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- | ====== Abilities ====== | ||
- | ^Ability ^Summary ^ | ||
- | |[[# | ||
- | |[[#Boat]] |You have a boat. | | ||
- | |[[#Brawl]] |You know how to play rough. | | ||
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- | |[[#Glide]] |Glide through the air. | | ||
- | |[[#Grit]] |Become tough as nails. | | ||
- | |[[#Heal]] |Cure the injured. | | ||
- | |[[#Lore]] |Knowledge is power. | | ||
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- | ===== Acrobatics ===== | ||
- | |||
- | * **Acrobatics.** Enhanced overland movement. | ||
- | * **Catfall.** Greatly reduce damage from falling. | ||
- | * **Parachute.** Become completely immune to fall damage. | ||
- | * **Kip Up.** Stand up freely. | ||
- | * **Light Step.** Ignore difficult terrain. | ||
- | * **Surface Runner.** Move across the surface of water. | ||
- | * **Perfect Balance.** Balance on anything and have no penalty when doing so. | ||
- | * **Scale.** Become an expert climber. | ||
- | * **Cling.** Climbing is as easy as walking. | ||
- | * **Springheeled.** Make astonishing jumps. | ||
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- | ^Acrobatics |||**Clamber: | ||
- | | -> ^Catfall ||**Soft Landing:** You take one point of damage per 10 meters fallen instead of 1 point per 2 meters. | | ||
- | |::: | -> ^Parachute |**Slow Fall:** You are completely immune to falling damage. | | ||
- | | -> ^Kip Up ||**Never Gonna Keep Me Down:** Any time you start your turn with the Prone condition, you automatically remove it by getting up again as a free action. You can only do this at the beginning of your turn. | | ||
- | |-> ^Light Step ||**Ignore Difficult Terrain:** You ignore difficult terrain (sticky mud, deep snow, shifting sand, etc) by just walking across its surface without sinking in. You take no impairment to movement when on difficult terrain and enemy attacks against you do not get the normal +2 damage bonus. This benefit only applies to land-based difficult terrain- if you're swimming through water-based difficult terrain like thick weeds or whatever you still have to suffer the downsides. | | ||
- | |::: |-> ^Surface Runner |**Cross Water:** You can walk across the surface of water (or other liquids) as if they were solid ground. You can't start doing this if you're already inside the liquid in question- you have to start from a solid position. If you take any action other than constantly moving while on the surface of a liquid, you sink into it (and must swim from there). You have no special protection from dangerous liquids you walk on such as acid or lava. | | ||
- | | -> ^Perfect Balance ||**Perfect Balance:** You can easily balance on even very difficult surfaces such as tightropes or soapy floors. While you are balancing, you take no impairment to movement and attackers do not gain the normal +2 damage against you. | | ||
- | | -> ^Scale ||**Improved Climbing:** You can climb anything the approximate smoothness of a brick wall or less. While you are climbing, you have an impairment to your movement and attackers gain +2 damage against you with all forms of attack. | | ||
- | |::: | -> ^Cling |**Perfect Climb:** You can climb anything the approximate smoothness of a pane of glass or less, meaning that there will be very few (if any) surfaces you cannot climb. You can also climb on ceilings and overhangs with the same degree of skill that you climb walls. While you are climbing, you take no impairment to movement and attackers do not gain the normal +2 damage against you. | | ||
- | | -> ^Springheeled ||**Jump Good:** You can jump up to 10 meters in distance or 5 meters high. This increases to 20 meters in distance or 10 meters high if you can get a 20-meter running start in a straight line. | | ||
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- | [[# | ||
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- | ===== Boat ===== | ||
- | |||
- | * **Boat.** You have a boat. | ||
- | * **Improved Controls.** Move at full speed with a small crew. | ||
- | * **Ironclad.** The boat is immune to burning and acid. | ||
- | * **Naval Engine.** The boat's speed is increased. | ||
- | * **Naval Ram.** The boats pilot can use it to perform equipped Trample attacks. | ||
- | * **Ship.** The boat is larger. | ||
- | * **Automated Systems.** Move a ship without a crew. | ||
- | * **Grandship.** The boat is much larger. | ||
- | * **Skidbladnir.** You can take your boat anywhere. | ||
- | |||
- | ^Boat |||**You' | ||
- | |-> ^Improved Controls ||**Short-Handing: | ||
- | |-> ^Ironclad ||**Durable Materials: | ||
- | |-> ^Naval Engine ||**Powered Ship:** The boat relies primarily on a powered engine of some sort instead of wind/muscle power. Its base movement rate is increased by one step on the 1-> | ||
- | |::: |-> ^Improved Naval Engine |**Strong Ship:** The boat can carry weight as if it is one size larger than it actually is. \\ \\ **Unhindered: | ||
- | |-> ^Naval Ram ||**Nautical Scrapper:** Your ship is built for close-range smashing of other ships or whatever else gets in its way. If whoever is driving the ship has a Trample weapon attack (including upgrade abilities, if any) equipped, they can use it with the ship. | | ||
- | |-> ^Ship ||**Big Boat:** Your boat is much bigger than usual, counting as size category 8-10 (you pick) for purposes of how much it can carry, how much space it occupies, and the failure chance of any attacks directed at it. A ship's base speed is 10 instead of 5. \\ \\ **Crew:** Unlike smaller boats, you cannot effectively operate a ship by yourself. You need a crew of at least ten creatures under your command who all spend actions whenever you spend an action to move the ship. If you have a crew of twenty creatures all working under your command to help move the ship, the ship's base movement speed is 20 instead of 10. \\ \\ **Lifeboats: | ||
