move apocalyptic genre abilities into the general section
as per the pattern of putting everything in there Signed-off-by: Brian S. Stephan <bss@incorporeal.org>
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patches/base/042-move-apocalyptic-abilities.patch
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patches/base/042-move-apocalyptic-abilities.patch
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--- _tmp/ccsrd.md 2025-06-04 07:11:39.219825827 -0500
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+++ _tmp/ccsrd.new.md 2025-06-04 07:11:15.585677686 -0500
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@@ -10196,6 +10196,8 @@
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immediate range. Whenever you want, your body (entirely or just part of it) sheds light, illuminating everything in
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short range. Enabler.
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+Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
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+
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Applying Your Knowledge: When you help another character undertake any action that you're untrained in, you are treated
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as if you are trained in it. Action.
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@@ -10256,6 +10258,10 @@
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can hear and understand you so forcefully that they are unable to take any action, including attacks, for one round.
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Whether you succeed or fail, the next action the target takes is hindered. Action.
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+Assisted Sight (3 Intellect points): You can activate a visual overlay that helps you analyze threats and boons in your
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+environment. When you trigger this ability, you gain an asset on one attack or defense roll of any type, due to your
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+knowledge about the situation. Enabler.
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+
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Assume Control (6+ Intellect points): You control the actions of another creature you have interacted with or studied
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for at least a round. This effect lasts for ten minutes. The target must be level 2 or lower. Once you have assumed
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control, the target acts as if it wants to accomplish your desire to the best of its ability, freely using its own best
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@@ -10701,6 +10707,8 @@
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increase your gun damage. Each level of Effort adds 3 points of damage to a successful attack, and if you spend a turn
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lining up your shot, each level of Effort instead adds 5 points of damage to a successful attack. Enabler.
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+Careful Tracker: You are trained in stealth and tracking tasks. Enabler.
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+
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Cast Illusion: You can increase the range at which you create and maintain your
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immediate-range illusions (such as from Minor Illusion) to anywhere within short range that you can perceive. Enabler.
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@@ -11717,6 +11725,11 @@
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Escape Plan: When you kill a foe, you can attempt a stealth task to immediately hide from anyone around, assuming that a
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suitable hiding place is nearby. Enabler.
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+Escape the Ruins (6 Intellect points): While in any area containing ruins from before the apocalypse, you find or create
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+a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires
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+that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should
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+work out the details. Action.
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+
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Evanesce (3 Speed points): You step into shadows or behind cover, and everyone who was observing you completely loses
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track of you. Although you're not invisible, you can't be seen until you reveal yourself again by moving out of the
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shadows or from behind cover (or by making an attack). Action.
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@@ -11946,6 +11959,10 @@
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Fists of Fury: You inflict 2 additional points of damage with unarmed attacks. Enabler.
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+Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or
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+equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to
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+complete. Enabler.
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+
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Flamboyant Boast (1 Intellect point): You boastfully describe an act that you will accomplish, and then as part of the
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same action, you attempt it. If an average person would find the action difficult (or impossible) and you succeed on it,
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creatures who witnessed it who are not your allies are potentially dazed on their next turn, and all tasks they attempt
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@@ -12108,6 +12125,13 @@
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of damage. Alternatively, you can use this ability on a weapon, and for ten minutes, it inflicts 1 additional point of
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damage from the cold. Action for touch; enabler for weapon.
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+Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a
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+fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you
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+perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll,
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+you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't
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+use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to
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+complete.
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+
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Further Mathematics: You are specialized in higher mathematics. If you are already specialized, choose some other sphere
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of knowledge to become trained in. Enabler.
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@@ -12375,6 +12399,8 @@
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Hard-Won Resilience: In your explorations of dark places, you've been exposed to all sorts of terrible things and are
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developing a general resistance. You gain +1 to Armor and are trained in Might defense tasks. Enabler.
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+Hardened by the End: You're trained in Might defense tasks.
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+
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Harder Light: When you create an object out of hard light, the object is one level higher than normal. Enabler.
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Hardiness: You are trained in Might defense tasks. Enabler.
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@@ -12858,6 +12884,11 @@
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associated with a roll, but in certain cases the GM may decide that there is a chance for you not to know. In these
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cases, you are specialized in knowing creature weaknesses. Enabler.
