Blackmail
◊Descriptors – Audacity, interaction,
skullduggery, social
◊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
If you’ve got something on them, they’ll probably see things your way…
and everyone’s got something to hide.
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 – Audacity, skullduggery,
social
◊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
Your access to information is vast, but it isn’t cheap.
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.
Disarming Smile
◊Descriptors – Audacity, interaction,
social, talent, visual
◊Disarming Smile – Limited
Area Affliction • 1 points per rank
Disarming Smile (free
action limited area Affliction)
◊Modifiers – action:
+2/rank, area: +1/rank, instant recovery: -1/rank, limited: -1/rank, limited
degree: -1/rank, quirk: -2 flat points, subtle: 2 flat points
◊Action – free
◊Requirement – Persuasion
or appropriate Expertise check; targets must be able to see you; targets must
find you attractive
◊Area – perception
◊Duration – instant
◊Results – target vulnerable
(one degree) or defenseless (two or more degrees) for one round
◊Resist –Will
Description
Your smile can put those who find you attractive at ease, much to their
peril.
Make a Persuasion check
as a free action. If your check result exceeds 10, all targets in the area who
are able to see you and find you attractive are permitted a Dodge resistance
check (DC 10 + Disarming Smile rank up to your check result) to glance
away and avoid your allure. Those that fail must succeed a Will resistance
check against your check result (up to your ranks in Disarming Smile). If this
resistance check fails, each affected target becomes vulnerable (failure by one
degree) or defenseless (failure by two or more degrees).
After one round, these
conditions end.
After being affected by
your Disarming Smile once, individuals subjected to it again may become
resistant or immune to the effect. In particular, if you inflict a damaging or
otherwise obviously harmful effect on the subject, they are likely to be immune
to your Disarming Smile in the future. At the very least, subjects affected by
your Disarming Smile again during the same scene will receive a circumstance
modifier on all checks to resist the effect.
Just Kidding
◊Descriptors – Audacity, interaction,
social, talent
◊Effect – Limited Luck
Control and Enhanced Second Chance • 1 point per rank +3
Just Kidding (limited Luck
Control and linked Enhanced Traits)
◊Modifiers – limited:
-1/rank, subtle: 1 flat point
◊Action – reaction
◊Range – perception
◊Duration – instant
◊Results – target rerolls
an opposed interaction check; you reroll a failed interaction check
Description
Sometimes you’re not quite as convincing as you’d like, but you’ve become
an expert at playing your blunders off.
You can spend a victory
point or use Luck to force someone else to reroll one opposed roll when you
make a Deception check to bluff, an Intimidation check to coerce or any
Persuasion check. The target takes the worse of the two rolls. and may spend a
victory point or use Luck to avoid having to reroll.
For each additional rank
in Just Kidding you may choose one of the actions described above. If you fail
a check of the chosen type, you can make another immediately and use the better
of the two results. You cannot choose the same action more than once and
therefore can have no more than 4 ranks in Just Kidding.
Note: The second effect
of Just Kidding is an Enhanced version of the Second Chance feat.
Lucky
◊Effect – Linked Enhanced
Advantage and Limited Luck Control • 1 point per rank +2
Lucky (Enhanced
Advantage and linked limited Luck Control)
◊Modifiers – limited:
-1/rank
◊Action – reaction
◊Range – perception
◊Duration – instant
◊Results – target rerolls
a an attack roll against you and takes the worse of the two rolls
◊Resist – none
Description
Things seem to go your way.
Once per round, you can
choose to reroll a die roll, like spending a Victory point (see Victory
points), including adding 10 to rerolls of 10 or less. You can do this a
number of times per game session equal to your Lucky rank, with a maximum rank
of half the series power level (rounded down). Your Lucky ranks
refresh when your Victory points “reset” at the start of an adventure.
In addition, you can
spend a victory point, use Lucky, or ranks in the Luck advantage to force
someone else to reroll an attack roll against you and take the worse of the two
rolls. The target of this last effect may spend a victory point or use Luck to
avoid having to reroll.
Note: The combined number of ranks you have in Lucky 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.
