Labels

Tuesday, October 18, 2011

Non-Combat GATs




Non-Combat GATS

Non-Combat GATS tend to give bonuses that aren’t focused on improving stats or damage. They may well help with combat in other ways (such as providing a Success Point Pool that can be used for any purpose—including combat) but are usually not as good as combat GATs in the same range (the pool in question may only recharge once per game session instead of every combat).

Advantages that Non-Combat GATS give tend to fall into one of several categories:
Bonus Type
Applying The Bonus
Event Success Point Pool
An Event Success Point Pool is an SP Pool in the form of [ Total SPs / Amount You Can Spend On Any One Roll ] that recharges when some specified event happens (such as when the character beats someone at a game of chance/skill that has real stakes). The thinking is that the player will try to maneuver the character to set up these situations to recharge the SP pool. The GM can limit the recharge of this to once per session if necessary to cut down on side-trips but should allow a recharge (possibly with minimal time at the table) whenever there is a logical organic circumstance for it.

An example would be a character with an event pool that recharges when they win a pool game for small stakes. Every time the group rolls into a new town the character will seek out a game. If this is interesting to play out, play it out. If it isn’t for the specific time the GM and Player can agree to recharge it. The ideal situation, however, will be to have the character’s interaction with NPCs drive interesting encounters (a con-artist trying to recharge their pool may meet the local con artist community, etc.)
Session Success Pool
A Session Success Pool is an SP pool in the form of [ Total SPs / Amount You Can Spend On Any One Roll ] that is recharged at the beginning of every game session and doesn’t recharge during the session except at the GM’s discretion if “sufficient time” passes (usually a day or so of no important activity—but just “waiting for the pool to recharge” may not work.

“Can You Have ‘Fans’ Without Paying APs?”

A lot of these GATs give you things (for APs) that a character who has spent only CPs on things maybe ought to have. Can a multi-millionaire (someone with 12 CP in Wealth) have a secret base? How about a Level 4 rock-god—can’t they have fans? Or even a level 3 rock star? The answer is “yes.”

If you have paid the character points or otherwise built a character who ought to have some of these things you can, in fact, get them without paying APs. The line of thinking here is as follows:
v  If You Pay APs Everything is Easier: A secret base bought with APs would still probably have a bunch of people who know about it—someone had to do the work. There are probably plans on file with someone somewhere. It might be very secure—but really secret? That’s hard to do. You also tend to get “top quality” things you pay APs for. If you have fans or believers or whatever they’ll likely be a good deal better behaved if you paid APs for them—after all, they’re an advantage. If you just paid the CP for the status you may get more of the headache as well.
v  If You Pay APs You Get What You Pay For: If you paid CPs, you get what you “deserve.” A character with a L3 skill will get income from it. If you have the Trait “Wealth” you get a CP multiplier. You can have a L2 skill (or, conceivably, no skill at all) and have fans or believers or a secret base or whatever if you pay the APs for it—and it’s legitimate (or at least seen as legitimate by a lot of people).
v  You Can Get Some Extreme Stuff More Easily: You should always get GM permission for anything that’s listed as Extreme—but unlike a Level 4 skill—which makes you either “the best in the world” or one of the top tier and therefore has implications for the campaign, if you are spending your APs on some exotic trait you may still be one of a very rare handful but the GM isn’t obligated to treat you as the absolute top of the pyramid and that should make having a character with it less of a hassle for the GM.






Resources

The character has access to unusual resources of some sort.

Followers

You have fans, believers, minions, etc. who willy help you or even carry out your will!

