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Basic Skills: Difference between revisions

From Menhirs Fate Wiki
Fix links: replace old wiki URLs (menhirsfate.com/docs) with internal wiki links
Year 2 Expansion: Major rewrite - armour no longer requires XP, weapon skills free (except Thrown/Ranged), May the Gods Witness Me added
Line 1: Line 1:
== All characters ==
Basic skills are abilities that any character has access to, which do not need to be bought.


All characters in Menhirs Fate have the following abilities. There is no in game skill associated with these but they are something that any character may do to whatever level they wish to
Any Menhirs Fate character may:


* Literacy (The player may choose the ability of the character)
* Use any weapon combination except Thrown and Ranged Weapons to inflict damage without using any calls. This includes dual wielding weapons, 2h weapons and polearms. Weapons and their size limits as listed in the [[Weapons and Armour Safety]] page still apply in all circumstances.
* Numeracy (The player may choose the ability of the character)
* Use a Shield or Buckler.
* Use maps (The player may choose the ability of the character)
* Have 3 global hit points. This may be increased with the Toughness skill or armour.
* Use compasses (The player may choose the ability of the character)
* Use any armour combination. Armour provides HP depending on the category (Light/Medium/Heavy) but there is no XP restriction.
* Use either a [[Weapons and Armour Safety#Dagger|Dagger]] or [[Weapons and Armour Safety#One_handed_weapon|One handed weapon]] (you may not dual wield 2 one handed weapons/daggers without the Ambidextrous skill)
* Call "May the Gods Witness Me" – for the next minute they cannot be healed and are immune to all damage, but do take the other effects of calls and should roleplay being hurt by attacks. After that minute they die immediately, without going through critical or terminal stages.
* Use a [[Weapons and Armour Safety#Shield_sizes|Buckler]] with a one handed weapon or dagger
* Call "Execute" on someone in the critical or terminal state after 5 seconds roleplaying a huge swing or specific attack in a safe and controlled manner. Please avoid head hits, vulnerable parts and throat slitting as part of execute for safety reasons.


== Basic skills ==
The only weapons that must be bought into are '''Thrown''' (2xp) and '''Ranged weapons''' (4xp) – bows and crossbows. This is for game balance, concerns around OC safety and because they automatically inflict calls. These skills can be found on the [[Vigour Skills]] page.


===== Light armour =====
For any normal ability that has no mechanical effects – e.g. literacy, numeracy – your character can be as capable of it as you choose to represent, so long as you can actually do it yourself. While we are not putting in specific minimum levels or requirements for things like literacy and numeracy we ask that people think about what they are playing and not create a character that is mocking or belittling real life conditions.
 
'''1xp '''This skill allows a character to wear [[Combat Rules#Light_armour|Light armour]].  A character wearing light armour, such as soft leather, furs, Mage armour (this covers all clothing that looks like armour), or padded material (excluding simple cloth) gains two hit points for partial coverage and three hit points for full coverage <br />
With this armour and your base hit points, you will now have a total of 5 hits for partial coverage and 6 for full coverage hit points<br />
While wearing Light armour you are able to cast any Spell/Rite/Ceremony and the “CRUSH” damage effect only does one point of damage<br />
Buying this skill will reduce the cost of Medium armour to 1xp and Heavy Armour to 2xp
 
===== Medium armour =====
 
'''2xp''' This skill allows the character to wear [[Combat Rules#Light_armour|Light armour]] & [[Combat Rules#Medium_armour|Medium armour]]. A character wearing medium armour, such as heavy leather, studded leather or leather scale gains three hit points for partial coverage and four hit points for full coverage.<br />
With this armour and your base hit points, you will now have a total of 6 hits for partial coverage and 7 for full coverage hit points<br />
While wearing Medium armour you may not cast any spell/Rite but you may cast Ceremonies. While wearing Medium armour the “CRUSH” damage effect only does one point of damage<br />
Buying this skill will reduce the cost of Heavy Armour to 1xp
 
===== Heavy armour =====
 
'''3xp '''This skill allows the character to wear [[Combat Rules#Light_armour|Light armour]], [[Combat Rules#Medium_armour|Medium armour]] & [[Combat Rules#Heavy_armour|Heavy armour]]. A character wearing heavy armour, such as chainmail or ringmail, flexible plate (latex/poly plate), or metal scalemail/brigandine gains four hit points for partial coverage and five hit points for full coverage.<br />
While wearing Heavy armour you may not cast any spell/Rite but you may cast Ceremonies. While wearing Heavy armour the “REND” damage effect will do only one point of damage<br />
With this armour and your base hit points, you will now have a total of 7 hits for partial coverage and 8 for full coverage hit points
 