Narrow Escape
◊Descriptors – Audacity, luck,
skullduggery, talent
◊Effect – Limited Permeate
and Sure-Footed • 2 points per rank (1 point per rank at rank 4 and up)
Narrow Escape (limited Movement)
◊Modifiers – check
required: -1 flat point, limited: -2/rank (-1/rank at rank 4 and up), subtle: 2
flat points, quirk: -1
◊Action – free
◊Requirement – Expertise:
Streetwise check
◊Range – personal
◊Duration –sustained
◊Results – you move
through the streets with ease
Description
When the going gets tough, you get going.
You can move through
crowds, traffic and many other urban hazards and obstacles as if they weren’t
there. Make an Expertise: Streetwise check as a free action. For each point
your check result exceeds 10, you can use one rank of Narrow Escape (up to your
maximum ranks). Each rank reduces the speed penalty for moving through or
around urban obstacles and obstructions to movement by 1. If you reduce the
speed penalty to 0 or less, you are unaffected by that obstacle and move at
full normal speed.
In addition, you can pass
through solid objects, characters and even walls in metropolitan areas as if
they weren’t there! You move at your speed rank -2 and each additional rank of
Narrow Escape adds 1 to your speed rank while moving through objects up to the
third rank (at which point you can move this way at full speed). You must end
any movement in an open space, so you cannot pass through think solid objects
and this ability doesn’t allow you to see through solid objects. If you attempt
to move through a solid object and would end your movement inside a solid
object, you are “pushed” back to the last open space you occupied.
Note: This ability represents an uncanny knack for maneuvering through the
streets, not the ability to become insubstantial. Your unobstructed movement is
the result of windows opening, people ducking out of the way and then back in
place, or hidden doors that open and close again the right time to let you
through while still blocking pursuers (or allies!). The ability fails if there
is no reasonable method of escape and you may be required to explain your
method of egress at the gamemaster’s discretion.
Sneak Attack
◊Descriptors – Audacity,
talent, variable (by weapon)
◊Effect –Damage • 2
points per rank
Sneak Attack (Limited
Ranged Penetrating Damage)
◊Modifiers –diminished
range: -2 flat points, limited: -1/rank, penetrating: +1/rank, quirk: -1 flat point,
ranged: +1/rank, subtle: 1 flat point
◊Action – standard:
Ranged Attack (by weapon)
◊Requirement – target
defenseless or vulnerable; range depends on weapon
◊Range – close, or ranged
S/M/L 5/10/25 feet per rank, or by weapon (see text)
◊Duration – instant
◊Results – damage
◊Resist – Toughness
Description
When you make the first move, your opponent doesn’t get one.
You can make a Sneak
Attack against a defenseless or vulnerable target. Your effective range is the
lesser of your Sneak Attack power range or the range of the weapon you wield.
Sorry About the Mess
◊Descriptors – Audacity, injury, talent, variable
(by weapon)
◊Effect – Linked Affliction
and Enhanced Improved Critical • 1 point per rank (1 point per 2 ranks at rank
4 and up)
Sorry About the Mess
(range/area Effect)
◊Modifiers – increased
range: +1/rank, limited: -2/rank, quirk: -1 flat point, subtle: 1 flat point
◊Action – standard
◊Requirement – linked to
Sneak Attack
◊Range – close, or ranged
S/M/L 5/10/25 feet per rank, or by weapon (see text)
◊Duration – instant
◊Results – increased
critical threat range; target dying (three degrees)
◊Resist – Fortitude
Description
For you, there’s no reason to stop at mere overkill. Better safe than
sorry.
When you make a Sneak
Attack, the target must make a Fortitude resistance check (DC 10 + your Sorry About the
Mess rank). The target begins dying if this check fails by three or more degrees.
In addition, each rank of
Sorry About the Mess increases your critical threat range with a Sneak Attack by
1 to a maximum threat range of 16-20 at 4 ranks. Only a natural 20 is an
automatic hit, however, and an attack that misses is not a critical.
Note: You cannot have more ranks in Sorry About the Mess than you have in
Sneak Attack.
Works Like a Charm
◊Descriptors – Audacity,
luck, talent
◊Effect – Ranked
Feature • 1 point per rank +1
Works Like a Charm (personal
Ranked Feature)
◊Modifiers – subtle: 1
flat point
◊Action – none
◊Range – personal
◊Duration –permanent
◊Results – use your Presence
modifier instead of another ability modifier when making a skill check
Description
Your personal appeal opens doors for you that are often closed to others.
Once per scene per power
rank, you may use your Presence 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.
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