generally more effective and you can get your brand out with ease.

Corruption

Requires Subterfuge or Legalese

You understand people and what makes people bend: what price people can be bought for, what threats people will bow to. You know what buttons to push to corrupt people in power, and to achieve your own ends.

Negotiation

Requires Legalese or Bartering

You’re versed in the art of aggressive compromise: of working someone round toward your way of thinking until you find an agreement. You won’t be able to persuade someone who vehemently disagrees

Additional Freeform Craft

Requires Freeform Craft

Craft has so many facets, and you are exceptional in another! Perhaps you are an inspired painter, or a beautifully melodic singer, or even a carpenter of ornate furniture. Choose your specialism and your work in this field of crafty creativity will be stunning.

Monster Taxidermy

Requires Creative Cooking, Monster Trapping or Freeform Craft

You are proficient in taking trophies from Monsters and preserving them: whether taking a horn and mounting it on a wall, stuffing a paw, taking a jar of goo - you’re adept at taking from kills and loudly demonstrating this to everyone.

Narrative

Requires Writing

Your writing talent particularly extends to the writing of extended Narrative. You’re able to weave tales and stories over longer works and longer periods of time, even moreso than the average writer. Your plots have power and you’re able to apply these to entertain and enthrall.

Technological Augmentation

Requires Monster Tech, Weapons Tech or Repairs

Your understanding of technology is such that you feel confident in not only altering mechanical technology in ways you know will work but experimenting with high risk, high reward variations. Someone else might look at a rifle and see an opportunity to add a scope or sights, but you’ll see all the applications: modification for long range medical application, perhaps, or the basis for extremely powerful drain cleaner. The sky’s the limit, but you’re more likely to succeed with a good plan.

Giant Weapons Tech

Requires Weapon Tech or Monster Tech

Your understanding of the engineering principles behind weaponry extends to enormous weapons that are particularly effective against Monsters. Giant swords, giant axes, shoulder mounted mortar launchers: these are all within your grasp to maintain, create and adapt.

Jury-Rigging

Requires Repairs or Archaeotech Repairs

Given a few pieces of unrelated tech you can see a way to combine them to a new means. It’s probably not going to be pretty (unless you count “pretty unstable”), but in a pinch you can cobble something together that perhaps something more bespoke could achieve better, but you’ve achieved it faster.

Giant Ranged Weaponry

Requires Ranged Weaponry or Fighting Monsters

Small ranged weapons are all well and good, but what you really need to take down a behemoth is something equally obscenely enormous: shoulder mounted rocket launchers, giant disc launchers of death, laser cannons - you’ve got the hang of using these to bring down Monsters and people alike, managing the punch that they pack with skill. More often than not these weapons are going to be Archaeotech, so be prepared for the Power cost!

Giant Melee Weaponry

Requires Melee Weaponry or Fighting Monsters

Why would you have a greatsword when you can have a GIGANTOsword? Bigger weapons are generally better, and you’re adept at wielding and fighting with blades, clubs, axes, flails, all of which are bigger than a human being should reasonably be able to carry. Often such weapons are forged, often they’re cut from Monsters, but wherever they’re from, you can fight with them.

Fighting Tactics

Requires Melee Weaponry, Ranged Weaponry, or Fighting Monsters

A good fighter is physically stronger than their opponent. A great fighter is stronger in the real way: in the mind. You know how fights play out and you’ve learned the art of combat strategy. You know where to position yourself and your allies to get an advantage, and you know how to press this innately. You’re also more adept at knowing when you’re beaten, or when repositioning might be more tactically advantageous.

Incredibly Inadvisable Monster-Human Biological Augmentation

Requires Inadvisable People Surgery or Inadvisable Monster Surgery

Experiments into crossing human and Monster biology or lack thereof are incredibly dangerous, incredibly foolhardy, and in 90% of cases result in almost certain permanent debilitation or death. Your understanding of surgery is good enough though that you reckon you could get that 90% down to a good 50%, and maybe lower with a good plan. Regardless of the odds, you reckon you could probably integrate Monster parts into humans and vice versa with a reasonable chance of success so long as you have the parts. Having more medical expertise on hand wouldn’t hurt though, and it should be stressed (again) that this is incredibly risky.

Fitness Training

Requires Mending People or Leadership

You know how people work and know fully well that while short bursts of strength and mending is all well and good, the true secret to good health and strength and stamina in the arena is an ongoing fitness regime. You’re adept at designing such regimes to accomplish long term improvements in people’s physique.

Monster Weakness Therapy

Requires Mending Monsters or Monster Obedience Training

You are adept at helping Monsters mend further than just physical injury: you can help them get beyond their restrictive Weaknesses and become the unstoppable beings they should be. With a plan of how you’re intending to remove the Weakness, you can work on removing Weaknesses from Monsters.

