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heroic_knacks [2014/02/07 21:49]
storyteller [System]
heroic_knacks [2021/12/04 00:39] (current)
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 ==== System ==== ==== System ====
-With a successful Manipulation+Subterfuge roll at standard difficulty, the character becomes an instant authority on anything - as far as observers are concerned. She could claim to be a detective and gain admission to a crime scene by mumbling under her breath about the preservation of evidence or could infiltrate a hospital by masquerading as a doctor called in to consult on the dreaded Bennett-Mullins Syndrome. As long as her deception remains within the realm of verbal misdirection,​ only those observers whose Perception Attribute ratings that exceed the your successes on the Manipulation+Subterfuge roll and who are experts in the field that she is discussing can tell that she’s not what she appears. ​+With a successful ​[[social_attributes|Manipulation]]+[[subterfuge|Subterfuge]] roll at standard difficulty, the character becomes an instant authority on anything - as far as observers are concerned. She could claim to be a detective and gain admission to a crime scene by mumbling under her breath about the preservation of evidence or could infiltrate a hospital by masquerading as a doctor called in to consult on the dreaded Bennett-Mullins Syndrome. As long as her deception remains within the realm of verbal misdirection,​ only those observers whose [[mental_attributes|Perception]] Attribute ratings that exceed the your successes on the [[social_attributes|Manipulation]]+[[subterfuge|Subterfuge]] roll and who are experts in the field that she is discussing can tell that she’s not what she appears. ​
  
-The character’s duplicity is revealed if she attempts to act on her purported knowledge. She could infiltrate a hospital by speaking pseudo-medical gibberish, and even most of the doctors there would accept her, but she would quickly be revealed as a fraud if she tried to perform surgery. Of course, if the character actuality does have the Abilities required for her roll, there’s no reason she can’t back up her bluff! ​+The character’s duplicity is revealed if she attempts to act on her purported knowledge. She could infiltrate a hospital by speaking pseudo-medical gibberish, and even most of the doctors there would accept her, but she would quickly be revealed as a fraud if she tried to perform surgery. Of course, if the character actuality does have the [[abilities|Abilities]] required for her roll, there’s no reason she can’t back up her bluff! ​
  
-The thing that separates a Master of Dissimulation ​From an ordinary scam artist is her complete independence ​From physical guises (“I left my badge on my dresser, Johnnie...”). This Knack functions regardless of the character'​s appearance. Even if she‘s just crawled out of the sewers, a straight posture and an arrogant tilt of the chin will convince just about anyone that she’s a high-class lawyer who was simply performing some “field investigation.” ​  ​**Prerequisite:​** Manipulation 3+ and Wits 3++The thing that separates a Master of Dissimulation ​from an ordinary scam artist is her complete independence ​from physical guises (“I left my badge on my dresser, Johnnie...”). This [[knacks|Knack]] functions regardless of the character'​s appearance. Even if she‘s just crawled out of the sewers, a straight posture and an arrogant tilt of the chin will convince just about anyone that she’s a high-class lawyer who was simply performing some “field investigation.” ​  ​**Prerequisite:​** ​[[social_attributes|Manipulation]] 3+ and [[mental_attributes|Wits]] 3+
  
 ===== Navigation Hazard ===== ===== Navigation Hazard =====
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 ==== System ==== ==== System ====
-This Knack functions anytime the character is in a race, chase or combat in which she is not on her own two feet The form of transportation doesn'​t matter—the daredevil could be diving a car, flying a biplane, piloting a motorboat, pushing a scooter, riding a camel or clinging to the back of a pterosaur. The character must be steering the transportation herself for the Knack to function. ​+This [[knacks|Knack]] functions anytime the character is in a race, chase or combat in which she is not on her own two feet The form of transportation doesn'​t matter—the ​[[heroic_daredevil|daredevil]] could be diving a car, flying a biplane, piloting a motorboat, pushing a scooter, riding a camel or clinging to the back of a pterosaur. The character must be steering the transportation herself for the Knack to function. ​
  
