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dynamic_knacks [2014/02/23 14:46]
storyteller [System]
dynamic_knacks [2021/12/04 00:39] (current)
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 ====== Dynamic Knacks ====== ====== Dynamic Knacks ======
-Dynamic Knacks are the parahuman powers displayed by those Inspired individuals commonly known as stalwarts. ​ Generally dynamic Knacks are incredible extensions of nomial ​human capabilities:​ Stalwarts tend to be faster, stronger, smarter, better-looking or more personable than regular people. ​ Some extreme dynamic Knacks, however, give their stalwart possessors qualities that no "​normal"​ human could possibly attain. ​ As might be expected, dynamic Knacks run the gamut from barely noticeable to freakishly bizarre. Current theory holds that dynamic Knacks are the result of the stalwart channeling Z-wave energy directly into her physical form.  As such, stalwarts register as etherically active on Z-wave image resonators, and their empowered status is obvious to various superhuman methods of perception.+Dynamic Knacks are the parahuman powers displayed by those Inspired individuals commonly known as stalwarts. ​ Generally dynamic Knacks are incredible extensions of nominal ​human capabilities:​ Stalwarts tend to be faster, stronger, smarter, better-looking or more personable than regular people. ​ Some extreme dynamic Knacks, however, give their stalwart possessors qualities that no "​normal"​ human could possibly attain. ​ As might be expected, dynamic Knacks run the gamut from barely noticeable to freakishly bizarre. Current theory holds that dynamic Knacks are the result of the stalwart channeling Z-wave energy directly into her physical form.  As such, stalwarts register as etherically active on Z-wave image resonators, and their empowered status is obvious to various superhuman methods of perception.
  
-As with psychic Knacks, dynamic Knacks are divided into three categories. The category into which a dynamic Knack falls depends on the degree to which it affects the stalwart. ​  Level one dynamic Knacks are logical, if extreme, extensions of human development. ​ln theory, any sufficiently gifted person could achieve comparable results if given the right combination of genetics and training. Though certainly uncanny, level one Knacks are normally indistinguishable from nature’s own gifts unless perceived with a Z-wave image resonator or the like. As such, their effects are often indistinguishable from those daredevils manifest. ​ Level two dynamic Knacks are obviously superhuman, though they’re still direct extrapolations from the human baseline: The stalwart is just faster, smarter or stronger than any ordinary person could ever hope to be. Level three dynamic Knacks place the stalwart ​fimily ​outside the bounds of normalcy - they’re highly irregular or unnerving capabilities that surpass the usual qualities, not just capabilities,​ of living beings.+As with psychic Knacks, dynamic Knacks are divided into three categories. The category into which a dynamic Knack falls depends on the degree to which it affects the stalwart. ​  Level one dynamic Knacks are logical, if extreme, extensions of human development. ​In theory, any sufficiently gifted person could achieve comparable results if given the right combination of genetics and training. Though certainly uncanny, level one Knacks are normally indistinguishable from nature’s own gifts unless perceived with a Z-wave image resonator or the like. As such, their effects are often indistinguishable from those daredevils manifest. ​ Level two dynamic Knacks are obviously superhuman, though they’re still direct extrapolations from the human baseline: The stalwart is just faster, smarter or stronger than any ordinary person could ever hope to be. Level three dynamic Knacks place the stalwart ​firmly ​outside the bounds of normalcy - they’re highly irregular or unnerving capabilities that surpass the usual qualities, not just capabilities,​ of living beings.
  
 These powers are not hierarchical;​ a character does not have to buy a level one Knack before purchasing a level two power. These powers are not hierarchical;​ a character does not have to buy a level one Knack before purchasing a level two power.
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 ==== System ==== ==== System ====
-The character'​s jumping distances are tripled for both horizontal and vertical movement. ​lf he is riding a bicycle, his movement rate is doubled. This Knack has no effect on kick attacks or foot movement rates.+The character'​s jumping distances are tripled for both horizontal and vertical movement. ​If he is riding a bicycle, his movement rate is doubled. This Knack has no effect on kick attacks or foot movement rates.
  