Fans

Varies
N/A
Description: You’re a rock star or other celebrity. There is a body of people out there who are fans of your work and support you. Fans provide the following:
Income: Each level of fan-dom provides the listed CPs in Wealth. If the character spends time and makes an Artistic or other relevant skill roll (Sports?) by 5+ they can generate Wealth Level ^ 10 dollars (so at Wealth Level 12, playing a concert generates 10MM). Note: this can usually only be done once per year, season, etc.
Assistance: Fans will provide assistance if they can. They don’t usually operate as minions or servants but will often help out. This can come at the expense of unwanted publicity. To get assistance from a fan the character must succeed with a Recognition Roll. Recognition rolls get +1 per level of Appearance and an additional +2 if the character is otherwise especially noticeable (either by dress or otherwise). Being in an area conducive to meeting fans can give a +2 to +6 depending (a fan convention is automatic—a counter-culture hang out for a counter-culture celebrity is usually +4 to +6).
Price of Fame: Characters with fans can also have haters—enemies who hate the character (usually in some proportion to their fame). They can also lose fans through public actions. If they have more than 2 AP invested in fans they will be a target for paparazzi.
Cult Classic
The character’s fans are a sub-group
Star Power
The character has low general name recognition but can be easily recognized by people in “the scene.”
Super Star
The character has good “general” name recognition. A solid B-list actor or sports hero for example.
Mega-Star
The character is known by practically everyone.
Trait
Buy
Cost
Wealth
Recognition
DP
Cult Classic
1
1 AP
2 CP
8-
+2
Star Power
1
2 AP
4 CP
10-
+3
Super Star
1
3 AP
6 CP
13-
+4
Mega Star
1
4 AP
8 CP
15-
+6

Believers

Varies
N/A
Description: You have people who believe in you—they follow you as a religious or cultural icon.
Income: Each level of believers offers some CPs in Wealth.
Assistance: Believers will act in general as the character instructs them so long as it is in keeping with the character’s general doctrine (changing that can require Recruit rolls at -2 to -10 depending on the shift—failure will, at least temporarily, lose believers). Believers can be mobilized more than fans can but usually will not perform blatant law-breaking or take complex orders. A group of followers exists in a general area on a successful Location roll. This can get a +1 to +4 modifier based on the actual location (usually a location is a “town”). Large areas (cities) tend to get +1 to +8.
Doctrine: The character must profess a doctrine (the GM must okay it) and behave within its context or they will lose believers (and will need to take time to re-group). An example of a radical doctrine is one that implies criminal behavior. The character is probably actively wanted. An edgy doctrine stops short of criminal behavior but can strongly imply it. A moderate doctrine is one that is not necessarily main-stream but does not attract immediate attention. A main-stream doctrine is just that.
Cult
The character has a small group of followers but can have a radical doctrine.
Deacon
The character has a moderate group of followers. They can have an “edgy” doctrine.
Leader
The character has a large group and may have a moderate doctrine.
Icon
The character has a huge group and must have a mainstream doctrine.
Trait
Buy
Cost
Wealth
Location
DP
Cult Classic
1
1 AP
1 CP
8-
+2
Star Power
1
2 AP
2 CP
10-
+3
Super Star
1
3 AP
4 CP
13-
+4
Mega Star
1
4 AP
6 CP
15-
+6



Minions (Agents)

Varies
N/A
Description: You have a group of people who will carry out your orders.
Income: Minions and agents cost money. The character must spend 2 CP per level of Minion.
Assistance: Minions take orders and will often break the law. Minions are usually loyal but may not be fanatically loyal. They are not suicidal (although sufficient Recruitment rolls can lead people on “suicide missions.”
Points:  Minions are built on the listed number of CPs. The character can give them AP by spending their own. Each AP spent by the character becomes 2 AP in a Minion. The CAP is the maximum number of AP the minions may have this way.
Crew
The character has a small gang of minions—usually 1 per Recruit roll above 10. CAP is 1/4th the character’s. Each extra AP adds 4 CP to the Crew.
Gang
The character has several small groups that follow them. Each crew is 4-6 people and they have 1 Crew per point of Recruit above 10. CAP is 1/3rd character’s. Each extra AP adds 4 CP to the Gang.
Agency
The character has a large, dedicated organization. Usually something like 10 people per point of Recruit above 10 with support staff. CAP is ½ the character’s. Each extra AP adds 8 CP to the Agent.
Army
The character has an Army. Usually 100 people per point of Recruit above 10. CAP is ½ the character’s AP. Each extra AP adds 8 CP to the warrior.
Trait
Buy
Cost
Wealth
Points
DP
Crew
1
2 AP
-2 CP
30 CP
+1
Gang
1
4 AP
-4 CP
40 CP
+2
Agency
1
8 AP
-8 CP
50 CP
+3
Army
1
16 AP
-10 CP
75 CP
+4


Money and Toys

The character has more money than normal due to either status, inheritance, or some other force. They may also have cool gear or other unusual items.

