Blackmail
◊Descriptors – Discretion,
interaction, social, subterfuge
◊Blackmail – Perception
Cumulative Affliction • 4 points per rank -3
Blackmail (perception
cumulative Affliction)
◊Modifiers – check
required: -1, cumulative: +1/rank, increased range: +2/rank, quirk: -2 flat
points
◊Action – standard
◊Requirement – Deception
(innuendo), Intimidation (coercing), or appropriate Expertise check; you must
have previously used Investigation to gather information about the target
◊ Range – perception
◊Duration – instant
◊Results – target
entranced (one degree), compelled (two degrees), or controlled (three or more
degrees)
◊Resist –Will
Description
A moment’s indiscretion is all you need to make your enemies suitably
manageable.
You can use innuendo and
threats to influence the actions of others. Before you can attempt to Blackmail
a target, you must have already succeeded at an Investigation check to gather
information and found something either potentially compromising or that the
target fears losing or seeing harmed.
Make a Deception check to
send hints to the target about what you know or an Intimidation check to
convince them that you mean to harm something of value to them as a standard
action. At the gamemaster’s discretion, you may use a suitable Expertise check
instead. If your check result exceeds 10, the target must succeed a Will
resistance check against your check result (up to your ranks in Blackmail). If
their resistance check fails, the target becomes entranced (failure by one
degree), compelled (failure by two degrees), or controlled (failure by three or
more degrees).
The target makes another
Will resistance check at the end of each turn to recover. Furthermore, each time an
afflicted target fails to resist a subsequent successful Blackmail attempt, add
the degree of failure to any existing degrees on the target. For example, if
you succeed in a second Blackmail attempt while the target is already entranced,
they become compelled if they fail to resist by one degree or become controlled
if they fail by two degrees.
Bought Info
◊Bought Info – Limited
Enhanced Investigation • 1 point per rank
Bought Info (personal
limited Enhanced Trait)
◊Modifiers – limited: -1
rank, quirk: -1 flat point
◊Action – free
◊Requirement – Benefit:
Wealth
◊Range – personal
◊Duration –sustained
◊Results – Expertise or
Investigation +6
Description
Information is the most fluid currency in the galaxy and you are flush.
You gain a +3 bonus to
Expertise or Investigation checks made gather information plus an additional +3
bonus per rank of Bought Info. You may not have more ranks in Bought Info than
you have ranks in the Benefit: Wealth advantage.
Censure
◊Descriptors – Auditory, discretion,
social, talent
◊Effect – Broad Social
Nullify • 4 points per rank
Censure (broad effortless
insidious subtle trigger perception Nullify)
◊Modifiers – broad:
+1/rank, effortless: +1/rank, increased range: +1/rank, quirk: -1 flat point,
triggered: 1 flat point
◊Action – standard
◊Requirement – able to
exert your social influence; language dependent
◊Range – perception
◊Duration – instant
◊Results – counter one
social effect
◊Resist – effect rank or Will
Description
Whether as a matter of law or of opinion, few are beyond reproach.
You can counter any one
social effect that you can perceive with an accurate sense. Make a power check
opposed by either the effect rank or the Will defense of the effect’s
controller (whichever is higher). If you win, the effect is suppressed and the
user must reactivate it.
You can also use Censure
to forestall a particular social effect when it occurs at some point in the
future. You must reach out to your allies, which requires at
least a few minutes (if not longer). For example, you could contact allies your
political allies to create a bureaucratic obstacle setting your Censure to take
effect the next time an inventor attempts to call on her contacts using her
Technological Resource Access. It is possible for a character targeted with
your Censure to detect that it has been set to trigger before using the effect
by succeeding an appropriate Expertise skill check (such as Business, Current
Events, Law, Military, Politics, Popular Culture, etc. depending on the
circumstances). If detected, the target can attempt to disable your meddling in
a similar way, although the skill check involved may change. For example, an
inventor might recognize your involvement in her affairs with a successful
Expertise: Business check, but counteract you with a successful Expertise: Law
check. In either case the DC is 10 + your Censure rank.
This ability is language
dependent. Characters interacting with the effect you wish to Censure (although
not necessarily the effect wielder) must be able to perceive your intent with
an acute sense and understand your language.
Clever Solution
◊Effect – Ranked
Feature • 1 point per rank
Stroke of Genius (personal
Ranked Feature)
◊Action – none
◊Range – personal
◊Duration –permanent
◊Results – use your Agility
modifier instead of another ability modifier when making a skill check
Description
You can quickly adapt to address the demands of any mission.
Once per scene per power
rank, you may use your Agility modifier in place of the ability modifier
normally applied to a particular skill. You cannot have more than 5 ranks in
this power and your effective modifier is subject to the series power level limits.
Positive Spin
◊Descriptors – Auditory,
discretion, social, talent
◊Effect – Linked Enhanced
Advantage and Enhanced Presence • 1 point per rank
Positive Spin (limited personal
Enhanced Trait and linked area limited Enhanced Trait)
◊Modifiers – area:
+1/rank, limited: -2/rank, selective: +1/rank
◊Action – reaction or standard
(see text)
◊Area/Range – 30-ft burst
or personal (see text)
◊Duration – instant or sustained
◊Results – edit a scene
to erase a failed interaction; allies get +1 bonus per power rank Presence to
retry the failed interaction
Description
Your skill at arbitration can compensate for another’s gaffe.
Your reassuring demeanor can
reset an interaction after a blunder so that you can continue as if it never
happened, like spending a Victory point to edit a scene. You can do this a
number of times per game session equal to your Positive Spin rank, with a
maximum rank of half the series power level (rounded down). Your Positive
Spin ranks refresh when your Victory points “reset” at the start of an
adventure.
In addition, as a standard
action you can provide each ally within a 30-foot radius with a +1 bonus per
Positive Spin rank to Presence while attempting the same interaction that
failed initially.
Note: The combined number of ranks you have in Positive Spin and the Luck
advantage (or any similar effect that mimics the use of Victory points) must be
equal to or less than the series power level.
Skilled Slicer
◊Descriptors – Computer,
subterfuge, technology, talent
◊Effect – Enhanced Technology
• 1 point per 3 ranks
Skilled Slicer (personal Enhanced
Trait)
◊Modifiers – limited:
-1/rank
◊Action – free
◊Range – personal
◊Duration – sustained
◊Results – Technology (or
an appropriate Expertise skill) +1
Description
You excel at working within complex computer networks.
You gain a +1 bonus per
rank to Expertise or Technology checks made to operate computers.
Stunning Blow
◊Descriptors – Subterfuge,
talent, variable (by weapon)
◊Effect – Linked Affliction
• 1 point per rank +2
Stunning Blow (close variable
Affliction)
◊Modifiers – linked: +0, variable:
2 flat points
◊Action – standard
◊Range – close
◊Duration – instant
◊Results – target dazed
(one degree), stunned (two degrees), or incapacitated (three or more degrees)
◊Resist – Dodge
◊Overcome – Fortitude
Description
Your attack quickly staggers your target, neutralizing her.
You may make a Stunning Blow
unarmed or with a melee weapon. If you hit, the target must make a Dodge check
(DC 10 + your Stunning Blow ranks) or become vulnerable (one degree), stunned
(two degrees), or incapacitated (three or more degrees).
The target makes a Fortitude
resistance check at the end of each of her turns to overcome the first two
conditions.
No comments:
Post a Comment