 ===== Cool Hand ===== ===== Cool Hand =====
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 ==== System: ==== ==== System: ====
-The character still suffers injury from detrimental effects to her body - wounds, drugs, illnesses, temperature extremes, stress - but is completely immune to Dexterity-based dice pool penalties resulting from these conditions. She gains one bonus die for all physical tasks involving ultra-fine manipulation,​ such as lockpicking ​or surgery (but never combat). Her rock-steady grip also doubles the effective range of all ranged weapons (firearms, bows, fire hoses, ​disintegrator ​rays...) she wieidsj ​+The character still suffers injury from detrimental effects to her body - wounds, drugs, illnesses, temperature extremes, stress - but is completely immune to Dexterity-based dice pool penalties resulting from these conditions. She gains one bonus die for all physical tasks involving ultra-fine manipulation,​ such as lock-picking ​or surgery (but never combat). Her rock-steady grip also doubles the effective range of all ranged weapons (firearms, bows, fire hoses, ​disintegration ​rays...) she wields.
  
-As a side effect of this Knack, the character never suffers any physical effects from being intoxicated. She can still get dnink, but the only outward reflection of this condition is slurred speech. She's perfectly poised right up until the point at which she passes out.+As a side effect of this Knack, the character never suffers any physical effects from being intoxicated. She can still get drink, but the only outward reflection of this condition is slurred speech. She's perfectly poised right up until the point at which she passes out.
  
 ===== Heightened Senses ===== ===== Heightened Senses =====
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 ==== System ==== ==== System ====
-This Knack subtly transforms the character'​s brain chemistry to enhance her super-scientific ability. The player spends an Inspiration to convert her characters final research and development time from days to hours (this likewise results in a shorter construction time, figured from the final R&D duration). Such rapid genius is not without its price, however. The character relies so heavily on leaps of intuition and sudden bursts of creative mania that few can keep up. As a result, when using this Knack, the character gains no dice benefit from having research assistants other than fellow stalwarts.+This Knack subtly transforms the character'​s brain chemistry to enhance her super-scientific ability. The player spends an [[Inspiration]] to convert her characters final research and development time from days to hours (this likewise results in a shorter construction time, figured from the final R&D duration). Such rapid genius is not without its price, however. The character relies so heavily on leaps of intuition and sudden bursts of creative mania that few can keep up. As a result, when using this Knack, the character gains no dice benefit from having research assistants other than fellow stalwarts.
  
 ===== Man for All Seasons ===== ===== Man for All Seasons =====
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 ==== System ==== ==== System ====
-The character suffers no damage or penalties for heat less than 150° C or cold above -30 C.   She is immune to heatstroke, hypothermia and similar ailments. She can survive for triple the usual times without water or food. This Knack provides no protection against actual fire- or cold-based attacks.+The character suffers no damage or penalties for heat less than 150° C or cold above -30° C.   She is immune to heatstroke, hypothermia and similar ailments. She can survive for triple the usual times without water or food. This Knack provides no protection against actual fire- or cold-based attacks.
  
 ===== Powerlifter ===== ===== Powerlifter =====
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 ==== System ==== ==== System ====
-Whenever a character attempts a Strength related task, the player rolls Strength normally. ​ln addition to the successes from the roll, your character gains a number of automatic successes equal to her Destructive facet score (no Inspiration expenditure is needed). ​lf trying to lift a target with more mass than the character’s Strength-related dice pool, the automatic successes apply as Willpower successes needed to advance her lifting capability up the chart. This Knack provides no bonus to close-combat attack and damage rolls.+Whenever a character attempts a Strength related task, the player rolls Strength normally. ​In addition to the successes from the roll, your character gains a number of automatic successes equal to her [[Destructive]] facet score (no [[Inspiration]] expenditure is needed). ​If trying to lift a target with more mass than the character’s Strength-related dice pool, the automatic successes apply as [[Willpower]] successes needed to advance her lifting capability up the chart. This Knack provides no bonus to close-combat attack and damage rolls.
  