Money

2 AP
N/A
Description: Each CP spent on Wealth is doubled. This applies up to 4 CP worth.
Trait
Buy
Cost
Wealth
DP
Money
1
2 AP
2x CP
+2

Cool Gear

Varies
N/A
Description: The character has Mod Points to spend on gear or to modify abilities otherwise (take literally, this usually applies to unusual equipment the character gets somehow).

Modification Points (Mod Points) are explained in the back of the book. They can be spent to make “normal items” (zero cost gear the character just lists on their sheet) more efficient or special in some ways (such as spending 1 Mod Point to have a really cool car with a custom paint job and some (minor) driving enhancements). Sometimes this can stretch believability (an invisible cell phone? 3 MP). It can also represent things like spy-gear (concealed lock-picks in a pen? 1 MP).
Trait
Buy
Cost
Mod Pts
DP
Mod points
M
1 AP
3 MP
+1

Installation

Varies
N/A
Description: The character has an unusual base of operations. The exact size of these can vary a lot however assume they are as large as a 4-bedroom house (with garage) if no other size is relevant.
Secret Base: The character has access to a secure secret location that is relatively lavishly furnished.  There is at least one secret entrance and an exit that can allow any vehicle the character owns to come and go unseen.
Operations Center: The character has very well connected headquarters with global communications, access to aerial defense radar, impressive computer power, back-up multi-hour power supply, and so on. It’s highly secure and may have cells rated to hold someone of the character’s power-level if they are unusually powerful or resourceful.
Trait
Buy
Cost
DP
Secret Base
1
2 AP
+2

Exotic Training or Expertise

The character has unusual levels of training (note: enhanced combat skills are purchased with the Generic Archetype traits above—these bonuses do not add directly to combat skills).

Natural Talent

Varies
N/A
Description: You’re a natural! The pluses can apply to any non-combat skill. A skill can only benefit from one level of training—but you can buy this multiple times for multiple skills.
Trait
Buy
Cost
Plus
DP
Level 1
M
1 AP
+1
+2
Level 2
M
2 AP
+2
+4
Level 3
M
4 AP
+3
+8
Level 4
M
6 AP
+4
+12


Esoteric Knowledge

You know secrets or other bodies of esoteric knowledge beyond the range of normal people. In many cases we have given a bullet-point list of “things you can do with the ability” (such as various “Witchcraft” abilities). These should be considered representative and not absolute.

In order for this to be available the GM must agree to it. Usually the character must have the “ordinary” version of the skill and can then augment it with this.

The Plus is given to the skill roll (this cannot be combined with Natural Talent).

Witchcraft

4 AP
Extreme
Description: You understand things about magic and the super-natural that most people do not. With rolls against your skill -5, you can do things such as:
v  Correctly identify and deal with ghosts and possession with a skill roll (usually a 3 roll drama of some sort for possession or serious hauntings).
v  Create magical wards that will, for a lunar cycle, repel supernatural harm (exactly how this works is up to the GM: think of it more as mosquito repellant than a force field).
v  Brew potions that create intoxicating effects similar to “love” or that can create a very deep sleep lasting a couple of days (Treat as all or nothing Resisted Attack with a Power of the character’s RES and Intensity of their Skill roll + their Damage Points: works against WIL).
v  Create “hex curses” small items that, if positioned on a person’s body or near where they sleep (or if they eat cursed food) create a “negative SP pool” equal to the character’s roll that will both force rolls when they might not otherwise be called for and subtract from character’s rolls when least convenient.
Trait
Buy
Cost
Plus
DP
Skill
Occult
1
4 AP
+2
+2
Occult