- | |::: |-> ^Automated Systems |**Boat Solo:** You no longer need a crew to move your ship at its base speed (10 meters). A minimal crew is still required to move at increased speed (20 meters). If you also have the Improved Controls ability equipped, then you can move a ship of any size at full speed completely by yourself. | | ||
- | |::: |-> ^Grandship |**Floating Fortress:** Your boat is incredibly huge, counting as size category 11-13 for purposes of how much it can carry, how much space it occupies, and the failure chance of any attacks directed at it. A grandship' | ||
- | |-> ^Skidbladnir ||**Pocket Boat:** You can take your boat anywhere you like through some sort of amazing trickery such as folding it up and putting it in your pocket, storing it in an extra-dimensional space when not needed, conjuring it to your side, or making an entirely new one in an instant whenever you want. It takes an action to pull out your boat. Pulling it out when there' | ||
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- | [[# | ||
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- | ===== Brawl ===== | ||
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- | * **Brawl.** You know how to play rough. | ||
- | * **Bull Rush.** Shove targets further by moving into them. | ||
- | * **Choke Out.** Grabbing a target lets you choke them. | ||
- | * **Improved Grab.** Always succeed on grab attempts. | ||
- | * **Improved Trip.** Always succeed on trip attempts. | ||
- | * **Pocket Sand.** Throw stuff in their eyes. | ||
- | * **Tackle.** Grab for free at the end of a movement. | ||
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- | ^Brawl |||**Grapple: | ||
- | | -> ^Bull Rush ||**Keep Shoving:** You can shove a target by moving into their space instead of as a separate action. This moves them back one space as normal, upon which you can continue moving into their space to keep pushing them. Moving into a target' | ||
- | | -> ^Choke Out ||**Throttle: | ||
- | | -> ^Improved Grab ||**Git 'Em:** You no longer need to roll a trigger die to grab a target; it automatically succeeds. | | ||
- | | -> ^Improved Trip ||**Sweep The Leg:** You no longer need to roll a trigger die to trip a target; it automatically succeeds (so long as the target is small enough). | | ||
- | | -> ^Pocket Sand ||**In Your Face:** As an action, you throw/ | ||
- | | -> ^Tackle ||**Flying Grab:** You can attempt to grab a target as part of a movement action so long as you end your movement in a space adjacent to the target. Making a tackle in this way doesn' | ||
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- | [[# | ||
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- | ===== Charisma ===== | ||
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- | * **Charisma.** Socially influence others. | ||
- | * **Allure.** Use attraction as leverage. | ||
- | * **Succubus.** Be attractive to everything. | ||
- | * **Distraction.** Draw all attention to yourself. | ||
- | * **Shift Consequences.** A scapegoat takes the blame. | ||
- | * **Silvertongue.** Become expert in social operations. | ||
- | * **Tongue Slip.** Trick a subject into revealing something. | ||
- | * **Reassurance.** Subjects don't know they' | ||
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- | ^Charisma |||**Smooth Talker:** You are proficient with all operations involving any sort of social interaction (persuasion, | ||
- | | -> ^Allure ||**Charming: | ||
- | |::: | -> ^Succubus |**Universal Allure:** You are attractive to literally any creature that has a sex drive regardless of individual preferences. Sexless creatures are still immune to your wiles. | | ||
- | | -> ^Distraction ||**Look At Me:** You can seize and hold the attention of everyone within 20 meters of your location. They all turn in your direction and pay exclusive attention to you for up to 10 rounds (you can end the effect prematurely at any time). Some might move closer to get a better view unless they have a specific reason to stay where they are (guards posted at doors will stay by their doors, but still look at you.) Depending on context, you might get escorted from the premises or suffer similar consequences afterwards. People or creatures that are in combat or feel actively threatened are immune to being distracted by this ability. Your allies are unaffected by this ability (unless they choose to be). | | ||
- | |::: | -> ^Shift Consequences |**Why I Never:** You can make yourself seem like a victim or unfortunate bystander of your own distraction and somebody else as the instigator. If there are any consequences to your stunt, the selected other creature suffers them instead of you. | | ||
- | | -> ^Silvertongue ||**Master Negotiator: | ||
- | | -> ^Tongue Slip ||**Conversational Trickery:** You have a way of making others talk about themselves even when they don't want or mean to. If you can engage a subject in conversation for at least a few minutes, you may compel them to truthfully answer any personal question you ask of them, such as their greatest fear, marital status, true loyalty, or whatever. You can only compel personal information using this ability- for example, a captured spy will freely tell you he likes getting spanked by ladies dressed as turkeys but will remain tight-lipped about what he was after. The GM has final decision on what constitutes a " | ||
- | |::: | -> ^Reassurance |**You' | ||
