Distat-Hidden Talents

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(Level 2)
(Level 2)
 
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*'''Peaceful Means''': The character's Effective Active Values count as 2 higher for the purpose of any stat check. This talent may be taken more than once.
*'''Peaceful Means''': The character's Effective Active Values count as 2 higher for the purpose of any stat check. This talent may be taken more than once.
*'''Scouter''': The character has a knack for sizing up others, and can initiate an opposed check to determine either of someone's stats as a Mental action. A success gives the exact effective stat; a failure does not give any information.
*'''Scouter''': The character has a knack for sizing up others, and can initiate an opposed check to determine either of someone's stats as a Mental action. A success gives the exact effective stat; a failure does not give any information.
-
*'''Transformation''': The character disguises their identity by altering their appearance and taking on a different persona. Anyone with reason to suspect them is entitled to make two opposed checks (Mind EAV against the character's Body EPV, and Mind EAV against the character's Mind EPV) to see through the disguise. Success on either check arouses further suspicion, and success on both reveals the disguise as a sham.
+
*'''Transformation''': The character disguises their identity by altering their appearance and taking on a different persona. Anyone with reason to suspect them is entitled to make two opposed checks (Mind EAV against the character's Body EPV, and Mind EAV against the character's Mind EPV) to see through the disguise. Success on either check arouses further suspicion, and success on both reveals the disguise as a sham. If one or both checks fail, the investigator must unearth some additional evidence before trying again, and must attempt both checks even if he already succeeded on one.
 +
*'''Tracker''': The character may make an opposed check (against the stat of the character's choice) against a creature that has passed nearby recently. On a success, the character know the direction that the creature has gone, and may follow it. This talent may be taken more than once; every additional instance grants a +1 bonus on this check.
 +
*'''Bastion''': The character may spend their bonus pool points to enhance their Effective Passive Value. This effect must be activated on their turn as a non-action, and lasts for two rounds.
=Level 3=
=Level 3=
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*'''Gifted''': The character's bonus pool size is increased by one. This talent may be taken multiple times.
+
*'''Gifted''': The character's bonus pool size is increased by one. This talent may be taken more than once.
*'''Master''': The character always wins opposed checks in the case of a tie.
*'''Master''': The character always wins opposed checks in the case of a tie.
-
*'''Bastion''': The character may spend their bonus pool points to enhance their Effective Passive Value.
+
*'''Marshal''': The character may rally downed allies (which allows allies to recover better from damage, see Taking Damage under Combat). The character may also spend bonus pool points and use a Mental action to cure any target of a proportional amount of damage penalty (no check).
-
*'''Medic''': The character may provide medical assistance after an encounter. The character may also spend bonus pool points and use a Physical action to cure any target of a proportional amount of damage penalty (no check).
+
**'''Second Wind''': Once per encounter, the character may take a Mental action to heal all allies that can hear him to 1 EAV in both Mind and Body. This talent may be taken more than once; each time increases the amount of uses per encounter by one.
 +
*'''Medic''': The character may provide medical assistance (which allows allies to recover better from damage, see Taking Damage under Combat). The character may also spend bonus pool points and use a Physical action to cure any target of a proportional amount of damage penalty (no check).
**'''Healer''': The character may spend the target's bonus pool points to cure that target of damage penalty instead.
**'''Healer''': The character may spend the target's bonus pool points to cure that target of damage penalty instead.
-
*'''Ready For Anything''': The character never takes circumstance penalties, only bonuses.
+
*'''Prepared''': The character never takes circumstance penalties, only bonuses.
*'''Problem Solver''': The character's Effective Active Values count as 1 higher for the purpose of any opposed check. This talent may be taken more than once.
*'''Problem Solver''': The character's Effective Active Values count as 1 higher for the purpose of any opposed check. This talent may be taken more than once.
 +
*'''Channel''': The character may take a penalty (minimum 1) to either EV as a Mental action. If he does, he may distribute a bonus to the same EV equal to that value among his allies. The bonuses and penalty last until the end of the encounter, and diminish by one each round that the character does not take a Mental action to maintain it. The character may take another Mental action to redistribute the remaining bonuses.
 +
**'''Conduit''': The total bonus value granted by the Conduit talent increases by 1. This talent may be taken more than once.
 +
**'''Boon''': Each ally that benefits from the bonus granted by Conduit has that bonus increase by 1.
 +
*'''Balanced''': The character's lower Effective Value is increased by one quarter of the difference (rounded up) between it and the higher Effective Value.
 +
**'''Unified''': The bonus from Balanced is equal to half the difference instead.
=Level 4=
=Level 4=
*'''Adaptive''': The character may spend bonus pool points as if they were stat points for the purpose of purchasing a single talent he qualifies for, and is treated as having this talent until the end of an encounter or after 5 minutes, whichever comes first. Bonus pool points used this way do not count for the character's Effective Values.
*'''Adaptive''': The character may spend bonus pool points as if they were stat points for the purpose of purchasing a single talent he qualifies for, and is treated as having this talent until the end of an encounter or after 5 minutes, whichever comes first. Bonus pool points used this way do not count for the character's Effective Values.
-
*'''Perfection''': The character's Effective Values are increased by 1.
+
*'''Perfection''': The character's Effective Values are increased by 1. This talent may be taken more than once.
*'''Exotic Style''': The character may choose whether to use Mind or Body AEV when initiating an opposed check, and Mind or Body APV when the target of an opposed check, regardless of the talent used.
*'''Exotic Style''': The character may choose whether to use Mind or Body AEV when initiating an opposed check, and Mind or Body APV when the target of an opposed check, regardless of the talent used.
*'''Energy Drain''': If an opposed check initiated by the character would incur enough damage penalty to drop the target's Effective Passive Value below their talent cost sum, the target loses its most recently acquired talent tied to that stat. The talent cost sum of the target drops by the cost of the talent lost. Talents lost this way return when the Effective Passive Value once again exceeds the talent cost sum required for the talent.
*'''Energy Drain''': If an opposed check initiated by the character would incur enough damage penalty to drop the target's Effective Passive Value below their talent cost sum, the target loses its most recently acquired talent tied to that stat. The talent cost sum of the target drops by the cost of the talent lost. Talents lost this way return when the Effective Passive Value once again exceeds the talent cost sum required for the talent.
 +
*'''Second Wind''': The character may take actions even when the appropriate EV has been reduced to 0, and if he spends a bonus pool point, can take an action even when an EV has been reduced below 0.
 +
*'''Uncapped''': The character may spend his full bonus pool value at once, instead of just half.
[[Category:Distat]]
[[Category:Distat]]

Current revision as of 02:32, 27 June 2012

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