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+Know the Way: You are familiar with before‑times buildings and other structures, which extends to ruins of the same. You
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+are trained in tasks related to getting around inside those buildings quickly, finding alternate routes, finding places
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+to hide, and other tasks associated with gaining a benefit by being able to picture a likely floor plan of any given
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+building. Enabler.
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+
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Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of
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one. If the GM is using some other method to generate rewards for finding valuables, you should gain double the result
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you would otherwise obtain. Enabler.
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@@ -13769,6 +13800,10 @@
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from wearing armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your
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choice. Enabler.
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+Practiced in Light Armor: You can wear light armor for long periods of time without tiring and can compensate for slowed
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+reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a
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+type of light armor available in the area, such as a leather jacket. Enabler.
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+
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Practiced With All Weapons: You become practiced with light, medium, and heavy weapons and suffer no penalty when using
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any kind of weapon. Enabler.
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@@ -13811,6 +13846,22 @@
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you designate. Alternatively, you can choose to learn a creature's level; however, if you do so, you cannot learn
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anything else about it later with this ability. Action.
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+Prepared Caches: You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year
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+or more, or up to six people through about three months. In addition, you have knowledge of three different secret
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+supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located
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+no closer than about 5 miles (8 km) from each other.
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+
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+• Food cache (enough food for six people for twelve weeks)
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+
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+• Water cache (enough clean water for six people for twelve weeks)
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+
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+• Ammunition cache (400 shells or bullets for four different weapons)
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+
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+• Firearm cache (six firearms; a mix of light, medium, and heavy weapons, each usually found with about ten bullets or
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+shells)
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+
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+Enabler.
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+
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Preternatural Senses: While you are conscious and able to use an action, you cannot be surprised. In addition, you are
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trained in initiative actions. Enabler.
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@@ -13981,6 +14032,11 @@
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### Abilities --- R
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+Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say
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+and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their
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+
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+presence. Enabler.
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+
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Rally to Me (2 Intellect points): You cry out, blow a battle horn, or otherwise signal to everyone within very long
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range that you require aid. All allied creatures who respond by moving to within an immediate distance of you within the
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next few rounds gain one asset on any one attack or defense task within the next hour that you suggest, such as "Hold
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@@ -14147,6 +14203,14 @@
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and so on). However, you are dazed for a round afterward yourself, during which time all your tasks are hindered. If you
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have the Move Mountains ability, both abilities cost 3 fewer Intellect points to use. Action.
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+Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from
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+nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you
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+are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you
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+succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is
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+hindered by one additional step. For each level of Effort you apply, you can attempt to find an object of one higher
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+expense category, but the base difficulty of the Intellect roll also increases by 1 per higher expense category. Action
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+to initiate.
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+
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Restful Presence: Creatures who make a recovery roll within short range of you add +1 to their roll. Enabler.
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Restore Life (9+ Intellect points): You can attempt to restore life to a dead creature of up to level 3, as long as the
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@@ -14760,6 +14824,11 @@
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Stare Them Down: One doesn't play games of chicken with other maniac drivers without gaining mental strength. You're
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trained in Intellect defense tasks. Enabler.
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+Stashed Vehicle: You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working
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+order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline
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+treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could
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+be an all‑terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars. Enabler
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+
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Stasis (3 Intellect points): You surround a foe of your size or smaller with scintillating energy, keeping it from
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moving or acting for one minute, as if frozen solid. You must be able to see the target, and it must be within short
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range. While in stasis, the target is impervious to harm, cannot be moved, and is immune to all effects. Action.
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@@ -14905,6 +14974,10 @@
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Surprise Attack: If attacking from a hidden vantage, with surprise, or before your opponent has acted, you get an asset
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on the attack. On a successful hit, you inflict 2 additional points of damage. Enabler.
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+Surviving the Wasteland: Given about half a day of walking and scavenging, you find enough edible food and potable water
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+in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged
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+from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler.
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+
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Swim (1+ Intellect points): You can swim like a fish through water and similar liquid for one hour. For each level of
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Effort applied, you can extend the duration by one hour. You swim about 10 miles (16 km) per hour, and you are not
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affected by currents in the water. Action to initiate.
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@@ -15145,6 +15218,9 @@
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one-thousandth of your normal height may be a means of doing so.
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+Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural
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+poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler.
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+
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Tool Mastery: When you have an asset from using a tool, the time required to perform the task is cut in half (minimum
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one round). Enabler.
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@@ -15174,6 +15250,9 @@
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Trained Excavator: You are trained in perception, climbing, and salvaging tasks. Enabler.