 ===== Sex Symbol ===== ===== Sex Symbol =====
-Simply irresistible! ​ You exude raw sexuality from every pore.  A mere photgraph ​of you is enough to send teenagers of the apprpriate ​sexual orientation into hormonal frenzies, while your actual ​precense ​inspires even the most staid and reserved adults to youthful pursuits. ​ You're never lacking for companionship if you want it.  In fact, your biggest problem may be getting an uninterrupted night'​s sleep....+Simply irresistible! ​ You exude raw sexuality from every pore.  A mere photograph ​of you is enough to send teenagers of the appropriate ​sexual orientation into hormonal frenzies, while your actual ​presence ​inspires even the most staid and reserved adults to youthful pursuits. ​ You're never lacking for companionship if you want it.  In fact, your biggest problem may be getting an uninterrupted night'​s sleep....
  
 ==== System: ==== ==== System: ====
-Whenever the stalwart attempts a seduction, the player rolls the appropriate Trait dice pool normally. ​ln addition to the successes from the roll, your character gains a number of automatic successes equal to her Intuitive facet score (no Inspiration expenditure is needed).+Whenever the stalwart attempts a seduction, the player rolls the appropriate Trait dice pool normally. ​In addition to the successes from the roll, your character gains a number of automatic successes equal to her [[Intuitive]] facet score (no [[Inspiration]] expenditure is needed).
  
 ===== Superhuman Reflexes ===== ===== Superhuman Reflexes =====
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 ===== Aetheric Vision ===== ===== Aetheric Vision =====
-You can transform the delicate structure of your eyes to perceive portions of the electromagnetic spectrum that are completely inaccessible to normal people. ​ This power allows you to see heat, infrared and ultraviolet radiation and even magnetic fields or strong electrical charges. ​lf you are o fa mystic bent, you may consider these energies to be auras and lay lines. ​lf you have advanced scientific training, glowing schematics may superimpose themselves over your normal vision.+You can transform the delicate structure of your eyes to perceive portions of the electromagnetic spectrum that are completely inaccessible to normal people. ​ This power allows you to see heat, infrared and ultraviolet radiation and even magnetic fields or strong electrical charges. ​If you are of a mystic bent, you may consider these energies to be auras and ley lines. ​If you have advanced scientific training, glowing schematics may superimpose themselves over your normal vision.
  
 ==== System ==== ==== System ====
-The player spends an Inspiration point to activate Aetheric Vision for the scene. While this Knack is active, the character takes no penalties for low light - even in complete darkness, she can see as if she had the benefit of full daylight. With a successful Perception+Technology roll, she can visually trace the path of active electrical circuits, up to locating live wires inside walls. Other applications of this power are left to the Storyteller'​s discretion, but may include such feats as seeing a concealed assassin’s body heat through a curtain or a thin door, tracking an airplane by the atmospheric ionization it leaves or detecting an area of dangerous radiation by its unnatural glow.  ​+The player spends an [[Inspiration]] point to activate Aetheric Vision for the scene. While this Knack is active, the character takes no penalties for low light - even in complete darkness, she can see as if she had the benefit of full daylight. With a successful Perception+[[Technology]] roll, she can visually trace the path of active electrical circuits, up to locating live wires inside walls. Other applications of this power are left to the Storyteller'​s discretion, but may include such feats as seeing a concealed assassin’s body heat through a curtain or a thin door, tracking an airplane by the atmospheric ionization it leaves or detecting an area of dangerous radiation by its unnatural glow.  ​
  
-Remember that Adventure-era scientists don't know nearly as much about the electromagnetic spectrum as modern physicists do. Accordingly,​ characters may see what they expect to see rather that what science dictates they should see. They may also witness phenomena for which modem physics has no rational explanation....+Remember that Adventure-era scientists don't know nearly as much about the electromagnetic spectrum as modern physicists do. Accordingly,​ characters may see what they expect to see rather that what science dictates they should see. They may also witness phenomena for which modern ​physics has no rational explanation....
  
 ===== Blazing Speed ===== ===== Blazing Speed =====
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 ==== System ==== ==== System ====
-At the beginning of a combat turn, before the Initiative roll, the player spends an Inspiration point. ​ The stalwart can take one additional action at the end of the tum, after every other character has taken his normal action. This additional action can be used just like a regular action — split into multiple actions, used to go fully defensive or taken as a single full action. The stalwart acts at -3 to Initiative during this turn.+At the beginning of a combat turn, before the Initiative roll, the player spends an [[Inspiration]] point. ​ The stalwart can take one additional action at the end of the tum, after every other character has taken his normal action. This additional action can be used just like a regular action — split into multiple actions, used to go fully defensive or taken as a single full action. The stalwart acts at -3 to Initiative during this turn.
  
