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Doodenheimer

LHTRPG -- Subclass Skills

Oct 9th, 2016
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  1. Clothmake / [General] / 2 / Pre-Play / None / Self / Close / Fate 2 / -
  2. - You may use this skill if your sub class is Tailor, Leatherworker, or Nomad. You receive one basic item that has the [Light Armor] [Cloak] or [Bag] tag with an IR no greater than your [CR-2 (minimum 1)]. (SR2): You can receive an item with an IR up to your CR. (Connection: Merchant, Farmer, Housekeeper): Reduce the Fate cost of this skill to 1.
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  4. Woodcraft / [General] / 2 / Pre-Play / None / Self / Close / Fate 2 / -
  5. - You may use this skill if your sub class is Woodworker or Instrument Craftsman. You receive one basic item that has the [Bow] [Staff] or [Instrument] tag with an IR no greater than your [CR-2 (minimum 1)]. (SR2): You can receive an item with an IR up to your CR. (Connection: Craftsman, Carpenter, Collector): Reduce the Fate cost of this skill to 1.
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  7. Armor Forge / [General] / 2 / Pre-Play / None / Self / Close / Fate 2 / -
  8. - You may use this skill if your sub class is Blacksmith, Armorer, or Machinist. You receive one basic item that has the [Heavy Armor] [Shield] or [Helm] tag with an IR no greater than your [CR-2 (minimum 1)]. (SR2): You can receive an item with an IR up to your CR. (Connection: Soldier, General, Mercenary): Reduce the Fate cost of this skill to 1.
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  10. Jeweler / [General] / 2 / Pre-Play / None / Self / Close / Fate 2 / -
  11. - You may use this skill if your sub class is Artisan, Woodworker, Jeweler, or Connoisseur. You receive one basic item that has the [Accessory] tag but does not have the [Magic Stone] tag, with an IR no greater than your [CR-2 (minimum 1)]. (SR2): You can receive an item with an IR up to your CR. (Connection: Artist, Noble, Rose Garden Princess): Reduce the Fate cost of this skill to 1.
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  13. Super Star / [General] / 1 / Pre-Play / None / Self / Close / - / -
  14. - You may use this skill if your sub class is Chindon'ya, Idol, Acrobat, or Demon Lord. You may make one roll on the [Treasure Table: Valuables]. For each Connection you have, you gain a +1 bonus to this roll (up to a maximum of +10).
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  16. Spray Potion / [Combat] / 1 / Major / None / Self / Close / Hate 1 / -
  17. - You may immediately use one [Medicine] item with [Target: Single / Range: 4 Sq.] (Hate 1 & Fate 1): Change the target to [Target: Area (P)].
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  19. Masterpiece / [General] / 1 / Rest Time / None / Self / Close / - / 1/Scenario
  20. - You may use this skill if your sub class is Painter, Novelist, Counterfeiter, or Connoisseur. One item of your choice from your inventory acquires the [Extra Value n] tag. Make one roll on [Treasure Table: Money]; the rating of [Extra Value n] is equal to the amount of money rolled. When selling the item, increase the selling price of that item by the rating.
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  22. High Feeding / [General] [Preparation] / 1 / Rest Time / None / Self / Close / - / 1/Scenario
  23. - You may use this skill if your sub class is Food Fighter, Explorer, or Frontier Guard. When you receive the effect of [Food] items, reduce your [Fatigue] by an additional -[5 + (Recovery)]. This effect lasts until the end of the scene. (CR11): Reduce your [Fatigue] by an additional -10. (CR21): Reduce your [Fatigue] by yet another -10.
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  25. Apprenticeship / [General] / 1 / Constant / None / Self / Close / - / -
  26. - This skill only produces an effect if your sub class is Apprentice. You are able to use any skill you have already acquired that requires you to have a sub class other than Apprentice in order to use. However, with each use you must spend an additional 2 Fate Points. (Connection: sub class Required by the Skill): Reduce the additional Fate Point cost of this skill by 1.
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  28. Table Turning / [General] / 1 / After Check / Automatic / Single / 20 Sq. / - / 1/Scenario
  29. - You may use this skill if your sub class is Gambler, Duelist, Survivor, or Tactician. Use this skill when you and the target make an Opposed Check. Exchange all the dice you rolled with all dice the target rolled in order to determine both parties' new achievement values, as well as who wins and who loses.
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  32. Fake Horns / IR 1 / [Accessory] [Helm] / MDEF 1 / 80G / Can only be used by Demon Lords. You gain +1 to [Negotiation]. A headband with fake demon horns on it.
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  34. Horror Mantle / IR 6 / [Accessory] [Cloak] / MDEF 4 / 120G / Can only be used by Demon Lords.
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  36. Box Armor / IR5 / [Light Armor] / PDEF 15 MDEF 10 / 250G / Can only be used by Demon Lords. While equipped, you cannot equip [Helm] items. A box that says "Demon Lord" on it.
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  39. Barrier Coat / IR1 / [Accessory] [Cloak] / PDEF 1 / MDEF 1 / 80G / Can only be used by Machinists. When you acquire [Barrier], increase its rating by +3.
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  41. Data Scope / IR1 / [Accessory] [Helm] / 100G / Can only be used by Machinists. You gain +1 [Perception] and +1 [Analyze].
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  43. Self-Destruct Device / IR1 / [Gem] [Consumable] / Major / Area (All) / Close / Automatic / 30G / Can only be used by Machinists. Deal 25 direct damage to the target.
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