-If an opposing vehicle (or mount) receives collision damage or suffers a mishap (the driver fails a control roll) during the conflict, it loses an additional number of structural levels equal to the daredevil’s Destructive facet (for mounts, the damage applies as automatic bashing health levels). This bonus also applies as a bashing damage effect to any people in the target vehicle (or on the target mount). ​ This damage effect adds to any other bashing damage passengers might already suffer from the collision and may be resisted with soak normally.  ​+If an opposing vehicle (or mount) receives collision damage or suffers a mishap (the driver fails a control roll) during the conflict, it loses an additional number of structural levels equal to the daredevil’s ​[[destructive|Destructive]] [[facets|facet]] (for mounts, the damage applies as automatic bashing health levels). This bonus also applies as a bashing damage effect to any people in the target vehicle (or on the target mount). ​ This damage effect adds to any other bashing damage passengers might already suffer from the collision and may be resisted with soak normally.  ​
  
-A vehicle destroyed by this extra damage explodes in flames if even the slightest quantity of flammable material is on board. Passengers may roll Dexterity+Athletics at +2 difficulty or spend an Inspiration point to leap clear before the fire consumes them. This Knack does not apply when a vehicle or mount takes damage from a weapon, unless it physically collided with the weapon in question. Cannon shells are not collision hazards in the usual sense. ​ **Prerequisite: ​ **Drive 3+ or Animal Ken 3+ and Destructive Facet 1++A vehicle destroyed by this extra damage explodes in flames if even the slightest quantity of flammable material is on board. Passengers may roll [[physical_attributes|Dexterity]]+[[athletics|Athletics]] at +2 difficulty or spend an [[inspiration|Inspiration]] point to leap clear before the fire consumes them. This Knack does not apply when a vehicle or mount takes damage from a weapon, unless it physically collided with the weapon in question. Cannon shells are not collision hazards in the usual sense. ​ **Prerequisite: ​ **[[drive|Drive]] 3+ or [[animal_ken|Animal Ken]] 3+ and [[Destructive]] [[facets|Facet]] 1+
  
 ===== One-Man Army ===== ===== One-Man Army =====
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 ==== System ==== ==== System ====
-The character receives none of the usual penalties for facing multiple opponents in close combat. Instead, she receives one bonus die on all close combat maneuver rolls for every opponent past the first that she faces, to a maximum of +4 dice. In addition to this bonus, each turn the daredevil faces four or more opponents directly in close combat she gains one additional action. This extra action can only be used for close-combat maneuvers and occurs at half the character’s current Initiative score. ​ Remember to adjust the total bonuses as the number of opponents change. ​  ​**Prerequisite:​** ​ Brawl 3+ or  Melee 3++The character receives none of the usual penalties for facing multiple opponents in close combat. Instead, she receives one bonus die on all close combat maneuver rolls for every opponent past the first that she faces, to a maximum of +4 dice. In addition to this bonus, each turn the daredevil faces four or more opponents directly in close combat she gains one additional action. This extra action can only be used for close-combat maneuvers and occurs at half the character’s current Initiative score. ​ Remember to adjust the total bonuses as the number of opponents change. ​  ​**Prerequisite:​**  ​[[Brawl]] 3+ or  ​[[Melee]] 3+
  
 ===== Perfect Poise ===== ===== Perfect Poise =====
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 The character is completely immune to panic unless it’s induced by other Inspired powers. She is completely incapable of displaying any sign of discomfort, shock or surprise unless she chooses to. The daredevil gains two bonus dice in staredowns and all Social rolls involving poise, grace or composure (Storyteller’s discretion). She also receives one additional die in any gambling situation where a “poker face” is a factor. ​ The character is completely immune to panic unless it’s induced by other Inspired powers. She is completely incapable of displaying any sign of discomfort, shock or surprise unless she chooses to. The daredevil gains two bonus dice in staredowns and all Social rolls involving poise, grace or composure (Storyteller’s discretion). She also receives one additional die in any gambling situation where a “poker face” is a factor. ​
  