 ===== Blindfighter ===== ===== Blindfighter =====
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 ==== System ==== ==== System ====
-The character suffers no penalties for movement or close combat in low light or darkness Ranged combat and perception ​rolls related to anything except spatial awareness suffer the normal penalties. The character can perceive shapes out to a radius of twice her Inspiration in meters. However, she can't sense them precisely enough to aim or dodge ranged attacks, nor can she sense surface details such as color or texture.+The character suffers no penalties for movement or close combat in low light or darknessRanged combat and [[mental_attributes|Perception]] ​rolls related to anything except spatial awareness suffer the normal penalties. The character can perceive shapes out to a radius of twice her [[Inspiration]] in meters. However, she can't sense them precisely enough to aim or dodge ranged attacks, nor can she sense surface details such as color or texture.
  
-===== Optimized ​Mercibollsm ​===== +===== Optimized ​Metabolism ​===== 
-Methuselah was a pretender You may not be set up to live forever, but for all intents and purposes, you just may pull it off - so long as none of your enemies get you. Your body requires only trace amounts of nutrients to function, as you derive the majority of your sustenance from etheric radiation and other forms of pure energy. ​lt also refuses to process anything that it can’t use, which makes you immune to many poisons.+Methuselah was a pretender You may not be set up to live forever, but for all intents and purposes, you just may pull it off - so long as none of your enemies get you. Your body requires only trace amounts of nutrients to function, as you derive the majority of your sustenance from etheric radiation and other forms of pure energy. ​It also refuses to process anything that it can’t use, which makes you immune to many poisons.
  
 ==== System ==== ==== System ====
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 ===== Piledriver ===== ===== Piledriver =====
-Some men break hearts; others break laws. You prefer to break bones... and bricks... and the occasional steel girder. Whether it's from a special diet, cosmic radiation, years of meditation or an inexplicable telluric energy ​pattem ​in your bones, you can strike with inhuman force. Your kicks and punches can shatter stone, and anything short of an armored car is vulnerable to you.+Some men break hearts; others break laws. You prefer to break bones... and bricks... and the occasional steel girder. Whether it's from a special diet, cosmic radiation, years of meditation or an inexplicable telluric energy ​patten ​in your bones, you can strike with inhuman force. Your kicks and punches can shatter stone, and anything short of an armored car is vulnerable to you.
  
 ==== System ==== ==== System ====
-Add the character'​s Destructive facet to his Strength rating when calculating any damage effect based on Strength, whether for punching a mobster or a metal door. This Knack has no effect on any other situation in which the character'​s Strength is a factor, except feat of strength that directly involve destroying something.+Add the character'​s ​[[Destructive]] facet to his Strength rating when calculating any damage effect based on Strength, whether for punching a mobster or a metal door. This Knack has no effect on any other situation in which the character'​s Strength is a factor, except feat of strength that directly involve destroying something.
  
 ===== Sun Tzu's Blessing ===== ===== Sun Tzu's Blessing =====
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 ==== System ==== ==== System ====
-The character has an innate sense of strategy and tactics that surpasses those of many trained generals. When analyzing a battle'​s progress, developing a plan for an assault, finding the best way out of an ambush or performing any other military- or tactics-related analysis, the player rolls the relevant Trait dice pool normally (typically Wits+Leadership). ​ln addition to the successes from the roll, your character gains a number of automatic successes equal to her Reflective facet rating (no Inspiration expenditure is needed). This Knack gives no bonus to actually issuing orders, only on figuring out what orders to give.+The character has an innate sense of strategy and tactics that surpasses those of many trained generals. When analyzing a battle'​s progress, developing a plan for an assault, finding the best way out of an ambush or performing any other military- or tactics-related analysis, the player rolls the relevant Trait dice pool normally (typically Wits+[[Leadership]]). In addition to the successes from the roll, your character gains a number of automatic successes equal to her [[Reflective]] facet rating (no [[Inspiration]] expenditure is needed). This Knack gives no bonus to actually issuing orders, only on figuring out what orders to give.
  