Mysticism

4 AP
Extreme
Description: You have studied and trained in the mysteries of the mind and the universe. This usually has an occult bent but could be a theological or even philosophical one. With a -5 Philosophy roll, the character can:
v  Meditate: The character can remain absolutely motionless, absorbed in their own mind (either completely blank or perhaps “wandering”). This gives the character triple the duration of oxygen usage and they can remain impassive for 2 hours per point the roll was made by. They get WIL x 2 Mind Shield when doing this.
v  Channeling: The character can contact “intelligences” in the “outer reaches” of thought space. These can converse with the character usually imparting wisdom. The wisdom tends to “evaporate” as with a dream and be pretty inscrutable anyway—but characters can learn some enlightening things.
v  Total Knowledge: A roll can be made to have extreme situational awareness (how many chairs are in a crowded restaurant? What is the exact number of side-walk tiles from here to your house? Etc.). Usually this takes some concentration.
v  Knowledge of the Self: The character can have a very structured knowledge of their own strengths and weaknesses. This gives +2 to WIL.
Trait
Buy
Cost
Plus
DP
Skill
WIL
Mysticism
1
4 AP
+2
+2
Philosophy
+2

Super Science

4 AP
Extreme
Description: Maybe you’re a super genius … or a mad scientist … Trained by aliens? Your skills with science go beyond the ordinary. The character must have some sort of hard science skill but so long as any creative explanation is given for how it applies to the device or modification
v  Mod Point Pool: Each level gives you a pool of Modification Points (see the back of the book) which can be used to build devices to enhance or create abilities during the adventure. Usually these creations are “gone” by the next adventure or session (the player can just “reinvest” them to keep them around).
v  Understand Super Tech: A successful roll will allow the character to understand super technology if they encounter it.
v  Realign the Tachyon Array: The character can make rolls (usually at -5) to modify super tech to do some pretty wild things. The GM will need to agree to it but usually this can transform APs in one kind of device into APs in another if time is taken.
Trait
Buy
Cost
Plus
DP
Skill
Mod
Super Science
M
4 AP
+2 (only applies once)
+2
Any Science
12


Mastermind

4 AP
Extreme
Description: You are a master planner and strategist. In a 3-roll drama with another character, if you win, you will get to know parts of their plan—so long as you (as a Player) don’t tell any other players (and your PC doesn’t inform any other characters)!

Session Pool: If you win the roll the GM can either recharge your session pool or reveal portions of the plan (to the degree it was won by). If the target doesn’t have Strategy they can make RES rolls.

You can force another check for every new plan you encounter or, if you lost, once each session so long as some new twist has been revealed.

NOTE: you don’t need to know who your adversary is but you do have to have some information about how they were operating. This can be done by finding clues or by analyzing a known pattern of behavior. If you do know who you are up against you get +2 to your roll.
Won by <5 Drama Points: You get information on the likely “next move.”

Won by 6-10 Drama Points: You get information on their likely objectives and responses.

Won by 11+ Drama Points: You get pretty detailed information on the whole plan.
What if they Don’t Have Strategy/Master Mind Or Have No “Plan”? In this case the GM can simply have a specific target number (usually based on the skill level or RES of the person they are trying to analyze modified by the amount of information the GM assesses the character has.

If the target “doesn’t have a plan” the Mastermind can estimate “how they will react to a situation.”
The Not Telling Anyone Anything Is Really Annoying: It’s meant to build up drama where a character behaves like people in fiction who don’t give everything away. If it’s too annoying, drop it. The GM should “okay” this anyway—it’s powerful.
Trait
Buy
Cost
Plus
DP
Skill
SP
Mastermind
1
8 AP
+2
+2
Strategy or Psychology
10/4






Jack of All Trades

4 AP
N/A
Description: You are good at a lot of things. Maybe you’re lucky? Maybe you’re smooth? You get a Session SP pool usable for any non-combat skill. Each level of this (4 AP each) adds +10 to the pool.
v  You are allowed to spend 1 SP if you miss the roll to be allowed to spend more in order to make it (this is a specific roll to these kinds of SPs).
v  If you are “helping” another character with an activity (actively) you can loan your SPs to them.
Trait
Buy
Cost
Plus
DP
Pool
Jack of All Trades
M
4 AP
+0
+4
10 / 4

Weapons Training!