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- | [[# | ||
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- | ===== Charlatan ===== | ||
- | |||
- | * **Charlatan.** Pretend to be something you're not. | ||
- | * **Alter Ego.** Establish a secondary identity. | ||
- | * **Face Artist.** Disguise others and rapidly change your own. | ||
- | * **Fashionista.** Obtain any sort of clothing on demand. | ||
- | * **Feign Death.** Pretend to be dead. | ||
- | * **Keel Over.** Quickly pretend to be dead. | ||
- | * **Flawless Mask.** Your bullshit cannot fail. | ||
- | * **Impersonation.** Master the art of looking and acting like a specific other person. | ||
- | * **Infiltrator.** Disappear, then appear again when dramatically appropriate. | ||
- | * **Morph.** Your disguises are much more durable and versatile. | ||
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- | ^Charlatan |||**Disguise: | ||
- | | -> ^Alter Ego ||**Second Identity:** You have an alternative identity you can switch to by switching up your disguise. Your alternate identity has their own name, reputation and everything required to exist (if you play in a setting with social security numbers and credit cards, your alternate identity has their own). Those who are familiar with you can still possibly recognize you when you are in the guise of your alternative identity. You can burn an identity at any time and create a new one in its place, but your new identity won't be available until the beginning of the next session. | | ||
- | | -> ^Face Artist ||**Shared: | ||
- | | -> ^Fashionista ||**Bottomless Closet:** You can provide any sort of clothing, uniform or costume in your own size on demand. Doing so requires 10 rounds of work (20 actions) as you dig through your collection. You can also provide clothing for someone else that isn't in or near your own size, but this takes a few in-game hours for you to find/ | ||
- | | -> ^Feign Death ||**Play Possum:** You can convincingly pretend to be dead through self-hypnosis, | ||
- | |::: | -> ^Keel Over |**I Am Slain:** You can pretend you are dead instantly at any time, including as an immediate reaction to taking damage (so you can make it look like the damage killed you). | | ||
- | | -> ^Flawless Mask ||**Impenetrable: | ||
- | | -> ^Impersonation ||**Mirroring: | ||
- | |::: | -> ^Infiltrator |**Dramatic Reveal:** At any time during a session, you can go off on your own. Later, you can declare that some chump background character in the vicinity of the rest of your party reveals themselves as you in disguise. For instance, when your party is facing off against Lord Toastwanker you could interrupt the proceedings by saying that Toast-Henchman #3 was actually you all along and immediately stab Lord Toastwanker in the back. \\ \\ **Complications and Limits:** Roll a trigger die when you reveal yourself: if the result is a 1-4 whoever you were impersonating immediately shows up right as you pull off the disguise (and they may have brought help). You can't choose to reveal yourself anywhere except in the vicinity of the rest of your party (so if they failed to get past the toast-guards, | ||
- | | -> ^Morph ||**Deep Change:** The disguise is either incredibly durable or actually physically changes your body somehow, making it biological in nature rather than mere trickery. The disguise cannot be ruined by any external circumstances. Disguises are still automatically ruined if you unequip the Charlatan ability as normal. \\ \\ **Smell Right:** Your scent is changed to match your disguise. \\ \\ **More Versatility: | ||
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- | [[# | ||
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- | ===== Devour ===== | ||
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- | * **Devour.** Consume others whole. | ||
- | * **Gluttony.** Hold more in your stomach. | ||
- | * **Insatiable.** Hold even more in your stomach. | ||
- | * **Holding Pouch.** Gain a second, safe stomach for storage. | ||
- | * **Hyperdigestion.** Instantly digest things that die in your stomach. | ||
- | * **Sucking Maw.** You don't need to grab something before you devour it. | ||
- | * **Reaching Maw.** Devour from a greater distance away. | ||
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- | ^Devour |||**Consume: | ||
- | | -> ^Gluttony ||**Big Stomach:** Your stomach can hold a creature one size smaller than yourself or the equivalent in smaller creatures. | | ||
- | |::: | -> ^Insatiable |**Huge Stomach:** Your stomach can hold a creature up to your own size or the equivalent in smaller creatures. | | ||
- | | -> ^Holding Pouch ||**Safekeeping: | ||
- | | -> ^Hyperdigestion ||**Rapid Metabolism: | ||
- | | -> ^Sucking Maw ||**Inhale Your Food:** You can devour any adjacent creature without needing to grab them first. | | ||
- | |::: | -> ^Reaching Maw |**Draw In:** You can pull in and devour any creature within 5 meters of your positoin without needing to grab them first. | | ||
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- | [[# | ||
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- | ===== Grit ===== | ||
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- | * **Grit.** Become tough as nails. | ||
- | * **Adversity.** Deal more damage the closer you are to death. | ||
- | * **Die Hard.** Become difficult to kill. | ||
- | * **Discharge.** Sacrifice Supply to keep yourself alive. | ||
- | * **Disease Immunity.** Become immune to diseases. | ||
- | * **Fast Healing.** Slowly regain lost Vitality over time. | ||
- | * **Regeneration.** Automatically regain lost Endurance. | ||
- | * **Soothing Regen.** Regain associated Flow along with Endurance. | ||