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+Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
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+hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
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+
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Trained Gunner: You can choose from one of two benefits. Either you are trained in using guns, or you have the Spray
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ability (which costs 2 Speed points): If a weapon has the ability to fire rapid shots without reloading (usually called
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a rapid-fire weapon, such as an automatic pistol), you can spray multiple shots around your target to increase the
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@@ -15331,6 +15410,13 @@
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(about 2,000 feet each round) for up to ten minutes (about 35 miles), after which you must stop and make a recovery
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roll. (Move up to 322 kph \[about 600 m each round\] for up to ten minutes \[about 56 km\].) Enabler.
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+Use the Network (5 Intellect points): With a few minutes of looking around and preparing, you can access remnants of the
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+before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous
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+reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question
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+about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the
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+location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it
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+from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate.
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+
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Use Senses of Others (4 Intellect points): You can see, hear, smell, touch, and taste through the senses of anyone with
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whom you have telepathic contact by using Telepathic or similar abilities. You can attempt to use this ability on a
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willing or unwilling target within long range; an unwilling target can try to resist. You don't need to see the target,
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@@ -15410,6 +15496,14 @@
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Warding Shield: You have +1 to Armor while you are using a shield. Enabler.
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+Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks
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+and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins
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+of the before‑times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1
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+additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this
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+asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your
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+presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
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+remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
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+
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Water Adaptation: You can breathe water as easily as you breathe air. Enabler.
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Weapon and Body (5 Speed points): After making a melee weapon or ranged weapon attack, you follow up with a punch or
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@@ -15424,6 +15518,9 @@
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Weapon Defense: While your chosen weapon is in your hand(s), you are trained in Speed defense rolls. Enabler.
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+Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must
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+spend at least ten minutes practicing with it first. Enabler.
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+
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Weapon Master: You inflict an additional 1 point of damage with your chosen weapon. Enabler.
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Weaponization: One light or medium melee weapon of your choice is built into your body, and you are trained in using it.
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@@ -39380,9 +39477,7 @@
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Ability Choice: Choose either Assisted Sight or Machine Telepathy as your tier 4 ability.
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-Assisted Sight (3 Intellect points): You can activate a visual overlay that helps you analyze threats and boons in your
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-environment. When you trigger this ability, you gain an asset on one attack or defense roll of any type, due to your
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-knowledge about the situation. Enabler.
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+Assisted Sight
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Machine Telepathy
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@@ -39437,28 +39532,11 @@
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Tier 1:P
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-Practiced in Light Armor: You can wear light armor for long periods of time without tiring and can compensate for slowed
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-reactions from wearing light armor. You reduce the Speed cost for wearing light armor by 1. You start the game with a
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-type of light armor available in the area, such as a leather jacket. Enabler.
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-
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-Prepared Caches: You have a prepped secret hideout with shelter and basic supplies capable of seeing you through a year
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-or more, or up to six people through about three months. In addition, you have knowledge of three different secret
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-supply caches you put together and hid before everything fell apart, chosen from the following. The caches are located
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-no closer than about 5 miles (8 km) from each other.
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-
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-• Food cache (enough food for six people for twelve weeks)
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-
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-• Water cache (enough clean water for six people for twelve weeks)
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-
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-• Ammunition cache (400 shells or bullets for four different weapons)
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-
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-• Firearm cache (six firearms; a mix of light, medium, and heavy weapons, each usually found with about ten bullets or
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-shells)
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+Practiced in Light Armor
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-Enabler.
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+Prepared Caches
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-Trained for Toughing It: Choose one noncombat skill that would be helpful for surviving after the apocalypse, such as
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-hunting, tracking, carpentry, or stealth. You are trained in that skill. Enabler.
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+Trained for Toughing It
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Tier 2:
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@@ -39470,23 +39548,13 @@
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Ability Choice: Choose either Fruitfully Pass the Time or Stashed Vehicle as your tier 3 ability.
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-Fruitfully Pass the Time (4 Intellect points): You are trained in one performance skill, such as singing; playing a
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-fiddle, harmonica, or other instrument; or something else that others would enjoy watching or hearing you do. When you
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-perform with the skill gained through this ability for one minute and you succeed on a difficulty 3 performance roll,
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-you and all allies within short range who can hear and see you immediately gain a one‑action recovery roll. You can't
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-use this on someone again until you use a one‑hour or ten‑hour recovery roll. Action to initiate, one minute to
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-complete.