2 AP
N/A
Description: You can use any weapon with your Martial Arts Skill (you don’t have to buy another skill to hit with it). You don’t get any special abilities from the weapon’s skill, however (although the maximum number of attacks per round are taken from your Martial Arts level).
Trait
Buy
Cost
Plus
DP
Weapons
1
2 AP
+0
+6


Drive Anything

4 AP
N/A
Description: You’re a hell of a driver—or pilot … navigator? You can use a single vehicle operations skill to drive or pilot any vehicle that can remotely be controlled by one person (a completely alien space ship might take a little while to figure out). You further more get the listed Event SP Pool (per level) to spend on rolls (especially combat rolls). These can be spent defensively to reduce the amount the vehicle is hit by if someone is trying to shoot out its Drive. This can be done even if the vehicle skill is non-combat.

NOTE: the pool recharges every time the character enters a vehicle (getting out for a second and getting in doesn’t count if the combat or situation is still on-going).
Trait
Buy
Cost
Plus
DP
Pool
Drive
M
4 AP
+2 (only applies once)
+8
10 / 4


Intrusion Expert

4 AP
N/A
Description: You’re trained “like a super spy” to break into places no one can get into! The skill for this is Security Systems. When you make a roll you get information on how the security is structured and what the challenges will be or you get a Session SP pool charged (GM’s decision). Usually the roll is made at -1 (for a simple security system) to -8 for the place with laser-grids and touch-sensitive floors. Doing “research” will usually help negate this—but the point of having the AP ability is that the character’s “experience” covers a lot of ground. The character can also generally get the specialized gear they will need and will know, for example, if they need an ID from a person there, where guards will be, what human security will key on, and so on—this takes most of the surprises out of getting into places.
Trait
Buy
Cost
Plus
Skill
DP
Pool
Intrusion
1
2 AP
+2
Security
+6
10/4

Urban Tracking

4 AP
N/A
Description: They can run but they can’t hide. You can find just about anyone so long as they are in anything resembling “modern society.” This can be handled as a 3-roll drama if the target has this ability as well.

Note: to find someone you must have a concrete idea of who you are looking for—a name, a face, something. Just looking for “the guy who stole my bike” may not be enough.

However: if the target is “low level” it might be. You will have an uncanny ability to question the right people and navigate the right paths. Usually going on no information against a soft-target is a -5 roll. This can also be used to track stolen merchandize.
Trait
Buy
Cost
Plus
Skill
DP
Tracking
1
4 AP
+2
Streetwise
+6

Investigator

4 AP
N/A
Description: You can get a clue! When activated you will either find a clue that advances your understanding of a mystery, crime, missing persons case, or other such situation—or activate an event pool. Usually this can only be done once per session but it can be attempted again when new information comes up. The GM decides if the clue is given or if the pool is activated.
Trait
Buy
Cost
Plus
Skill
DP
Pool
Investigator
1
4 AP
+2
Police Procedure or Research
+6
10/4





Back Up Plan

4 AP
N/A
Description: In a jam you have a back-up plan! When activated—when something has gone wrong or there is an unexpected surprise—the character can ether gain one of the below advantages (negotiated with the GM) or activate an Event SP Pool.
v  Special Gear. The character can have “remembered” to bring along some kind of specialty gear. It must be something the character could reasonably have had along. Hidden lock-picks are usually reasonable. A specific key to a random car in a parking lot isn’t. A small radio might be.
v  I Planned For This. The character can have a pretty unlikely get-away vehicle or maybe have scoped out an escape route or diversion.
v  We Discussed This. The character will have “thought ahead” with other characters to have both some signal and some planned behavior (the players can work this out at the table in real time). Thus they coordinate “what to do if ‘X’ happens.”
Trait
Buy
Cost
Plus
Skill
DP
Pool
Back Up Plan
1
4 AP
+2
Strategy
+6
10/4

Unusual Attributes

In this category are things that just maybe might be psychic or (in some cases) mystical abilities. They are listed here because (a) we want them to be easily accessible and (b) some people believe these kinds of things exist in “real life.”