-As a side effect of this Knack, the character is immune to minor embarrassing mishaps such as tripping, spilling her drink or getting splashed by a passing car. Also, her clothes almost never suffer damage or get significantly dirty outside of combat. If they do become rumpled or soiled, a brief brushing-off usually restores them to near-pristine condition. ​ **Prerequisite: ​ **Wits 3+ or Willpower 7++As a side effect of this Knack, the character is immune to minor embarrassing mishaps such as tripping, spilling her drink or getting splashed by a passing car. Also, her clothes almost never suffer damage or get significantly dirty outside of combat. If they do become rumpled or soiled, a brief brushing-off usually restores them to near-pristine condition. ​ **Prerequisite: ​ **[[mental_attributes|Wits]] 3+ or [[Willpower]] 7+
  
 ===== Resilient ===== ===== Resilient =====
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 ==== System ==== ==== System ====
-The character heals all wounds as if they were one wound level less serious on the recovery chart. This bonus applies if she is already enjoying improved recovery times due to skilled medical care - effectively healing at two levels better on the chart. Additionally,​ the character halves the minimum healing time for the Bruised health level. ​  ​**Prerequisite: ​ **Stamina 3++The character heals all wounds as if they were one wound level less serious on the recovery chart. This bonus applies if she is already enjoying improved recovery times due to skilled medical care - effectively healing at two levels better on the chart. Additionally,​ the character halves the minimum healing time for the Bruised health level. ​  ​**Prerequisite: ​ **[[physical_attributes|Stamina]] 3+
  
 ===== Steely Gaze ===== ===== Steely Gaze =====
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 ==== System ==== ==== System ====
-The character automatically wins staredowns ​against non-Inspired characters and gains two bonus dice against Inspired opponents. The character may also temporarily stun a non-Inspired target with the sheer force of personality that his gaze contains. To do this, the character makes eye contact with the intended target (who must have a Willpower score lower than or equal to the character’s Charisma rating). The player rolls Charisma+Intimidation at +1 difficulty. Success forces the subject to lose her next combat action (if in combat) or automatically fail her next opposed Social roll (if out of combat). A character may use this Knack against any one individual no more than twice per day.  **Prerequisite: ​ **Charisma 3++The character automatically wins any staredown ​against non-Inspired characters and gains two bonus dice against Inspired opponents. The character may also temporarily stun a non-Inspired target with the sheer force of personality that his gaze contains. To do this, the character makes eye contact with the intended target (who must have a [[Willpower]] score lower than or equal to the character’s ​[[social_attributes|Charisma]] rating). The player rolls [[social_attributes|Charisma]]+[[Intimidation]] at +1 difficulty. Success forces the subject to lose her next combat action (if in combat) or automatically fail her next opposed Social roll (if out of combat). A character may use this Knack against any one individual no more than twice per day.  **Prerequisite: ​ **[[social_attributes|Charisma]] 3+
  
 ===== Trick Shot ===== ===== Trick Shot =====
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 ==== System ==== ==== System ====
-The character purchases this Knack seperately ​for guns and thrown weapons. ​ When performing a tricky ​maneuvre ​the character’s difficulty penalties are halved (round down) for called shots, target size, high winds, target movement, character movement, unsure footing or virtually anything else except wound penalties or poor visibility. In addition, the character gains a number of bonus dice equal to the original difficulty penalties that were imposed! She may not gain more bonus dice through this knack than she has dots in the Ability she is using to make the attack. ​+The character purchases this Knack separately ​for guns and thrown weapons. ​ When performing a tricky ​maneuver ​the character’s difficulty penalties are halved (round down) for called shots, target size, high winds, target movement, character movement, unsure footing or virtually anything else except wound penalties or poor visibility. In addition, the character gains a number of bonus dice equal to the original difficulty penalties that were imposed! She may not gain more bonus dice through this knack than she has dots in the Ability she is using to make the attack. ​
  