 ===== Touch of the Muses ===== ===== Touch of the Muses =====
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 ==== System ==== ==== System ====
-This Knack applies to any physical creative endeavor, be it sculpting, painting, choreography or the like. Note that this Knack focuses on arts with a primarily physical aspect; pursuits such as writing or poetry don't count. The player rolls the relevant dice pool (Dexterity+Performance or Dexterity+Crafts). In addition to the successes from the roll, your character gains a number of automatic successes equal to her Intuitive facet rating (no Inspiration expenditure is needed).  ​+This [[knacks|Knack]] applies to any physical creative endeavor, be it sculpting, painting, choreography or the like. Note that this Knack focuses on arts with a primarily physical aspect; pursuits such as writing or poetry don't count. The player rolls the relevant dice pool ([[physical_attributes|Dexterity]] [[Performance]] or [[physical_attributes|Dexterity]] [[Crafts]]). In addition to the successes from the roll, your character gains a number of automatic successes equal to her [[Intuitive]] facet rating (no [[Inspiration]] expenditure is needed).  ​
  
 ====== Level Three Dynamic Knacks ====== ====== Level Three Dynamic Knacks ======
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 ==== System: ==== ==== System: ====
-The character has an innate armor rating, as if her skin was a bulletproof vest!  Her bashing armor rating is equal to two plus her Reflective ​facet, while her lethal armor rating is equal to two plus her Intuitive facet. Thus, a character who has Reflective ​facet 2 and Intuitive facet 1 has a [4/3] armor rating. This armor inflicts no penalties on mobility. These ratings are always consistent with the character‘s current Inspiration facet scores.+The character has an innate armor rating, as if her skin was a bulletproof vest!  Her bashing armor rating is equal to two plus her [[Reflective]] ​facet, while her lethal armor rating is equal to two plus her [[Intuitive]] facet. Thus, a character who has [[Reflective]] ​facet 2 and [[Intuitive]] facet 1 has a [4/3] armor rating. This armor inflicts no penalties on mobility. These ratings are always consistent with the character‘s current Inspiration facet scores.
  
 ===== Indisputable Analysis ===== ===== Indisputable Analysis =====
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 ===== Man of Many Faces ===== ===== Man of Many Faces =====
-With this Knack, you can actually change your physical features to look like someone else's. Even minimal control allows you to shift your features subtly to look like some nondescript everyman. With more precise command, you can alter your features, voice, physical dimensions, garb, race and even gender!+With this Knack, you can actually change your physical features to look like someone else. Even minimal control allows you to shift your features subtly to look like some nondescript everyman. With more precise command, you can alter your features, voice, physical dimensions, garb, race and even gender!
  
 ==== System ==== ==== System ====
-To assume another appearance, the character spends 30 seconds (six tums) in concentration. The player spends an Inspiration point and rolls Appearance+Crafts (if the character is trying to conceal her own identity with a made-up one) or Charisma+Performance (if the character is attempting to assume a specific person’s identity). ​lf the player succeeds, the alteration lasts for the remainder of the scene or until the character voluntarily discontinues it.  It requires minimal concentration to maintain the change; if the character is knocked unconscious or suffers three or more health levels of damage in one turn, her body automatically reverts to its normal appearance.+To assume another appearance, the character spends 30 seconds (six tums) in concentration. The player spends an [[Inspiration]] point and rolls Appearance+[[Crafts]] (if the character is trying to conceal her own identity with a made-up one) or Charisma+[[Performance]] (if the character is attempting to assume a specific person’s identity). ​If the player succeeds, the alteration lasts for the remainder of the scene or until the character voluntarily discontinues it.  It requires minimal concentration to maintain the change; if the character is knocked unconscious or suffers three or more health levels of damage in one turn, her body automatically reverts to its normal appearance.
  