- | * **Resurgence.** Recover from up to two conditions per round. | ||
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- | ^Grit |||**More Vitality:** You have one more point of Vitality per five levels you have than normal and a matching point of both Endurance and Flow as well. For example, if you are at least level 5 then Grit grants +1 Vitality, but at level 10 it grants +2 and at level 15 it grants +3 and so on. \\ \\ **Removal Clause:** If you unequip the ability, you immediately lose the additional Vitality. If you don't have enough Vitality left to pay the price, this will kill you (your grit was the only thing keeping you alive.) | | ||
- | | -> ^Adversity ||**Returned Agony:** If you have currently lost at least one point of Vitality, you deal +2 damage with all attacks. If you have lost at least half your Vitality, you deal +5 damage with all attacks. | | ||
- | |-> ^Die Hard ||**Stay Fighting:** When you take damage that would remove your last Vitality point and kill you, roll a trigger die. If the result is a 7+, you are left with 1 Vitality remaining and do not die. There is no limit to how often this ability can let you cheat death except your luck. \\ \\ **Swan Song:** If you are killed despite having Die Hard active, your death is delayed until the end of your next turn. You are invincible until you die and cannot be further harmed or stopped by damage in any way. | | ||
- | |::: |-> ^Discharge |**Bail Out:** If your check on the trigger die to stay alive fails, you can still avoid death by losing one Supply. If you have no Supply left, you cannot use this ability to cheat death. | | ||
- | |-> ^Disease Immunity ||**Hale and Hearty:** You are completely immune to diseases. If you are suffering from a disease, equipping this ability removes it. \\ \\ **Limited Switchups: | ||
- | |-> ^Fast Healing ||**Rapid Recuperation: | ||
- | | -> ^Regeneration ||**Regenerate Endurance: | ||
- | |::: |-> ^Soothing Regen |**Feels Good:** As normal Regeneration, | ||
- | | -> ^Resurgence ||**Double Recovery:** You may make recovery attempts against up to two different conditions at the end of each round instead of the normal one. | | ||
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- | [[# | ||
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- | ===== Glide ===== | ||
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- | * **Glide.** Glide through the air. | ||
- | * **Aerial Maneuvers.** Change to any direction you want. | ||
- | * **Aerial Ballet.** Change directions as much as you want. | ||
- | * **Air-Adapted.** Gain increased movement speed, but impairments when not flying. | ||
- | * **Jet-Powered.** Gain greatly increased movement speed, but near-helplessness when not flying. | ||
- | * **Air Brakes.** Fly at less than maximum speed if desired. | ||
- | * **Hover.** Stay still in mid-air. | ||
- | * **Powered Flight.** No longer lose elevation automatically. | ||
- | * **VTOL.** You can convert horizontal movement into vertical movement. | ||
- | * **Skyborn.** You no longer have the Vulnerable condition while flying. | ||
- | * **Strong Flier.** You can fly while carrying heavy loads. | ||
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- | ^Glide |||**Fall Horizontal: | ||
- | |-> ^Aerial Maneuvers ||**Spin:** When making your one direction change per movement action, you can now go any direction you want instead of being limited to 60 degrees (one hex's deviation) from your prior path. | | ||
- | |::: |-> ^Aerial Ballet |**Holy Crap:** You can change direction as many times per movement as you want. | | ||
- | |-> ^Air-Adapted ||**Skyblazer: | ||
- | |::: |-> ^Jet-Powered |**Cleave The Skies:** Your movement speed is further increased by one step on the 1-> 2-> 5-> 10-> 20-> 50-> 100-> etc scale (for a total of two increases with Air-Adapted). However, you can barely function at all when using any other form of movement, taking three impairments and being unable to handle stairs or rough terrain. You require long, flat runways in order to take off and land. | | ||
- | |-> ^Air Brakes ||**Slow Fly:** When making a movement action through the air, you no longer are required to go the maximum distance possible after every move. You must still go a minimum of one meter every movement action, but are not required to go any further to avoid falling. \\ \\ **Strafe:** If you travel half or less of your maximum during a move, you can take an attack action for free immediately afterwards. | | ||
- | |::: |-> ^Hover |**Levitation: | ||
- | |-> ^Powered Flight ||**Self-Propulsion: | ||
- | |::: |-> ^VTOL |**Vertical Ascent:** You can choose to convert any amount of normal horizontal movement speed into vertical movement speed instead during a move. This additional vertical movement speed stacks with the normal amount of vertical ascension you get for free as part of a powered flight movement. | | ||
- | |-> ^Skyborn ||**Do a Barrel Roll:** You do not have the Vulnerable condition while airborne. | | ||
- | |-> ^Strong Flier ||**Air Freight:** You can fly while carrying enough weight to give you an impairment. You still cannot fly if carrying enough weight to immobilize you, obviously. | | ||
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- | [[# | ||
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- | ===== Heal ===== | ||
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- | * **Heal.** Cure the injured. | ||
- | * **Antitoxin.** Treat and prevent poisoning. | ||
- | * **Cleanse.** Speed the recovery of the sick. | ||
- | * **Coagulants.** Treat and prevent bleeding. | ||
- | * **Contingent.** Automatically treat yourself when need is dire. | ||
