On that September/Resources

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Unlike Powers or Magic, Resources are more mundane abilities that can help out a character when they need it. Characters start the game with one Resource of their choice. This system is used in addition to Fate Point rules on page 176.

Max Powerpoints = POW characteristic
Powerpoint cost = Powerpoints spent to activate Resource
Powerpoints are restored at the rate of 1 per hour of rest or 1 per 2 hours of activity

RESOURCES LIST

Eidetic memory
Range: POW in years
Cost: 2 PP per important detail
Your character is able to recall information from previous experiences and things he or she has learned, with meticulous attention to detail.
Extra Hit point
Range: self
Cost: always on
You have an extra hit point. It is added on top of your character’s normal hit points, and his or her Major Wound threshold is adjusted to the new total.
Danger sense
Range: POW in metres
Cost: always on; 2 pp to activate, 2 pp to maintain per combat round
 Danger Sense provides your character with an uncanny ability to sense immediate threats from the nearby vicinity, such as a sniper, sneak attack, or trap in an area he or she is ready to pass through. Traditionally, this sense is passive, and you do not need to spend any power points to activate it. If the sense is passive, your character’s chance of detecting danger is equal to a Difficult Luck roll. If the gamemaster rolls your Danger Sense passively (where it is not initiated), it does not cost any power points to initiate. However, if you wish to actively scan for danger, you can spend 1 power point to “scan” another character or area to determine if danger is present. Activating Danger Sense costs 2 power points per attempt, and the chance of detecting danger is equivalent to an unmodified Luck roll. Further Danger Sense attempts (whether the initial was passive or active) always cost 2 power points per combat round.
If the result of the roll is a special success, your character gains an impression of the exact direction the threat is coming from, and if the roll is a critical success, he or she has a further insight into the nature of the threat. This ability takes the form of a neck-hairs sort of tingle, or a sudden hunch. If your character succeeds in using the Danger Sense  in a combat round, he or she cannot be ambushed, surprised, or flanked, and will be able to parry or dodge as appropriate without penalty. 
Keen sense
Range: see text
Cost: always on
One of your character’s primary senses (choose one) is heightened, raising any corresponding skills.
 HEARING: doubles the range at which your character can use the Listen skill effectively. Normal hearing range is 15 meters, assuming there is no intervening obstacle (such as a wall) or noise-making interference. The bonus to Listen is +20%.
 VISION: This doubles the distance your character can see detail in, therefore doubling the range at which he or she can use skills such as Spot. It also doubles the distance at which your character is capable of performing skills at, allowing him or her to use skills like Appraise at a 15-meter distance. The bonus to the Spot skill is +20%.
 SMELL/TASTE: The bonus to the Sense skill is 20%, ability to discern more details in the surroundings or objects.
 TOUCH: The bonus to the Sense skill is 20%, ability to discern more details in the surroundings or objects.
Your character must make an Idea roll to avoid being stunned for a round if exposed to an intense form of the sensation.
Unarmed Combat
Range: self
Cost: 2 PP per round of combat
Each round of combat, you can activate Unarmed Combat to one of the following effects:
- add 2 points of damage to any successful Brawl or Grapple attack
- add 2 points of armor to your character’s limbs when parrying melee, missile, or unarmed attacks while unarmed. This armor value is only applied if the parry is successful and damage is being applied to your character. The 2 points are also subtracted from damage determining a knockback or other weapon breakage
- subtract 5% from a single attacker’s chance to hit your character in a combat round. You pick who gets this penalty, and it can vary from round to round
- add 5% to your character’s unarmed hand-to-hand attacks, whether the Brawl or Grapple skill is used. This applies to all attacks your character makes in a combat round