Dark Corners of the Empire

 

Available skills

Page history last edited by Chris 1 yr ago

Skills and Stunts

The skills and stunts in Dark Corners are pretty much the same as those in SOTC, as appropriate to the setting and technology level. This page lists the available skills and trappings, as well as the names of stunt chaings and stunts, with significant differences noted. 


 

Academics

Research, Exposition and Knowledge Dumping, Declaring Minor Details, Languages, The Truth.

  • Languages: Linguist, Gift of Tongues

  • Memory: Walking Library, Photographic Memory, Studied Recall

  • Scholarship: Scholar, Dizzying Intellect, It's Academic

 

Alertness

Avoiding Surprise.

  • Reflexes: On Top of It, Ready for Anything, Cut Off, Run Interference

  • Vigilence: Danger Sense, Saw it Coming, Constant Vigilence, Take It All In

 

Art

Art as Knowledge, Art as Craft, Art as Communication, Art as Performance, Forgery.

  • Appreciation; The Artist's Eye

  • Creation: Virtuoso, Moving Performance

  • Persona: Razor Tongue, Poison Words, Stage Presence, All the World's a Stag

  • Reputation: Commissions, Do You Know Who I Am?, Weight of Reputation

 

Athletics

Jumping, Sprinting, Climbing, Dodging, Falling

  • Gymnastics: Contortionist, Acrobat, Safe Fall, Slippery

  • Speed: Marathon Training, Fast as a Leopard, Faster than a Leopard

  • Uncommon Movement: Human Spider, Mighty Leap, Equestrian

 

Burglary

Casing

  • Perspective: Criminal Mind, Tripwire Sensibilities, Trespass Tempo

  • Technique: Hatpin Maestro, Mental Blueprint, The Big Heist

 

Contacting

Gather Information, Getting the Tip-Off, Rumors.

  • Companions: Contact, Close Contacts, Network of Contacts, Connection, Insider, Walk the Walk

  • Reputation: Big Man, Talk the Talk, Big Name, Big Reputation

 

Deceit

Disguise, False Face Forward, Cat and Mouse.

  • Confidence: Con Man, The Fix is In, Sucker, Big Sucker

  • Disguise: Clever Disguise, Mimicry, Master of Disguise, Infiltrator, Disguise of the Mind

  • Falsehood: The Honest Lie, Takes One to Know One, Clever Facade

 

Drive

Races. This applies to chariots. It's assumed that anyone can drive an ox-cart or similar conveyance, which are too slow for chases.

  • Chariots: Custom Ride, Chariot Mechanic

  • Tricks: Defensive Driving, One Hand on the Reins, Turn on a Denarius, Unsafe at Any Speed

 

Empathy

Reading People.

  • Iniuition: Ebb and Flow, Preemptive Grace, Track the Soul, Skeptic's Ear

  • Insight: Cold Read, Heart's Secret, Hit Them Where it Hurts, A Peek Inside, Uncanny Hunch

 

Endurance

  • Persistence: Last Leg, Feel the Burn, Face the Pain, Tireless

  • Recovery: Bounce Back, Death Defiance, Developed Immunities

  • Toughness: One Hit to the Body, Thick Skinned, Man of Iron, Now You've Made Me Mad

 

Engineering

Building Stuff, Fixing Stuff, Breaking Stuff. As this is a pulp game, gadgetry may be allowed beyond realistic technology, provided that the player can come up with a good story and it advances the plot. (Note that most Method stunts will be of limited usefulness...)

  • Devices: Personal Gadget, Universal Gadget

  • Methods: Demolition, Architect of Death, Grease Monkey, Mr. Fix-It, Thump of Restoration

 

Fists

  • Brawling: Brawler, Dirty Fighter, Crippling Blow, Signature Strike, Mix It Up, Army of One, Whatever's on Hand, Fists of Fury

  • Pankration: Martial Arts, Brickbreaker, Demoralizing Stance, Flying Kick, Flow Like Water, Bend Like a Reed, Fist of Death, Signature Strike

 

Gambling

Playing the Game.

  • Luck: Gambling Man, Double or Nothing, The Devil's Own Luck

  • Skill: Know When to Fold 'Em, Never Bluff a Bluffer, Winnings, Players' Club, Gambling Buddy

 

Bows (replaces Guns)

Firepower stunts are not available.