===== Ambidextrous =====
 
'''1xp''' This allows a character to wield [[Weapons and Armour Safety#One_handed_weapon|one handed weapon/foci]] or [[Weapons and Armour Safety#Dagger|dagger]] in their off hand. Characters cannot use 2 Shields or bucklers
 
===== Ranged proficiency =====
 
'''4xp''' This skill allows a character to use a [[Weapons and Armour Safety#Bows_and_crossbows|Bow or Crossbow]]. These weapons always inflict [[Damage and Game Effects#Rend|Rend]]
 
===== Shield proficiency =====
 
'''2xp''' This skill allows characters to use a [[Weapons and Armour Safety#Shield|Shield]] larger than a [[Weapons and Armour Safety#Shield_sizes|Buckler]]. While using a shield any attacks that hit the shield do not inflict damage on the user. [[Damage and Game Effects#Ensnare|Ensnare]], [[Damage and Game Effects#Shatter|Shatter]] and [[Damage and Game Effects#Stagger|Stagger]] will still cause their effects.<br />
If characters have the shield proficiency skill and the Stagger call from the vigour skill list, then characters are able to use Stagger in response to being hit on the shield by a melee attack<br />
This does not allow a character to shield bash or fight unsafely with a shield<br />
Shields slung across your back do not protect you and you take any hits that strike the shield
 
===== Thrown weapon =====
 
'''1xp''' This skill allows a character to use [[Weapons and Armour Safety#Thrown|thrown]] weapons. These weapons always inflict Stagger and can only be used once every 10 seconds<br />
Phys reps must follow all the rules for Thrown weapons.
 
===== Toughness =====
 
'''Initially 2xp, then increases by 1xp each time''' (E.g. 2xp for the first additional hit point, 3xp for the second additional, etc)<br />
This skill grants a character 1 additional hit point each time they buy it
 
===== Two handed weapon =====
 
'''2xp''' This skill allows characters to use the following weapons: [[Weapons and Armour Safety#Two_handed_weapon|Two handed weapons]], [[Weapons and Armour Safety#Two_handed_weapon|Two handed Foci]], [[Weapons and Armour Safety#Spears|Spears]] (Two handed weapon length spears used in one hand)<br />
Buying this skill will reduce the cost of Polearm to 1xp
 
===== Polearm =====
 
''' 3x'''p This skill allows characters to use the following weapons: [[Weapons and Armour Safety#Polearms|Polearms]], [[Weapons and Armour Safety#Polearms|Polearm Foci]], [[Weapons and Armour Safety#Pikes|Pikes]]. This skill also allows characters to use weapons from the Two handed weapon skill. <br />
Pikes cannot be used to make any Calls


[[Category:Rules]]
[[Category:Rules]]
[[Category:Menhirs Fate Wiki]]

Revision as of 22:32, 13 March 2026

Basic skills are abilities that any character has access to, which do not need to be bought.

Any Menhirs Fate character may:

  • Use any weapon combination except Thrown and Ranged Weapons to inflict damage without using any calls. This includes dual wielding weapons, 2h weapons and polearms. Weapons and their size limits as listed in the Weapons and Armour Safety page still apply in all circumstances.
  • Use a Shield or Buckler.
  • Have 3 global hit points. This may be increased with the Toughness skill or armour.
  • Use any armour combination. Armour provides HP depending on the category (Light/Medium/Heavy) but there is no XP restriction.
  • Call "May the Gods Witness Me" – for the next minute they cannot be healed and are immune to all damage, but do take the other effects of calls and should roleplay being hurt by attacks. After that minute they die immediately, without going through critical or terminal stages.
  • Call "Execute" on someone in the critical or terminal state after 5 seconds roleplaying a huge swing or specific attack in a safe and controlled manner. Please avoid head hits, vulnerable parts and throat slitting as part of execute for safety reasons.

The only weapons that must be bought into are Thrown (2xp) and Ranged weapons (4xp) – bows and crossbows. This is for game balance, concerns around OC safety and because they automatically inflict calls. These skills can be found on the Vigour Skills page.

For any normal ability that has no mechanical effects – e.g. literacy, numeracy – your character can be as capable of it as you choose to represent, so long as you can actually do it yourself. While we are not putting in specific minimum levels or requirements for things like literacy and numeracy we ask that people think about what they are playing and not create a character that is mocking or belittling real life conditions.