Barter
◊Descriptors – Savvy,
social, talent
◊Effect – Enhanced Persuasion
• 1 point per 3 ranks
Barter (limited personal Enhanced
Trait)
◊Modifiers – limited:
-1/rank
◊Action – free
◊Range – personal
◊Duration – sustained
◊Results – Persuasion +1
Description
You usually come out ahead on exchanges of goods and services.
Each rank in Barter
provides you with a +1 bonus to Persuasion (or an appropriate Expertise skill
such as Merchant) during trade negotiations.
Beast Wrangling
◊Effect – Enhanced Animal
Empathy and Limited Ranged Affliction • 2 points per rank -1
Beast Wrangling (perception
limited cumulative Affliction and Enhanced Trait)
◊Modifiers – check
required: -1 flat point, cumulative: +1/rank, increased range: +2/rank, limited:
-2/rank, quirk: -1 flat point
◊Action – standard
◊Requirement – Persuasion
(or appropriate Expertise skill) check
◊Range – perception
◊Duration – instant
◊Results – target entranced
(one degree), compelled (two degrees), or controlled (three degrees)
◊Resist – Will
Description
Your experience with the care and handling of diverse creatures gives you
exceptional influence over beasts.
You can use interaction
skills on creatures normally despite your difference in Intellect and lack of a
common language.
In addition, you can calm or control creatures using non-verbal intimation. Make a Persuasion (or an appropriate Expertise skill such as Animal Handler) check. If your check result exceeds 10, the creature must succeed a Will resistance check against your check result (up to 10 + your ranks in Beast Wrangling). If the creature’s resistance check fails, it becomes entranced (failure by one degree), compelled (failure by two degrees), or controlled (failure by three or more degrees).
In addition, you can calm or control creatures using non-verbal intimation. Make a Persuasion (or an appropriate Expertise skill such as Animal Handler) check. If your check result exceeds 10, the creature must succeed a Will resistance check against your check result (up to 10 + your ranks in Beast Wrangling). If the creature’s resistance check fails, it becomes entranced (failure by one degree), compelled (failure by two degrees), or controlled (failure by three or more degrees).
The creature makes
another Will resistance check at the end of each turn to recover from the first
two conditions (if the creature is under the control of another character, that
character can resists with an interaction skill at the gamemaster’s discretion). Furthermore,
each time an afflicted creature fails to resist a subsequent successful Beast
Wrangling attempt, add the degree of failure to any existing degrees on the creature.
For example, if you succeed in a second Beast Wrangling attempt while the creature
is already entranced, it becomes compelled if they fail to resist by one degree
or becomes controlled if it fails by two degrees.
This ability only affects
creatures with animal intelligence (generally possessing an Intellect of -4 or
-5) to which you intend it no harm. Depending on the creature’s Senses,
it may also be necessary that your allies pose no obvious threat.
In combat situations, your
ability to compel or control an affected creature may be limited depending on
the creature’s fear and excitability. At the very least, you will be able to
influence the creature to quit the battlefield and perhaps do some damage as it
flees. Controlling the creature to attack its allies would put it at further
risk and therefore negate the effect; putting the animal in danger would constitute
intent to harm it.
Decipher Script
◊Descriptors – Savvy,
talent
◊Effect – Comprehend
Written Languages • 1 point
Decipher Script (limited personal
sustained Comprehend)
◊Modifiers – check
required: -1 flat point, sustained: +0/rank, limited -1/rank
◊Action – free
◊Requirement – Intellect (or
appropriate Expertise skill) check DC 11
◊Range – personal
◊Duration – sustained
◊Results – discover
meaning
Description
You’ve seen a lot in this galaxy and have developed an uncanny
understanding of obscure texts and symbols.
When you encounter texts
written in obscure languages you can make an Intellect (or an appropriate
Expertise skill such as Sociology) check to understand the general meaning of
that text.
Expert Handler
◊Effect – Enhanced Persuasion
• 1 point per 3 ranks
Expert Handler (limited personal
Enhanced Trait)
◊Modifiers – limited:
-1/rank
◊Action – free
◊Range – personal
◊Duration – sustained
◊Results – Persuasion +1
Description
You usually come out ahead on exchanges of goods and services.
Each rank in Expert
Handler provides you with a +1 bonus to Persuasion (or an appropriate Expertise
skill such as Animal Handler) to influence creatures.
Fringe Wise
◊Descriptors – Savvy,
talent
◊Effect – Enhanced Intellect
• 1 point per rank
Fringe Wise (limited personal
Enhanced Trait)
◊Modifiers – limited:
-1/rank
◊Action – free
◊Range – personal
◊Duration –sustained
◊Results – Intellect +1
Description
Your experiences have made you surprisingly knowledgeable.
