Special Abilities | |||||
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Enhanced Intellect | |||||
You gain 3 points to your Intellect Pool. Enabler. Granted from Fuses Mind And Machine | |||||
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Expert Cypher Use | |||||
You can bear three cyphers at a time. Enabler. Granted from Diplomat | |||||
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Greater Enhanced Intellect | |||||
You gain 6 points to your Intellect Pool. Enabler. Granted from Fuses Mind And Machine | |||||
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Mind Surge | |||||
In addition to your normal recovery rolls each day, you can-at any time between ten-hour rests-recover 1d6 + 6 points to your Intellect Pool. Action. Granted from Fuses Mind And Machine | |||||
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Practiced In Armor | |||||
You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your choice. Enabler. Granted from Diplomat | |||||
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Accelerate
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Your words imbue the spirit of a character within immediate range who is able to understand you, accelerating them so they gain an asset on initiative tasks and Speed defense rolls for ten minutes. In addition to the normal options for using Effort, you can choose to use Effort to affect more targets; each level of Effort affects one additional target. You must speak to additional targets to accelerate them, one target per round. Action per target to initiate.
Costs 4+ Intellect.
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Crowd Control
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You control the actions of up to five creatures in short range. This effect lasts for one minute. All targets must be level 2 or lower. Your control is limited to simple verbal commands like "Stop," "Run away," "Follow that guard," "Look over there," or "Get out of my way." All affected creatures respond to the command unless you specifically command them otherwise. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the targets or affect an additional five people. Thus, to control a group that has a level 4 target (two levels above the normal limit) or a group of fifteen people, you must apply two levels of Effort. When the Crowd Control ability ends, the creatures remember your commands but don't remember being controlled-your commands seemed reasonable at the time. Action to initiate.
Costs 6+ Intellect.
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Demeanor Of Command
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You project confidence, knowledge, and charisma to all who see you for the next hour. Your demeanor is such that those who see you automatically understand that you are someone important, accomplished, and with authority. When you speak, strangers who are not already attacking give you at least a round to have your say. If speaking to a group that can understand you, you can attempt to have them produce their leader or ask that they take you to their leader. You gain a free level of Effort that can be applied to one persuasion task you attempt during this period. Action to initiate.
Costs 2 Intellect.
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Discipline Of Watchfulness
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You keep your allies on their toes with occasional questions, jokes, and even mock drills for those who care to join in. After spending 24 hours with you, your allies can apply a free level of Effort to any initiative tasks they attempt. This benefit is ongoing while you remain in the allies' company. It ends if you leave, but it resumes if you return to the allies' company within 24 hours. If you leave the allies' company for more than 24 hours, you must spend another 24 hours together to reactivate the benefit. You must spend the Intellect point cost each 24 hours you wish to keep the benefit active. Enabler.
Costs 7 Intellect.
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Fast Talk
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When speaking with an intelligent creature who can understand you and isn't hostile, you convince that creature to take one reasonable action in the next round. A reasonable action must be agreed upon by the GM; it should not put the creature or its allies in obvious danger or be wildly out of character. Action.
Costs 1 Intellect.
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Impart Ideal
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After interacting for at least one minute with a creature who can hear and understand you, you can attempt to temporarily impart an ideal to it that you could not otherwise convince it to adopt. An ideal is different than a specific suggestion or command; an ideal is an overarching value such as "All life is sacred," "My political party is the best," "Children should be seen, not heard," and so on. An ideal influences a creature's behavior but doesn't control it. The imparted ideal lasts as long as befits the situation, but usually at least a few hours. The ideal is jeopardized if someone friendly to the creature spends a minute or more bringing it back to its senses. Action.
Costs 3 Intellect.
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Inspiring Success
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When you succeed on a roll to perform a task related to the stat that you choose upon selecting this ability, and you applied at least one level of Effort, you may choose another character within short range. That character has an asset on the next task they attempt using that stat on their next turn. Enabler.
Costs 6 Intellect.
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Machine Telepathy
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You can read the surface thoughts of a machine within short range, even if the machine doesn't want you to. You must be able to see the machine. Once you have established contact, you can read the target's thoughts for up to one minute. If you or the target move out of range, the connection is broken. If you have the Mind Reading ability, when you apply Effort to Machine Telepathy, you gain a free level of Effort. Action to initiate.
Costs 3 Intellect.
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Network Tap
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You can ask the GM one question and get a very short answer if you succeed on an Intellect roll against a difficulty assigned by the GM. The more obscure the answer, the more difficult the task. On a failed roll, feedback or perhaps some defense from the network you're accessing inflicts 4 points of Intellect damage on you (ignores Armor). Action. (Generally, knowledge that you could find by looking somewhere other than your current location is level 1, while obscure knowledge of the past is level 7. Gaining knowledge of the future is impossible.)