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+Fruitfully Pass the Time
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-Stashed Vehicle: You track down where you or a fellow prepper stashed a vehicle, pristinely stored to remain in working
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-order with minimal repairs required. The vehicle has a viable power source (such as hundreds of gallons of gasoline
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-treated to resist decomposition, or a rechargeable battery with options for solar or wind recharging). The vehicle could
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-be an all‑terrain vehicle (ATV), a truck, or something else; work with your GM to figure out the particulars. Enabler
|
||||||
|
+Stashed Vehicle
|
||||||
|
|
||||||
|
Tier 4:
|
||||||
|
|
||||||
|
-Know Where to Look: Whenever the GM obtains a result for you on the Useful Stuff table, you get two results instead of
|
||||||
|
-one. If the GM is using some other method to generate rewards for finding valuables, you gain double the result you
|
||||||
|
-would otherwise obtain. Enabler.
|
||||||
|
+Know Where to Look
|
||||||
|
|
||||||
|
Tier 5:
|
||||||
|
|
||||||
|
@@ -39498,10 +39566,7 @@
|
||||||
|
|
||||||
|
Discipline of Watchfulness
|
||||||
|
|
||||||
|
-Escape the Ruins (6 Intellect points): While in any area containing ruins from before the apocalypse, you find or create
|
||||||
|
-a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires
|
||||||
|
-that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should
|
||||||
|
-work out the details. Action.
|
||||||
|
+Escape the Ruins
|
||||||
|
|
||||||
|
Raids
|
||||||
|
|
||||||
|
@@ -39540,7 +39605,7 @@
|
||||||
|
|
||||||
|
Tier 2:
|
||||||
|
|
||||||
|
-Careful Tracker: You are trained in stealth and tracking tasks. Enabler.
|
||||||
|
+Careful Tracker
|
||||||
|
|
||||||
|
Fearsome Reputation
|
||||||
|
|
||||||
|
@@ -39548,10 +39613,7 @@
|
||||||
|
|
||||||
|
Ability Choice: Choose either Raider Follower or Grand Deception as your tier 3 ability.
|
||||||
|
|
||||||
|
-Raider Follower: You gain a level 3 follower (initiative, stealth, and defense as level 4). The follower does as you say
|
||||||
|
-and, generally speaking, isn't someone who makes the other PCs in your group feel uncomfortable because of their
|
||||||
|
-
|
||||||
|
-presence. Enabler.
|
||||||
|
+Raider Follower
|
||||||
|
|
||||||
|
Grand Deception
|
||||||
|
|
||||||
|
@@ -39603,33 +39665,21 @@
|
||||||
|
|
||||||
|
Tier 1:
|
||||||
|
|
||||||
|
-Ruin Lore: You are trained in scavenging, which means you're more likely to find useful things (and junk that can
|
||||||
|
-potentially be turned into useful things) in the ruins of what came before. Enabler.
|
||||||
|
+Ruin Lore
|
||||||
|
|
||||||
|
Knowledge Skills
|
||||||
|
|
||||||
|
Tier 2:
|
||||||
|
|
||||||
|
-Fixer: You've learned enough of the past that you are trained in tasks to repair and build before‑times equipment, or
|
||||||
|
-equipment made with before‑times parts. In addition, repairing and building tasks take you about 20% less time to
|
||||||
|
-complete. Enabler.
|
||||||
|
+Fixer
|
||||||
|
|
||||||
|
-Know the Way: You are familiar with before‑times buildings and other structures, which extends to ruins of the same. You
|
||||||
|
-are trained in tasks related to getting around inside those buildings quickly, finding alternate routes, finding places
|
||||||
|
-to hide, and other tasks associated with gaining a benefit by being able to picture a likely floor plan of any given
|
||||||
|
-building. Enabler.
|
||||||
|
+Know the Way
|
||||||
|
|
||||||
|
Tier 3:
|
||||||
|
|
||||||
|
Ability Choice: Choose either Disable Mechanisms or Resource Seeker as your tier 3 ability. Disable Mechanisms
|
||||||
|
|
||||||
|
-Resource Seeker (3+ Intellect points): When you are looking for a specific inexpensive item you'd like to scavenge from
|
||||||
|
-nearby ruins, such as a candle, an aspirin, or a can of preserved chili, you can focus your attention on it so that you
|
||||||
|
-are more likely to find it. For the next ten minutes, if what you are seeking is within long range, you find it if you
|
||||||
|
-succeed on a difficulty 2 Intellect roll. Each time you use this ability again in the same area, the difficulty is
|
||||||
|
-hindered by one additional step. For each level of Effort you apply, you can attempt to find an object of one higher
|
||||||
|
-expense category, but the base difficulty of the Intellect roll also increases by 1 per higher expense category. Action
|
||||||
|
-to initiate.