- | * **First Aid.** Treatment also restores one point of Vitality. | ||
- | * **Revive.** Treatment can bring back the recently dead. | ||
- | * **Throw Medicine.** Treat others at throwing range. | ||
- | * **Medical Expert.** Become expert in related operations. | ||
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- | ^Heal |||**Treatment: | ||
- | | -> ^Antitoxin ||**Halt Poison:** Treating someone immediately removes the Poisoned condition from them if they have it. \\ \\ **Temporary Protection: | ||
- | | -> ^Cleanse ||**Suspend Disease:** If the treated subject is currently afflicted with a disease, the single next time they roll to fight the disease they treat all " | ||
- | | -> ^Coagulants ||**Stop Bleeding:** Treating someone immediately removes the Bleeding condition from them if they have it. \\ \\ **Temporary Protection: | ||
- | | -> ^Contingent ||**Automatic: | ||
- | | -> ^First Aid ||**Restore Vitality:** When you medically treat a subject, they also regain a single point of lost Vitality. The Vitality is restored immediately before the Endurance that covers it. | | ||
- | |::: | -> ^Revive |**Kickstart a Heart:** You can use First Aid to restore vitality to a subject that has none left, so long as they died in the past three rounds and still have a fairly intact body. Subjects that have been dead more than three rounds cannot be revived and are truly dead. | | ||
- | | -> ^Throw Medicine ||**Chuck A Potion:** You can medically treat other creatures within throwing range (0-10 meters) of your position. If for some reason a creature does not wish to be healed by you, attempting to heal them has no effect. | | ||
- | | -> ^Medical Expert ||**Expert Operator:** You are considered expert in medical/ | ||
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- | [[# | ||
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- | ===== Lore ===== | ||
- | |||
- | * **Lore.** Knowledge is power. | ||
- | * **Bullshitter.** Convince others you know what you're talking about. | ||
- | * **Historian.** Discern if things are of historical interest. | ||
- | * **Lawyer.** You know all about laws. | ||
- | * **Loremaster.** Become expert in related operations. | ||
- | * **Photographic Memory.** Remember details with perfect accuracy. | ||
- | * **Polyglot.** Speak all common languages. | ||
- | * **Babel Fish.** Speak all languages. | ||
- | * **Teratology.** Get information about monsters. | ||
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- | ^Lore |||**Thoroughly Educated:** You are proficient with all operations involving any sort of intellectual or academic knowledge (deciphering codes, performing rituals, auditing a business, hacking a computer, etc). | | ||
- | | -> ^Bullshitter ||**Smart-Seeming: | ||
- | | -> ^Historian ||**Records: | ||
- | | -> ^Lawyer ||**Legal Eagle:** You have in-depth knowledge of laws and the legal system. You may ask the GM at any time about the legality of any given action and the most likely punishments for carrying it out (if applicable). If you run afoul of the law the GM will tell you the best avenues for defending yourself. Conversely, if you work on the side of the law you know all the proper procedures to make sure a scumbag doesn' | ||
- | | -> ^Loremaster ||**Master Scholar:** You are considered expert in scholarly operations instead of merely proficient. | | ||
- | | -> ^Photographic Memory ||**Perfect Recall:** You can remember and recreate with perfect accuracy anything that you saw, heard, or otherwise sensed during the current session no matter how brief the exposure. Anything that happened in a previous session can only be remembered with the normal human level of accuracy. | | ||
- | | -> ^Polyglot ||**Translation: | ||
- | |::: | -> ^Babel Fish |**Universal Translation: | ||
- | | -> ^Teratology ||**Monster Lore:** You know a tremendous amount about monsters. When you encounter a monster in the flesh or secondhand via a picture or description, | ||
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- | [[# | ||
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- | ===== Mobility ===== | ||
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- | * **Mobility.** Enhanced movement flexibility. | ||
- | * **Beast Speed.** Increased move speed at the cost of hands. | ||
- | * **Bodyguard.** Take hits in place of an ally. | ||
- | * **Dodge.** Evade a melee attack. | ||
- | * **Projectile Dodge.** Evade projectiles. | ||
- | * **Redirection.** Pick a new target for a dodged attack. | ||
- | * **Running Drop.** Use throwables for free while moving. | ||
- | * **Skirmish.** Take other actions while moving. | ||
- | * **Swarm.** Swap positions with other members of your swarm. | ||
- | * **Whirl.** Face any direction you want. | ||
- | * **Omniface.** Always face every direction. | ||
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- | ^Mobility |||**Sprinter: | ||
- | | -> ^Beast Speed ||**Move Faster:** Your movement speed is increased by one step on the 1, 2, 5, 10, 20, 50, 100, 200, 500, etc scale. For example, if you have the standard movement speed of 5 it becomes 10 instead with this ability. \\ \\ **Gotta Go Fast:** All abilities that allow you to move in //any// way are also enhanced by the Beast Speed ability in the exact same fashion, such as the distance you can jump with the Acrobatics ability or dodge with the Dodge ability. \\ \\ **Ain' | ||
- | | -> ^Bodyguard ||**Ward:** When any ally adjacent to you is targeted by any attack, you can choose to immediately interrupt the attack by moving into your allies' | ||