-Any extra successes that result from the Trick Shot are halved (round down) before applying them to the attack’s damage effect. This reduction reflects the fact that the Knack’s focus is on performing amazing shots. ​ **Prerequisite: ​ **Firearms 3+ for guns or Athletics 3+ for thrown weapons+Any extra successes that result from the Trick Shot are halved (round down) before applying them to the attack’s damage effect. This reduction reflects the fact that the Knack’s focus is on performing amazing shots. ​ **Prerequisite: ​ **[[Firearms]] 3+ for guns or [[Athletics]] 3+ for thrown weapons
  
 ===== Universally Deadly ===== ===== Universally Deadly =====
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 ==== System ==== ==== System ====
-The character gains one die to attack rolls with all weapons and reduces by one all wound penalties involving weapon use. The character is never penalised ​for using unfamiliar or exotic weapons. ​  ​**Prerequisite: ​ **Firearms 4+ and Melee 4++The character gains one die to attack rolls with all weapons and reduces by one all wound penalties involving weapon use. The character is never penalized ​for using unfamiliar or exotic weapons. ​  ​**Prerequisite: ​ **[[Firearms]] 4+ and [[Melee]] 4+
  
  
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 ==== System ==== ==== System ====
-This Knack may be purchased for four different areas, though all use the same rules. A Wheelman is a natural at controlling all land-based vehicles: a Barnstormer is her airborne counterpart;​ a Sea Dog is a nautically inclined daredevil; a Trick Rider shares a similar relationship with living mounts. ​+This Knack may be purchased for four different areas, though all use the same rules. A //Wheelman// is a natural at controlling all land-based vehicles: a //Barnstormer// is her airborne counterpart;​ a //Sea Dog// is a nautically inclined daredevil; a //Trick Rider// shares a similar relationship with living mounts. ​
  
 Whenever the character is controlling a vehicle to which the Knack applies, its top speed increases by 10 percent for each dot of Intuitive Inspiration she has (a living mount increases by 20 percent). The characters Intuitive facet also adds to the vehicle or mounts total Maneuver score, giving the daredevil a potentially larger dice pool to perform amazing stunts. Whenever the character is controlling a vehicle to which the Knack applies, its top speed increases by 10 percent for each dot of Intuitive Inspiration she has (a living mount increases by 20 percent). The characters Intuitive facet also adds to the vehicle or mounts total Maneuver score, giving the daredevil a potentially larger dice pool to perform amazing stunts.
  
-While the vehicle or mount is moving, all attacks against it that the daredevil is aware of have their difficulty raised by half of the daredevil’s Wits rating (round down). Once the vehicle or mount is hit, the daredevil takes no dice pool penalties for damage to it, short of its total destruction. If she herself is in control and receives injuries that drop her below the Crippled health level (including those that would otherwise kill her instantly), the character continues to function as if she were only Crippled until the vehicle or mount is destroyed or stops moving. ​ **Prerequisite:​** Animal Ken 3+ for Trick Rider, Drive 3+ with an automobile specialty for Wheelman, Drive 3+ with an aircraft specialty for Barnstomer, Drive 3+ with a watercraft specialty for Sea Dog+While the vehicle or mount is moving, all attacks against it that the daredevil is aware of have their difficulty raised by half of the daredevil’s Wits rating (round down). Once the vehicle or mount is hit, the daredevil takes no dice pool penalties for damage to it, short of its total destruction. If she herself is in control and receives injuries that drop her below the Crippled health level (including those that would otherwise kill her instantly), the character continues to function as if she were only Crippled until the vehicle or mount is destroyed or stops moving. ​ **Prerequisite:​** ​[[Animal Ken]] 3+ for Trick Rider, ​[[Drive]] 3+ with an automobile specialty for Wheelman, ​[[Drive]] 3+ with an aircraft specialty for Barnstormer[[Drive]] 3+ with a watercraft specialty for Sea Dog.
 {{tag>​sys}} {{tag>​sys}}
  
heroic_knacks.1391809778.txt.gz · Last modified: 2021/12/04 00:40 (external edit)