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.
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*'''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.
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*'''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.
*'''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.
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*'''Bastion''': The character may spend their bonus pool points to enhance their Effective Passive Value.
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*'''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=
*'''Gifted''': The character's bonus pool size is increased by one. This talent may be taken more than once.
*'''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.
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*'''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).
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*'''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).
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**'''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.
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*'''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.
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*'''Ready For Anything''': The character never takes circumstance penalties, only bonuses.
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*'''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.
*'''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.

Current revision as of 02:32, 27 June 2012

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