- | | -> ^Dodge ||**Jump Clear:** When you are targeted by a Melee-type weapon, you can immediately choose to dodge it after seeing the dice result but before actually suffering the effect. You cannot choose to dodge an attack whose trigger die displays a result of 10+. Dodging allows you to move up to two meters from your current position, or alternately up to 5 meters if you also take the Prone condition immediately after moving. You cannot opt for the further dodge if you are already prone. The attack targets the place you were, not the place you are (and thus has no effect on you). \\ \\ **Conservation of Energy:** Every time you dodge, you get one fewer action on your next turn. You cannot dodge more than twice per turn. | | ||
- | |::: |-> ^Projectile Dodge |**Bullet Time:** You can also dodge Projectile attacks. | | ||
- | |::: |-> ^Redirection |**Sow Chaos:** When you successfully dodge an attack, you can chose to have the attack you dodged target any space adjacent to your original position. You cannot redirect an attack back against its attacker, nor can the attack target a space that it normally couldn' | ||
- | | -> ^Running Drop ||**In Your Wake:** You can use any thrown effect as part of a movement without spending an action to do so. The thrown effect targets the space you were in at the beginning of your move, and comes into effect immediately after you finish moving. If you were moving through open space (such as through jumping, flying, or similar) then the thrown effect is dropped down to the ground below your starting location. You can only drop one throwable per movement action you take. | | ||
- | | -> ^Skirmish ||**Run n' Gun:** When making a movement action you can move part of your allotted distance, take another action, and then continue moving the rest of the way. Skirmish does not increase your movement speed in any way, merely allows you to embed other actions in the middle of it. | | ||
- | | -> ^Swarm ||**Rotate In:** As an action, you may switch positions with a willing ally that also has the Swarm ability equipped. After taking the action, you end up where they were and they end up where you were. The ally you are switching positions with must be either adjacent to you or within the same contiguous body of adjacent allied creatures that all have the Swarm ability. | | ||
- | | -> ^Whirl ||**Spin Right Round:** Normally when you end your turn you are considered to be facing whatever direction you were last moving or targeting an ability in. If you have Whirl equipped, you can choose to end your turn facing any direction you desire. | | ||
- | |::: |-> ^Omniface |**360 Degree Vision:** You are always considered to be facing every direction at once because you are always looking every direction at once. This ability gives you no special methods of seeing other than removing facing as a consideration. | | ||
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- | [[# | ||
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- | ===== Networking ===== | ||
- | |||
- | * **Networking.** You make friends easily. | ||
- | * **Charming.** Make friends extremely easily. | ||
- | * **Connected.** Become expert in social networking. | ||
- | * **Employer.** Hire temporary help. | ||
- | * **Intriguing Offer.** You can employ higher-level hirelings. | ||
- | * **Loyalty.** Hirelings are much less likely to desert. | ||
- | * **Mercenaries.** Hirelings willingly fight for you. | ||
- | * **I Know You.** Declare previous relationships with new NPCs. | ||
- | * **VIP.** You're always on the list. | ||
- | |||
- | ^Networking |||**Likable: | ||
- | | -> ^Charming ||**Popular: | ||
- | | -> ^Connected ||**Shadow Lore:** You are considered expert in social networking-related operations instead of merely proficient. | | ||
- | | -> ^Employer ||**Hirelings: | ||
- | |::: | -> ^Intriguing Offer |**Worth Your While:** You can employ hirelings whose level exceeds your own. | | ||
- | |::: | -> ^Loyalty |**Trustworthy Leadership: | ||
- | |::: | -> ^Mercenaries |**Combat-Ready: | ||
- | | -> ^I Know You ||**Long Time No See:** When encountering or interacting with a nameless NPC (a bartender, clerk, policeman, evil henchman #4, or similar) you can declare that you have actually met them before by spending a point of Supply. Roll a trigger die; if the result is 4+ the target NPC also remembers you. If the result is a 10+, you already have a Friendship-level relationship with the NPC. The GM has the right to disallow you from using this ability on NPCs that already have names and backgrounds, | ||
- | | -> ^VIP ||**Free Admission: | ||
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- | [[# | ||
- | |||
- | ===== Precision ===== | ||
- | |||
- | * **Precision.** Always have a chance to hit. | ||
- | * **Blind-Fight.** Ignore partial concealment. | ||
- | * **Improved Blind-Fight.** Reduce penalties for full concealment. | ||
- | * **Bloodletter.** Inflict bleeding more often. | ||
- | * **Giant Slayer.** More easily attack larger targets. | ||
- | * **Improved Critical.** Deal more frequent and devastating critical hits. | ||
- | * **Point Blank.** Projectiles no longer have minimum range. | ||
- | * **Runt Stomper.** More easily attack smaller targets. | ||
- | * **Snipe.** Perform ranged assassinations. | ||
- | * **Spotter.** Your allies benefit from your precision. | ||
- | |||
- | ^Precision |||**Unerring Strike:** You always hit your target with a weapon attack when you roll a 10+ on the trigger die, even if stacking failure chances would make hitting impossible. The only circumstance Precision does not allow you to beat the odds with is when a target has complete cover (there is a solid object between you and them that completely blocks line-of-effect.) | | ||
