Saturday, February 20, 2016

Star Wars Campaign Agent Class Abilities





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

◊Descriptors – Discretion, social, subterfuge
◊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

◊Descriptors – Discretion, talent
◊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. 





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