Costs 4 Intellect.
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Read The Signs
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You examine an area and learn precise, useful details about the past (if any exist). You can ask the GM up to four questions about the immediate area; each requires its own roll. Action.
Costs 4 Intellect.
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Regeneration
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You restore points to a target's Might or Speed Pool in one of two ways: either the chosen Pool regains up to 6 points, or it is restored to a total value of 12. You make this decision when you initiate this ability. Points are regenerated at a rate of 1 point each round. You must remain within immediate range of the target the whole time, either touching them or conversing with them. In no case can this raise a Pool higher than its maximum. Action.
Costs 6 Intellect.
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See The Future
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Based on all the variables you perceive, you can predict the next few minutes. This has the following effects: For the next ten minutes, your defense rolls gain an asset. You have a sort of danger sense. For the next ten minutes, you gain an asset in seeing through deceptions and attempts to betray you, as well as avoiding traps and ambushes. You know what people are probably thinking and what they will say before they say it. For the next ten minutes, you gain an asset to tasks involving interaction and deception. Enabler.
Costs 6 Intellect.
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Terrifying Presence
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You convince one intelligent target of level 3 or lower that you are its worst nightmare. The target must be within short range and be able to understand you. For as long as you do nothing but speak (you can't even move), the target is paralyzed with fear, runs away, or takes some other action appropriate to the circumstances. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target. Thus, to terrorize a level 5 target (two levels above the normal limit), you must apply two levels of Effort. Action.
Costs 2+ Intellect.
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Understanding
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You observe or study a creature or object. Your next interaction with that creature or object gains one asset. Action.
Costs 1 Intellect.
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Blend In
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When you blend in, creatures still see you, but they attach no importance to your presence for about a minute. While blending in, you are specialized in stealth and Speed defense tasks. This effect ends if you do something to reveal your presence or position-attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the remaining period of effect by taking an action to focus on seeming innocuous and as if you belong. Action to initiate or reinitiate.
Costs 4 Intellect.
Skilled.
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Action Processor
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Drawing upon stored information and the ability to process incoming data at amazing speeds, you are trained in one physical task of your choice for ten minutes. For example, you can choose running, climbing, swimming, Speed defense, or attacks with a specific weapon. Action to initiate.
Costs 4 Intellect.
Trained.
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Acting
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Trained.
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Knowledge Skills
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You are trained in two skills in which you are not already trained. Choose two areas of knowledge such as history, geography, archeology, and so on. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.
Trained.
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Skill With Attacks
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Choose one type of attack in which you are not already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. You can select this ability multiple times. Each time you select it, you must choose a different type of attack. Enabler.
Trained.
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You Have An Eye For Detail
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You are trained in any task that involves finding or noticing small details.
Trained.
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You Know A Little About Everything
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You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.
Trained.
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Your Skill At Making Deductions Can Be Imposing
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You are trained in any task that involves intimidating another creature.
Trained.
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Heightened Skills
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You are trained in two tasks of your choosing (other than attacks or defense). If you choose a task you're already trained in, you instead become specialized in that task. You can't choose a task you're already specialized in. Enabler.
Trained.
Skilled.
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Light Weapons
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Practiced.
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Heavy Weapons
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Inability.
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Medium Weapons
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Inability.
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Your Confidence Comes Off As Arrogance To People Who Don't Know You
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Any task involving positive social interactions is hindered.
Inability.
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Dmg | Skill | Pool | Type |
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Light Weapon
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2 | P | S | L |
Mod:0 Cost:Free Skill:Practiced Distance:Immediate
A light weapon of your choice. Granted from Starting Equipment. Attacks are eased by 1 for Light weapons |
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Punch
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2 | P | M | L |
Mod:0 Cost:Free Skill:Practiced Distance:Immediate
A right jab. Attacks are eased by 1 for Light weapons |
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Cyphers | ||
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Effort Enhancer (Combat) | Level: 6 | |
For the next hour, the user can apply one free level of Effort to any task (including a combat task) without spending points from a Pool. The free level of Effort provided by this cypher does not count toward the maximum amount of Effort a character can normally apply to one task. Once this free level of Effort is used, the effect of the cypher ends. Subtle | ||
Teleporter (Interstellar) | Level: 10 | |
User teleports anywhere in the galaxy to a location they have previously visited or seen. They arrive safely with their possessions but cannot take anything else with them. Fantastic | ||
Limit 3 |
Equipment |
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Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items. Granted from Starting Equipment. |
You have a bag of light tools. Granted from Perceptive. |
Armor of your choice. Granted from Practiced In Armor. |
Armor 1
Money
0
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