  • Aiming: Long Shot, Shot on the Run, Stay on Target, Trick Shot

  • Ammunition: Fast Reload, One Shot Left, Rain of Arrows

  • Draw: Quick Draw, Lightning Hands, Snap Shot

 

Intimidation

Threat of Violence, Brush Off.

  • Control: Infuriate, Subtle Menace, The Serpent's Tongue, Unapproachable

  • Fear: Scary, Aura of Menace, Aura of Fear, The Promise of Pain, Steely Gaze, Fearsome Gaze, Master of Fear

 

Investigation

  • Contemplation: Scene of the Crime, Eye for Detail, Uncanny Hunch

  • Observation: Lip Reading, Focused Senses, Impossible Detail, Quick Eye

 

Leadership

Administration, Bureaucracy, Command.

  • Followers: Personal Conspiracy, Lieutenant, Minions, Reinforcements

  • Law: Legal Eagle, World Court

  • Organizations: Funding, Instant Functionary, Center of the Web, Ubiquity

 

Might

Fighting People, Breaking Things, Lifting Things.

  • Force: Herculean Strength, Piledriver, Unbound, Unstopable

  • Wrestling: Wrestler, Body Toss, Hammerlock

 

Mysteries

Sixth Sense, Mesmirism, Arcane Lore, Fortune-Telling, Artificing, and more.... Applies to supernatural abilities gained through either magic and divine favor. For details, see Magic.

  • Artifacts: Artificer, Personal Artifact, Rare Artifact.
  • Hypnosis: Mesmerist, Hypnotic Speech, Mind's Shadow, Enthrall
  •  Secrets: Fortuneteller, Herbal  Remedies, Palm Reader, Secrets of the Arcane; new: Demonology, Metamorphosis, Tempestaria.
  • Spirits: Psychic, Spirit Companion, Voices from Beyond, Words on the Wind.

 

Boating (replaces Pilot)

Applies to boats and seamanship.

  • Sailing: Flawless Navigation, Sail by Night.

  • Ships: Personal Ship, Ship Mechanic.

 

Rapport

First Impression, Closing Down, Opening Up.

  • Charisma: Best Foot Forward, Five Minute Friends, International, Ladies' Man/Popular Gal

  • Wordplay: Blather, Heart on My Sleeve, The RIght Question

 

Resolve

  • Cool: Smooth Recovery, Cool Customer, Aplomb, Unflappable, Right Place Right Time

  • Tenacity: Inner Strength, Iron Determination, Still Standing, Driven, Unyielding

 

Resources

Spending Money, Lifestyle, Workspaces.

  • Advantage: Grease the Wheels, Money Talks

  • Comfort: Headquarters, Lair, Stately Pleasure Dome, Trusted Employee

  • Liquidity: Best that Money Can Buy, Long Term Investment, Money is No Object

 

Science

Lab Work, Medical Attention, Science!. As this is a pulp game, scientific knowledge may be allowed beyond what's realistic, provided that the player can come up with a good story and it advances the plot.

  • Medicine: Forensic Medicine, Doctor, Medic, Surgeon

  • Theory: Scientific Genius, Theory in Practice, Scientifice Invention, Weird Science, Mad Science

 

Sleight of Hand

Pickpocket, Art of Distraction.

  • Distractions: Bump and Grab, Cool Hand, Sucker Punch

  • Showmanship: Juggler, Legerdemain, Stage Magic, Master of Illusion

 

Stealth

Hiding, Skulking, Ambush.

  • Hide: In Plain Sight, Master of Shadows, Shadowed Strike, Deadly Shadows

  • Retreat: Quick Exit, Vanish

  • Skulk: Hush, Lightfoot, Like the Wind

 

Survival

Animal Handling, Riding, Camouflage, Scavenging.

  • Beasts: Animal Companion, Animal Friend, Call of the Wild, King of the Beasts

  • Orientation: Due North, Tracker

  • Riding: Hands Free, Hell Bent for Leather, Ride Anything, Breaking It In.

 

Weapons

Brief description

  • Proficiency: Flawless Parry, Riposte, Turnabout

  • Thrown: Catch, Ricochet, Good Arm

  • Weaponry: Anything Goes, Close at Hand, Weapon of Destiny, Weapons of the World

 

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