Commanding Presence
◊Descriptors – Morale,
social, talent
◊Effect – Enhanced
Will • 3 points per rank
Commanding Presence (area
selective Enhanced Trait affects only others)
◊Modifiers – affects
others only: +0/rank, area: +1/rank, selective: +1/rank
◊Action – standard
◊Area – 30-foot radius
sphere
◊Duration – sustained
◊Results – Will +1
Description
Your determination inspires your allies to remain steadfast.
All allies within 30-feet
of your position receive a +1 bonus to their Will defense and on Will
resistance checks.
Cutting Question
◊Effect – Perception
Area Selective Immunity • 14 points
Cutting Question (perception
area selective Immunity to interaction skills which affects others)
◊Modifiers – area:
+1/rank. affects others: +1/rank, sustained +0/rank, quirk: -1 flat point
◊Action –standard
◊Requirement – Insight
(or appropriate Expertise skill) check; language dependent
◊Area – all selected
targets able to perceive you with an acute auditory sense
◊Duration – sustained
◊Results – you and
selected allies gain Immunity to interaction skills
◊Resist – Dodge (harmless)
Description
A person in your position has no time to waste on informal discourse so
you get straight to the point.
As a standard action, you
can attempt to grant yourself and all allies able to hear you Immunity
to interaction skills. To make use of your Cutting Question, you must succeed
an Insight (or an appropriate Expertise skill, such as Law) check (DC 15).
If you fail an
Investigation check to gather information, reduce the time rank of your attempt
by 3. For example, if your inquiry would have taken an hour you are able to
determine that you are on the wrong track in about 10 minutes.
Note: This ability is language dependent. Characters interacting with the
effect must be able to hear you and understand your language.
Danger Zone
◊Descriptors – Influence,
tactics, talent, variable (by weapon)
◊Effect – Ranged Shapeable
Area Enhanced Trait • 3 points per rank -1
Danger Zone (ranged shapeable
area Enhanced Trait affects only others)
◊Modifiers – affects only
others: +0/rank, area: +1/rank, increased range: +1/rank, reduced trait: -2
flat points, variable: 1 flat point
◊Action – standard
◊Area/Range – 30 cubic
feet in any contiguous shape up to 100 feet distant per rank
◊Duration – sustained
◊Results – +1 to weapon
damage per rank; -1 to active defenses
◊Resist – Dodge
Description
You can divide the battlefield and create a threat area for those who
enter it.
As a standard action, you
can create an area in any shape up to 30 cubic feet in volume. While you
maintain this effect, any characters entering the area affected by your Danger
Zone and gain a +1 bonus per power rank to any weapon damage effect they wield
(up to the limits determined by your power level). At the same time, those
characters suffer a -1 penalty to active defenses. Characters can attempt to
avoid this effect by making a Dodge check (DC 10 + your Danger Zone ranks). If
successful, the character gains no bonus or penalty, although they must make
another resistance check if they leave and then re-enter the Danger Zone.
You can change the shape
of your Danger Zone by using another standard action to do so. All characters
in the new area immediately receive another resistance check if they wish to
avoid it.
Diplomatic Solution
◊Effect – Perception
Area Affliction • 3 points per rank
Diplomatic Solution (perception
area Affliction)
◊Modifiers – area:
+2/rank, increased range: +2/rank, limited: -2/rank, sense-dependent: -1/rank
◊Action – standard
◊Requirement – language
dependent; Persuasion (or appropriate Expertise skill) check
◊Area – close 60-foot
radius sphere
◊Duration – instant
◊Results – targets entranced
(one degree), compelled (two degrees), or controlled (three degrees)
◊Resist – Will
Description
You can instantly put an end to conflict and bring all parties to the
negotiating table.
As a standard action, you
can attempt to put an end to hostilities in your immediate surroundings. Make a
Persuasion (or appropriate Expertise skill such as Politics) check. For every
point by which your result exceeds 10, you may use one rank of Diplomatic
Solution (up to your effect rank). If your check result is 10 or less, your
standard action is wasted.
If your check result
exceeds 10, all characters within 60 feet of you must succeed a Will resistance
check against your check result (up to your 10 + ranks in Diplomatic Solution).
Each character that fails 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 from the first two
conditions. Characters who are compelled or controlled can only take
actions to will help to end hostilities such as using interaction skills to convince
their allies to stop fighting or using nonlethal means to subdue particularly
violent subjects.
Note: This ability is language dependent. Characters interacting with the
effect must be able to hear you and understand your language.
Discredit
◊Descriptors – Auditory,
influence, interaction, social, talent
◊Effect – Perception
Weaken Social Traits • 3 points per rank
Discredit (range/area Effect)
◊Modifiers – broad:
+1/rank, progressive: +2/rank, sense-dependent: -1/rank
◊Action – standard
◊Requirement – language
dependent
◊Range – perception
◊Duration – instant
◊Results – target loses
points from one trait with the social descriptor
◊Resist –Will
Description
You can diminish another’s influence and destroy the esteem with which
they are regarded.
You can attempt to
Discredit any target you can accurately perceive and who can both hear and
understand you. Choose one trait with the social descriptor. The target must
make a Will resistance check (DC 10 + your Discredit ranks). If this check
fails, target’s ranks in the selected trait are recalculated as if it had lost
one character point for each point by which their resistance check failed.
The target makes a new
resistance check at the end of each turn; failure weakens the affected trait further,
while success stops this continued loss. At that point, the trait recovers
character points at the rate of 1 point per turn.