Each rank in Fringe Wise
provides you with a +1 bonus to the following checks:
•Expertise:
Appraise Value
•Investigation checks to gather information
•Technology
checks to make repairs
Jury-Rig
◊Descriptors
– Gumption, luck, talent, technological
◊Effect – Enhanced Technology
• 1 point per 3 ranks
Jury-Rig (limited
personal Enhanced Trait)
◊Modifiers – limited:
-1/rank
◊Action – free
◊Range – personal
◊Duration – sustained
◊Results – Technology +1
Description
Somehow, you are able to affect repairs with whatever is at hand… and
sometimes a well landed fist!
Each rank in Jury-Rig
provides you with a +3 bonus to Technology (or an appropriate Expertise skill
such as Sensor Systems) when making repairs, jury-rigging repairs, or
jury-rigging devices (see Inventing).
Long Stride
◊Descriptors
– Grit, talent
◊Effect – Enhanced
Athletics • 1 point per 3 ranks
Long Stride (limited
personal Enhanced Trait)
◊Modifiers – limited:
-1/rank
◊Action – free
◊Range – personal
◊Duration – sustained
◊Results – Athletics +1
Description
You can clear distances with surprising alacrity.
Each rank in Long Stride
provides you with a +1 bonus to Athletics while running and jumping.
Old Hand
◊Descriptors – Grit,
talent
◊Effect –Reflective Immunity
• 5 points
Old Hand (personal Immunity)
◊Modifiers – check
required: -1 flat point, reflective: +1/rank
◊Action – none
◊Requirement – Expertise
check DC 11
◊Range – personal
◊Duration – permanent
◊Results – immune to the
effect and the effect is reflected
Description
When someone tries to give you flap, one look from you makes them think
twice.
When you are the target
of an effect with the fear descriptor or any use of the Intimidation skill, you
may attempt an Expertise (Criminal, Medicine, Military, Spacer, Streetwise, or
Survival) skill check DC 11. If you succeed, you are immune to the effect and
you may make an Intimidation check to coerce or demoralize the character who
targeted you. You must use the interaction which most resembles the effect that
was used on you, subject to the gamemaster’s discretion. For example, if you
were the subject of an Affliction with the fear descriptor that would have
caused you to become compelled, you would be entitled to an attempt at coercing
the character.
Surefooted
◊Descriptors – Grit,
luck, talent
◊Effect – Immunity • 1
point
Surefooted (personal Immunity)
◊Action – none
Range – personal
◊Duration – permanent
◊Results – ignore
difficult terrain
Description
You have exceptional footing.
You suffer no speed
penalties due to difficult terrain such as ice, loose gravel, mud or underbrush.
Survival
◊Descriptors – Grit,
talent
◊Effect – Variable • 6
points per rank -2
Survival (personal limited
Variable Effect)
◊Modifiers – check
required: -1 flat point, limited: -1 rank; quirk: -1 flat point
◊Action – standard
◊Requirement – Expertise:
Planetary Systems or Expertise: Survival check DC 11+ (see text); once per
scene
◊Range – personal
◊Duration –sustained
◊Results – any traits related
to survival costing 5 character points/rank or less
Description
You are skilled at surviving and navigating in terrestrial environments.
As a standard action, you
may attempt to gain 5 character points per rank by making an Expertise:
Planetary Systems or Expertise: Survival check. You can then allocate those
points to different effects related to enduring the hazards of the local
environment and successfully navigation wilderness areas. If you roll a 10 or
less, your understanding of your current surroundings is insufficient to gain
any useful effects. Trying again during the same scene requires extra effort.
For every point above 10
you achieve with your skill check result, you gain the use of one rank of
Survival. For example, if you have 5 ranks in Survival and your skill check
result is 13, you may use 3 ranks of Survival and gain up to 15 character points
to assign to survival effects.
The effects you can gain
must have the grit, gumption or savvy descriptors and must relate to natural
methods of resisting environmental hazards or navigating through wilderness.
You might be able to gain resistance to high or low temperature (limited Immunity
to cold or heat), find nutritious food and potable water (limited Immunity
to starvation and thirst), or use your normal Senses in extraordinary
ways (gaining Direction Sense or Tracking). With high enough ranks you could
create a trap (triggered Affliction) out of natural materials, take
advantage of unusual travel methods (limited Flight by a well-timed leap
upon a gentle flying beast), or even grant such effects to others.
Finally, you can also
allocate these points gain bonuses to some survival or wilderness related
checks (such as Fortitude to resist local hazards or Perception to follow
tracks).
Tough as Nails
◊Descriptors – Grit
◊Effect – Healing • 2
points per rank -1
Tough as Nails (personal Healing)
◊Modifiers – action
[free]: +2/rank, limited: -1/rank, quirk: -1 flat point, unreliable: -1/rank
◊Action – free
◊Range – personal
◊Requirement – DC 10
power check; once per scene
◊Duration – instant
◊Results – you recover
from one damage condition for each degree of success
Description
You have extraordinary perseverance.
Once per scene as a free
action you may make DC 10 Tough as Nails check. Each degree of success heals
one Damage condition, starting with the worst condition, and working down. If
the check fails, you can try again during the same scene using extra effort.
You may use this power up
to five times. You regain the use of this power after one hour of rest, but
only if your condition is normal at the start of that rest.
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