|
||||||
|
+Resource Seeker
|
||||||
|
|
||||||
|
Tier 4:
|
||||||
|
|
||||||
|
@@ -39647,12 +39697,7 @@
|
||||||
|
|
||||||
|
Skill With Defense
|
||||||
|
|
||||||
|
-Use the Network (5 Intellect points): With a few minutes of looking around and preparing, you can access remnants of the
|
||||||
|
-before‑times internet and satellite network (or an active network on which AIs who are not immediately dangerous
|
||||||
|
-reside). The GM may decide there is no such connection in the area, but if there is, you can ask one basic question
|
||||||
|
-about anything happening within 10 miles (16 km) and receive a simple answer. For example, you could ask about the
|
||||||
|
-location of a specific creature or individual, and if they are within the range of this ability, you'll learn about it
|
||||||
|
-from a still‑functioning camera feed, satellite feed, or AI interaction. Action to initiate.
|
||||||
|
+Use the Network
|
||||||
|
|
||||||
|
Walks the Wasteland
|
||||||
|
|
||||||
|
@@ -39693,21 +39738,17 @@
|
||||||
|
|
||||||
|
Tier 1:
|
||||||
|
|
||||||
|
-Surviving the Wasteland: Given about half a day of walking and scavenging, you find enough edible food and potable water
|
||||||
|
-in the ruins or surrounding wasteland for you and up to one other person for one day. The resources might be scavenged
|
||||||
|
-from before‑times supplies, living flora and fauna, and uncontaminated water sources. Enabler.
|
||||||
|
+Surviving the Wasteland
|
||||||
|
|
||||||
|
-Tolerance: This hard life has built up your resistance over time, so you are trained in resisting the effects of natural
|
||||||
|
-poisons (such as those from plants or living creatures) and radiation. You're also immune to natural diseases. Enabler.
|
||||||
|
+Tolerance
|
||||||
|
|
||||||
|
-Weapon at Hand: You're practiced with all weapons. To gain this benefit with a weapon you've never used before, you must
|
||||||
|
-spend at least ten minutes practicing with it first. Enabler.
|
||||||
|
+Weapon at Hand
|
||||||
|
|
||||||
|
Tier 2:
|
||||||
|
|
||||||
|
Devoted Defender
|
||||||
|
|
||||||
|
-Hardened by the End: You're trained in Might defense tasks.
|
||||||
|
+Hardened by the End
|
||||||
|
|
||||||
|
Tier 3:
|
||||||
|
|
||||||
|
@@ -39718,7 +39759,7 @@
|
||||||
|
|
||||||
|
Rapid Attack
|
||||||
|
|
||||||
|
-Apocalyptic Stare: Your demeanor is of someone who shouldn't be trifled with. You are trained in intimidation. Enabler.
|
||||||
|
+Apocalyptic Stare
|
||||||
|
|
||||||
|
Tier 4:
|
||||||
|
|
||||||
|
@@ -39736,13 +39777,7 @@
|
||||||
|
|
||||||
|
Using What's Available
|
||||||
|
|
||||||
|
-Wasteland Camouflage (5+ Speed or Intellect points): By drawing your clothing about you just so and using various tricks
|
||||||
|
-and your deep knowledge of your surroundings, you become invisible for ten minutes in any landscape that contains ruins
|
||||||
|
-of the before‑times. (You may also attempt this in a purely wilderness setting, but if you do, you must spend 1
|
||||||
|
-additional point from Speed or Intellect, whichever Pool you activated this power with.) While you are invisible, this
|
||||||
|
-asset eases your stealth and Speed defense tasks by two steps. This effect ends if you do something to reveal your
|
||||||
|
-presence or position—attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the
|
||||||
|
-remaining invisibility effect by taking an action to focus on hiding your position. Action to initiate or reinitiate.
|
||||||
|
+Wasteland Camouflage
|
||||||
|
|
||||||
|
### Historical
|
||||||
|
|
Loading…
x
Reference in New Issue
Block a user