Note: This ability is language dependent. Characters interacting with the
effect must be able to hear you and understand your language.
Inspiring Rhetoric
◊Descriptors – Auditory,
morale, talent
◊Effect – Healing • 2
points per rank -3
Inspiring Rhetoric (Selective
Area Burst Limited Healing Affects Objects)
◊Modifiers – affects
objects: +1/rank, area: +1/rank, check required: -1 flat point, limited
-2/rank, quirks: -2 flat points, selective: +1/rank, subtle: 1 flat point, temporary:
-1/rank
◊Action – standard
◊Requirement – language
dependent; Persuasion (or appropriate Expertise skill) check; DC 10 power check
◊Area – close 30-foot
radius sphere
◊Duration – instant
◊Results – affected
character heal one damage condition per degree of success
◊Resist –Dodge (harmless)
Description
Your heartening elocution improves the morale of your allies and
encourages them to fight through pain.
You can attempt to heal
all allies able to hear and understand you within 30-feet of you. Make a
Persuasion (or appropriate Expertise skill such as Oratory) check. For every
point by which your result exceeds 10, you may use one rank of Inspiring
Rhetoric (up to your effect rank). If your check result is 10 or less, your
standard action is wasted.
If you succeed, make a DC
10 power check and add your effective Inspiring Rhetoric rank. You and all of
sentient allies (both droids and living characters) within 30 feet of you heal
one damage condition for each degree of success on this check, starting with
the worst and working down. The conditions return after one hour so seriously
injured characters should seek medical attention as soon as possible.
This ability does not
heal the dying or incapacitated conditions (skip those conditions when working
down through damage conditions) and does not heal damage conditions caused by
effects with the disease, injury or poison descriptors.
Note: This ability only
affects sapient non-living allies, not inanimate objects. Also, unlike other
healing effects, Inspiring Rhetoric cannot be used to provide a bonus on checks
to resist disease or poison.
Natural Leader
◊Effect – Limited Affliction
• 1 point per rank +1
Natural Leader
(perception limited sense-dependent Affliction)
◊Modifiers – increased
range: +2/rank, limited: -1/rank, sense-dependent: -1/rank, variable: 1 flat
point
◊Action – Standard
◊Requirement – interaction;
target able to hear and understand you; language dependent
◊Range – perception
◊Duration – instant
◊Results – target dazed
(one degree), stunned (two degrees) or controlled (three or more degrees)
◊Resist – Will
Description
Others find your bearing reassuring and tend to defer to you in a crisis.
You can reduce the impact
of negative emotions such as anger or fear and replace them with happiness,
hope, or peace. You can use this effect to counter other effects that rely upon
emotions or to make enemies reconsider their loyalties. To help an ally recover
from the effects of negative emotions, make an opposed power check against the
effect’s creator. If you succeed, your ally recovers from any conditions caused
by that effect.
When used on an enemy,
the subject faces a crisis of conscious. The target must succeed a Will
resistance check (DC 10 + your Natural Leader ranks) to avoid becoming dazed
(failure by one degree) or stunned (failure by two degree). With three or more
degrees of failure, the target ceases to resist and if in conflict with you,
allows your side to take them prisoner as they abandon their cause in favor of
yours! At least for the time being…
Note: This ability is language dependent. Characters interacting with the
effect must be able to hear you and understand your language.
Requisition Supplies
◊Descriptors – Influence,
social
◊Effect – Enhanced Traits
• 1 point per rank
Requisition Supplies (personal
Enhanced Traits)
◊Modifiers – limited: -1/rank
◊Action – free
◊Requirement – access to an
allied military installation or the ability to communicate with allied forces; Persuasion
check
◊Range – personal
◊Duration –sustained
◊Results – material aid
Description
You have an eclectic collection of abstruse high-tech and scholarly
literature, mechanical gadgets and industrial assets, and a network of peers
and associates in your field.
You have access to military-grade
material resources. You gain the benefit of 1 rank of the Wealth Benefit
advantage while present at an allied military installation and can call in a delivery
of resources to an allied location or a drop point by making a Persuasion
check. The gamemaster sets the DC of the check, based on the resources
requested. You can spend a Victory point to automatically secure most types of materials.
Each rank of Requisition
Supplies also gives you one of the following:
•Additional material resources equivalent to 2 ranks of the Wealth Benefit
•A +3
bonus on Persuasion checks to request a delivery of resources
Supporting Evidence
◊Descriptors – Influence,
interaction, luck, social, talent
◊Effect – Enhanced
Advantage 1 point per rank
Solid Construction (personal
limited Enhanced Trait and linked limited Luck Control)
◊Modifiers – limited: -2/rank,
quirk: -2 flat points
◊Action – free
◊Requirement – access to information
about the target (usually gained by a successful Investigation check)
◊Range – personal
◊Duration – sustained
◊Results – re-roll a
check to influence a character’s attitude; +3 to influence checks with evidence;
+5 circumstance bonus to team checks to influence
Description
Your access to sensitive information lends weight to your attempts at
negotiation.
You are able to use
information you have gathered about a character to gain the following effects:
•When you lead or support any team check to influence the
character’s attitude, you can re-roll the leader’s die and take the better
of the two rolls, like spending a Victory point
•You gain a +3 bonus on any check you make to influence
that character
You can use the ability
to re-roll an influence check a number of times per game session equal to
your Supporting Evidence rank, with a maximum rank of half the series
power level (rounded down). Your Supporting Evidence re-rolls refresh when
your Victory points “reset” at the start of an adventure.
Note: The combined number of ranks you have in Supporting Evidence 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.
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