Monster Special Move Training

Requires Monster Offensive Training or Monster Defensive Training

You are adept in training Monsters to better themselves in Special Moves. With a plan of how you're training them, you can train Monsters to learn a new Special Move based on their existing abilities (for instance, an INFERNO TAIL-SPIN ATTACK for a Monster showing prowess with fire, or AERIAL BOMBARDMENT STRATEGY for a Monster with long range rocket launchers).

Monster Self-Improvement Training

Requires Monster Defensive Training, Monster Obedience Training, or Mending Monsters

You are adept in training Monsters to better themselves. Perhaps they’re too slow, too weak, or too lazy. You know how to get Monsters motivated and over time how to improve them. With a plan of how you’re training them, you can train Monsters to improve by one point in one of their attributes. This could also be applied negatively to demotivate a Monster, if you were so inclined.

You cannot remove a Weakness using this skill.

Monster Loyalty Training

Requires Monster Obedience Training or Leadership

You understand how to get a Monster to particularly commit to an individual. Unless a Monster is particularly disinclined to loyalty (Feline weakness), you can with a plan of how you’re achieving this, work to strengthen bonds between trainers and Monsters (or, indeed, anyone and an unrelated Monster, given enough time)

Monster Containment

Requires Monster Trapping, Monster Obedience Training, or Monster Behaviour

Unruly Monsters have an unfortunate habit of not wanting to stay in one place. More often than not, they also have the means to not stay in one place, if that place isn’t well built. You understand this, and given an idea of a Monster’s capabilities can design containment for Monsters that will keep them safe and secure. If you don’t know what a Monster is capable, you can still protect against likely means of escape, but knowing the specifics will make for a stronger cage.

Monster Catagloguing

Requires Monster Behaviour or Writing

Every Monster is unique, which makes trying to keep track of them all a bit of a pain. You, however, have got a system and a plan and despite the complete multitude of Monsters that exist can recall information about them pretty easily. Your recall for details of any Monster is pretty incredible, and can be applied even mid-battle. (OC: You can assume that if details are publicly known about a Monster or otherwise available to you that you would be able to have access to them during a Turnsheet action, but for OC reasons we won’t be applying this knowledge during Uptime)

Biological Augmentation

Requires Inadvisable Monster Surgery or Inadvisable People Surgery

Sometimes you can’t find the right kind of Monster out in the Wasteland, so why not just graft assorted Monster parts onto an existing Monster until you’ve got something that just about functions the way you’d like it to? As well as successfully performing minor operations on biological organisms, you can attempt more complicated operations such as implanting venom sacs into a Monster’s throat or splicing two Monsters into an unholy chimera that’s bound to distress anyone who looks at it. And why stop there when you could start grafting human bits onto other humans?

Adventurous Archaeology

Requires Archaeology or Sneaking

Some people may call what you do “tomb raiding,” but it sounds a hell of a lot more professional when you call it “archaeology.” Large, complex tunnel networks underground are often packed with valuable treasures, but it takes talent to be able to navigate such hazardous terrain without drawing the attention of lurking underground Monsters (or, if you’ve stumbled across a particularly interesting dig site, the attention of rival explorers).

Monster Discovery

Requires Monster Tracking or Monster Behaviour

You understand Monsters to the point where you can feel confident in your ability to locate Monsters with specific qualities. Anyone with a Monsterology textbook could tell you that fire Monsters can be found near the volcanoes, but what if you’re looking specifically for an echolocating, fire-breathing Monster with a heat-resistant crystal shell? Most people would have to resort to trial and error, but you can follow the smallest environmental cues to improve your chances of discovering a suitable Monster.

Monster Habitat Survival

Requires Wasteland Survival, Mending People, or Creative Cooking

Living anywhere in the Wasteland is difficult but living in the areas of the Wasteland where powerful and deadly Monsters lurk is considered to be almost impossible. You, however, are capable of scraping together a way to survive in areas that most people would not dare to approach. It would be unwise to try to permanently settle near wild Monsters, of course, but you will find that short visits to the more extreme environments in the Wasteland will be made significantly less lethal when you are present.

Intimidation

Requires Wasteland “Etiquette” or Subterfuge

Getting your own way through bribes and flattery is all well and good, but sometimes the easiest way to get people to pay attention to you is by letting them know what will happen to them if they don’t. With a few well-placed threats, you may be able to convince people to share information with you, back down from a fight, or accept a truly unfair deal.

People Management

Requires Leadership or Bartering

You know how to keep people happy, which is useful since happy people are far more likely to offer favours. Whether it’s keeping a tight grip on a network of informants, handling exclusive trade agreements, or motivating your allies to reach the very limits of what they can achieve, you have a remarkable ability to get people to do what you want, all while maintaining a positive working relationship with them.

Strategy

Requires Leadership or Marketing

You know how to get what you want and can stay on top of complicated plans of action. Although you may not always be able to get your hands on every resource needed to carry out a plan, you are able to make the most of whatever you have at your disposal. It is easy for you to tell when things are starting to go wrong, and you are generally able to adapt your plans accordingly.

tier_3_skills.txt · Last modified: 2019/03/06 11:10 by gm_morgan