 The number of successes rolled determine the degree to which the character can change her perceived identity: The number of successes rolled determine the degree to which the character can change her perceived identity:
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 |3|Complete change of facial features| |3|Complete change of facial features|
 |4|Full transformation of voice and physical mannerisms| |4|Full transformation of voice and physical mannerisms|
-|5|Gender shift, ​extermes ​of age and size|+|5|Gender shift, ​extremes ​of age and size|
  
-The stalwart cannot actually fake any knowledge that her subject has but she doesn'​t. With fewer than four successes, the character must rely on innate acting ability (Manipulation+Performance rolls) to convincingly pass herself off as someone else. With four or more successes, her proficiency is such that others assume any gaps in her performance are flaws of their own faulty perceptions or memories.+The stalwart cannot actually fake any knowledge that her subject has but she doesn'​t. With fewer than four successes, the character must rely on innate acting ability (Manipulation+[[Performance]] rolls) to convincingly pass herself off as someone else. With four or more successes, her proficiency is such that others assume any gaps in her performance are flaws of their own faulty perceptions or memories.
  
 ===== Reptilian Regeneration ===== ===== Reptilian Regeneration =====
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 ==== System ==== ==== System ====
-To regenerate, the character enters a deep trance from which nothing short of a health level of bashing damage can awaken her. The player spends an Inspiration point and rolls Stamina+Medicine. ​ Each success is one health level of damage healed. A health level of bashing damage heals in one minute; a health level of lethal damage heals in 10 minutes. When the character has healed as much damage as the roll allows, she awakens.+To regenerate, the character enters a deep trance from which nothing short of a health level of bashing damage can awaken her. The player spends an [[Inspiration]] point and rolls [[physical_attributes|Stamina]] [[Medicine]].  Each success is one health level of damage healed. A health level of bashing damage heals in one minute; a health level of lethal damage heals in 10 minutes. When the character has healed as much damage as the roll allows, she awakens.
  
 ===== Sensory Filtering ===== ===== Sensory Filtering =====
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 The stalwart always knows when a living subject whose presence she is aware of is about to make an offensive move against anyone in the immediate area. The subject must be within line of sight - though the stalwart needn'​t be looking at him - and no farther ay than 10 times the stalwart'​s Inspiration in meters. The Storyteller tells the player the subject is about to attack and who the intended target is.  The character receives no other information,​ though some things may be obvious - if the subject is holding a pistol, chances are good that he’s not going to throw a rock at his intended victim. ​ The stalwart always knows when a living subject whose presence she is aware of is about to make an offensive move against anyone in the immediate area. The subject must be within line of sight - though the stalwart needn'​t be looking at him - and no farther ay than 10 times the stalwart'​s Inspiration in meters. The Storyteller tells the player the subject is about to attack and who the intended target is.  The character receives no other information,​ though some things may be obvious - if the subject is holding a pistol, chances are good that he’s not going to throw a rock at his intended victim. ​
  
-The stalwart may then perform one action before the attacker does. In the first tum of any combat for which the stalwart has no more than three seconds’ warning, she gains a bonus to her Initiative score equal to her Perception+Alertness dice pool. ln each subsequent combat ​tum, this bonus drops by two, until it fades to nothing. ​+The stalwart may then perform one action before the attacker does. In the first turn of any combat for which the stalwart has no more than three seconds’ warning, she gains a bonus to her Initiative score equal to her Perception+[[Alertness]] dice pool. In each subsequent combat ​turn, this bonus drops by two, until it fades to nothing. ​
  
 This Knack provides no defense against attacks from individuals of whose presence the stalwart isn't aware, or who are beyond the range of clear sensing. She must see, hear and/or feel potential attackers to sense what they’re about to do. Likewise, it provides no warning regarding machinery; automatons and land mines don't have body language for the character to read or presence for her to sense. This Knack provides no defense against attacks from individuals of whose presence the stalwart isn't aware, or who are beyond the range of clear sensing. She must see, hear and/or feel potential attackers to sense what they’re about to do. Likewise, it provides no warning regarding machinery; automatons and land mines don't have body language for the character to read or presence for her to sense.
 {{tag>​sys}} {{tag>​sys}}
  
dynamic_knacks.1393166765.txt.gz · Last modified: 2021/12/04 00:43 (external edit)