- | |-> ^Blind-Fight ||**Unerring: | ||
- | |::: |-> ^Improved Blind-Fight |**Lucky Guesser:** Attacks against creatures with total concealment have a failure chance of 4 instead of 8. | | ||
- | |-> ^Bloodletter ||**Make 'Em Bleed:** All weapon attacks inflict the Bleeding condition to their target on a die result of 10+ instead of 12. | | ||
- | |-> ^Giant Slayer ||**Goliath Buster:** You may act as if you were up to one size larger than you actually are for purposes of weapon failure chance. This can reduce failure chance from attacking a larger target to 0 but not below 0. Your size does not actually change, only your ability to effectively attack things larger than you are. \\ \\ **Scaling Bonus:** You may treat yourself as being up to one size category larger than before for every five levels you have attained. This means that at level 10 you may act as two sizes larger, at level 15 three sizes larger, and so on. | | ||
- | |-> ^Improved Critical ||**Find The Gap:** All weapon attacks critically hit (ignore defense) on a trigger die result of 11+ instead of a 12. Weapons that critically hit on a 10+ (such as firearms and crossbows) now critically hit on a 9+ instead. \\ \\ **Make Them Hurt:** Every time you critically hit with any weapon attack, you deal +2 damage in addition to ignoring the target' | ||
- | |-> ^Point Blank ||**In Your Face:** When using Bow, Firearm or Beam weapon abilities you have no minimum range and can freely target creatures 5 meters or closer to your position. | | ||
- | |-> ^Runt Stomper ||**Precision Tracking:** You may act as if you were up to one size smaller than you actually are for purposes of weapon failure chance. This can reduce failure chance from attacking a smaller target to 0 but not below 0. Your size does not actually change, only your ability to effectively attack things smaller than you are. \\ \\ **Scaling Bonus:** You may treat yourself as being up to one size category smaller than before for every five levels you have attained. This means that at level 10 you may act as two sizes smaller, at level 15 three sizes smaller, and so on. | | ||
- | |-> ^Snipe ||**Ranged Slayer:** You may assassinate (instantly kill) creatures of your own level or lower that are in the Clueless state with any projectile weapon. | | ||
- | |-> ^Spotter ||**On My Mark:** You may take an action to advise all allies within 2 meters of your location. Until the end of your side's action phase, all affected allies' | ||
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- | [[# | ||
- | |||
- | ===== Squeeze ===== | ||
- | |||
- | * **Squeeze.** Fit where you shouldn' | ||
- | * **Amorphous.** Become a liquid. | ||
- | * **Incorporeal.** Pass through solid matter. | ||
- | * **Escape Artist.** Throw off bonds with ease. | ||
- | * **Slippery.** Move through spaces occupied by allies. | ||
- | * **Artful Dodger.** Move through spaces occupied by anyone. | ||
- | * **Slither.** Suffer no negative effects while squeezing. | ||
- | |||
- | ^Squeeze |||**Hunker Down:** You can occupy space and pass through gaps as if you were one size smaller than you actually are. While squeezing yourself down, you take an impairment to movement and have an unrecoverable version of the Vulnerable condition that goes away as soon as you stop squeezing. | | ||
- | | -> ^Amorphous ||**Melt:** You can change yourself into a liquid, which allows you to flow through cracks or crevices of any size. Being in liquid form carries all the same downsides as squeezing (impairment to movement, vulnerability). Being in liquid form gives you no special method of breathing or otherwise surviving in cramped, airless spaces. | | ||
- | |::: | -> ^Incorporeal |**Ghostly: | ||
- | | -> ^Escape Artist ||**Get Loose:** You can spend an action to remove the Grabbed, Stuck, or Wrapped conditions. If you are under multiple such conditions at a time, you can only remove one of them per action. \\ \\ **Lemmiwinks: | ||
- | | -> ^Slippery ||**Squeeze By:** You may freely move through (but not stop inside) spaces occupied by your allies and neutral parties that are willing to let you through. This doesn' | ||
- | |::: | -> ^Artful Dodger |**Can' | ||
- | | -> ^Slither ||**Flexible: | ||
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- | [[# | ||
- | |||
- | ===== Stealth ===== | ||
- | |||
- | * **Stealth.** Avoid being noticed. | ||
- | * **Camouflage.** Hide without concealment. | ||
- | * **Invisibility.** Quickly hide without concealment. | ||
- | * **Creep.** You can move without breaking cover. | ||
- | * **Fade.** Hide while being observed. | ||
- | * **Flit.** Sneak quickly. | ||
- | * **Hush.** Lead others in stealth. | ||
- | * **Master Shadow.** Succeed at stealth more often. | ||
- | * **Traceless.** Leave no path or scent behind. | ||
- | |||
- | ^Stealth |||**Stealth Check:** Using stealth always carries a risk you might be noticed when you don't want to be. During any round in which you use stealth in such a way that might get you noticed, you roll a trigger die. If you get a 7+, you're good and nobody noticed. If you didn' | ||
- | |-> ^Camouflage ||**In Plain Sight:** You can spend ten rounds carefully applying camouflage to yourself specific to a given environment, | ||
- | |::: |-> ^Invisibility |**Chameleon: | ||
- | |-> ^Creep ||**Low Profile:** You can move or make operation actions without betraying your presence. Taking other actions such as attacking or whatever will still give you away. | | ||
- | |-> ^Fade ||**Vanish: | ||
- | |-> ^Flit ||**Fast Sneaking:** You do not take an impairment to movement when sneaking. You are always assumed to be sneaking by default unless you specifically state otherwise. | | ||
- | |-> ^Hush ||**Stealth Leader:** You can lead a small group of other creatures in stealth. So long as they stay within 2 meters of you and do what you say, they all benefit from your equipped stealth skills and use whatever your roll was as their own. If one of them goes off on their own, they no longer gain this benefit. | | ||
- | |-> ^Master Shadow ||**Expert Stealth:** When you roll a stealth check, you succeed on a check result of 4+ instead of 7+. \\ \\ **Shadow Lore:** You are considered expert in hiding-related operations instead of merely proficient. | | ||
- | |-> ^Traceless ||**No Trail:** You leave no tracks, scent or other signs of your passing. Tracking you is a Near Impossible difficulty operations challenge no matter what. | | ||
- | |||
- | ===== Strength ===== | ||
- | |||
- | * **Strength.** Leverage pure muscle power. | ||
- | * **Berserker.** Enter a destructive fury. | ||
- | * **Rage Control.** Enter and leave berserk mode easily. | ||
- | * **Terrifying Rage.** Your raging strikes inflict fear. | ||
- | * **Door Kicker.** Smash up wooden stuff. | ||
- | * **Bend Bars, Lift Gates.** Smash up metal stuff. | ||
- | * **Feat of Strength.** Gain incredible strength for short periods. | ||
- | * **Pack Mule.** Carry even more than usual. | ||
- | * **Rooted.** Become immovable. | ||
- | |||
- | ^Strength |||**Enhanced Carrying:** Normally you can carry up to half your own bulk (two creatures of a size category one lower than yours) without any penalty, and up to your own bulk with an impairment to movement speed. With Strength equipped, you can carry up to your own bulk with no penalty and up to double your own bulk (two creatures of your own size category) with a penalty. | | ||
- | |-> ^Berserker ||**Rage Mode:** Use an action to enter berserk mode. You cannot choose to end the berserk effect until all enemies are defeated (dead, fleeing or surrendered). You gain no benefits from the Berserker ability unless and until you enter berserk mode. \\ \\ **Reckless Power:** When using a Melee attack ability, you deal +5 damage with all melee weapons. However, while you are in berserk mode you also have an unrecoverable version of the Vulnerable condition that lasts until you stop berserking. \\ \\ **Unstoppable: | ||
- | |::: |-> ^Rage Control |**Smoother Berserking: | ||
- | |::: |-> ^Terrifying Rage |**Scatter Them:** If the trigger die is 10+ on any melee attack made while in berserk mode, you apply the Fear condition to the subject you struck. | | ||
- | |-> ^Door Kicker ||**Here' | ||
- | |::: |-> ^Bend Bars, Lift Gates ||**Rampage: | ||
- | |-> ^Feat of Strength ||**Holy Shit:** You can spend a point of Supply in order to carry weight as if you were two sizes larger than you actually are until the beginning of your next turn. If you also have the Pack Mule ability equipped, you carry weight as if you were three sizes larger. | | ||
- | |-> ^Pack Mule ||**Superstrength: | ||
- | |-> ^Rooted ||**Ain' | ||
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- | [[# | ||
- | |||
- | ===== Survival ===== | ||
- | |||
- | * **Survival.** Stay alive in the wild. | ||
- | * **Endure Temperature.** Stay comfortable in hot and cold environments. | ||
- | * **Expert Tracker.** Become expert at tracking operations. | ||
- | * **Extreme Foraging.** Easily find food in sparse environments. | ||
- | * **Pathfinder.** Never get lost. | ||
- | * **Scent.** Have a powerful sense of smell. | ||
- | * **Powerful Nose.** Your sense of smell is further enhanced. | ||
- | * **Skilled Hunter.** Feed others as well as yourself. | ||
- | * **Field Butcher.** Turn dead things into extra rations. | ||
- | * **Weather Eye.** Predict or control the weather. | ||
- | |||
- | ^Survival |||**Forager: | ||
- | |-> ^Endure Temperature||**Goldilocks: | ||
- | |-> ^Expert Tracker ||**No Escape:** You are considered expert in operations made to track targets instead of merely proficient. | | ||
- | |-> ^Extreme Foraging ||**Not Picky:** You can easily find food even where others couldn' | ||
- | |-> ^Pathfinder ||**Direction Sense:** You always know which direction is which and how to get back to any place you've been before, no matter how disorienting your environment is. | | ||
- | |-> ^Scent ||**Sniff Sniff:** You have a highly-developed sense of smell. You can identify the presence of unusual smells within 5 meters, and identify the precise location of their source with an action. You can recognize the smells of types of creature or specific individuals if you've encountered them before. Smells linger in an area for a few hours even after their source has left. \\ \\ **Interference: | ||
- | |::: |-> ^Powerful Nose |**Expanded Range:** You can detect smells out to a range of 20 meters, or 10 meters downwind/50 meters upwind. \\ \\ **Shark Snout:** Water no longer ruins scent for you. \\ \\ **Old Scents:** You can detect the scent of things that have left the area up to a few days before rather than a few hours. | | ||
- | |-> ^Skilled Hunter ||**Extra Grub:** When traveling in an area that has a lot of resources, roll a trigger die. On a 1-4 you find enough to feed only yourself as normal, but on a 5-8 you find enough for one other person and on a 9+ you find enough for two other people. These extra rations can be given to others for immediate consumption or saved for later- saved rations can be used to feed yourself on a later day without spending Supply, but cannot be converted into Supply. \\ \\ **Vittles: | ||
- | |::: |-> ^Field Butcher |**Them' | ||
- | |-> ^Weather Eye ||**Elemental Advantage: | ||
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- | [[# |