As with almost all of these the GM should be consulted before just bringing them and the explanations for them can vary a lot from “supernatural” to simply “unexplained.”

Luck

Things tend to break your way. Maybe you have a guardian angel? Maybe the universe approves you? Maybe you’re just … lucky.

Lucky

4 AP
Extreme
Description: You’re fortunate! You get a session SP pool that can be spent on any roll (combat or non-combat). Each level of this increases the pool size.
Lucky Break: Once per level of Lucky the character can call for a “lucky break.” This means the character gets a roll against a GM-determined number for some event to occur. The player can request the event and the GM can veto it or suggest another. If the GM and player don’t come to an agreement on the event (it must be plausible) and the assigned roll, one level of the Lucky SP pool will be replenished for that session. This can only be done once per session.

The event called for must be plausible and the GM may assign a roll they think is likely. If the odds are less than 1:1300 (such as “I buy a winning lottery ticket”) the GM can declare negative numbers (“You must roll less than a -10). The character can spend SP points on this roll, even if it is “missed.” ‘

NOTE: Each 6*1300 (the approximate odds of rolling a 0 on a JAGS Roll) give an additional -2. So buying a winning lottery ticket in Florida (1 in 22 Million) are a -12 (costing approximately 22 Lucky SPs if the character wishes to simply buy one).

Also NOTE: The GM can do things such as prevent lightning from striking twice (the character wants a winning lottery ticket every session) by refreshing the SP pool—but if it comes to that, the Player and GM should simply discuss the vision for the character.
Trait
Buy
Cost
Pool
DP
Lucky
M
4 AP
16/4
+4

Rabbit’s Foot

4 AP

Description: Not only might you be lucky—but other people are lucky around you! You can lend your SPs to other people who are nearby. As with Lucky the pool only recharges at the beginning of the session.
Trait
Buy
Cost
Pool
DP
Rabbit’s Foot
M
4 AP
10/4
+4

Intuition

You perceive things other’s usually don’t. This might be a psychic 6th sense or just really keen perception. When describing these abilities we are going with “two levels.” The first is “more mundane” and the second is the “psychic upgrade.”

In either case the actual mechanics don’t specify the source of the ability (so the “psychic upgrade” may not actually be a super power) but the players and GM should consider the second level to be markedly less explicable.


Smell Trouble Coming

[ 2, 4 AP ]
N/A
Description: You can get a sense of danger about a person. When you meet or even see someone you can make an RES or WIL roll at +2 to get a “sense of danger.” Usually this will trigger if they are planning trouble directed at the character or their friends.
Upgrade: The upgraded version of this is more specific—the character may get an “image” of the kind of danger (a concealed weapon?) or can get an uneasy sense if the person is capable and likely to be dangerous to them even if there is no specific plan. A roll made by 5+ will usually indicate triggers to the danger or some sense of the person’s plan.
Trait
Buy
Cost
DP
Trouble
1
2 AP
+4
Trouble+ (Extreme)
1
4 AP
+8

Feeling of Being Watched

[ 2, 4 AP ]
N/A
Description: You get a feeling of being watched when you are under surveillance. This can apply to people following you, electronic surveillance, or even mystical means. The character gets a Perception roll at +2 to get a feeling of being watched. They can make normal perception rolls to see where it’s coming from (if it’s visible). 
Upgrade: The upgraded version of this is more specific—the character gets an image or impression of who is doing the watching (it acts as though the perception roll to determine was successful). The character can also make a roll to know if an area is being watched before they enter it.
Trait
Buy
Cost
DP
Watched
1
2 AP
+4
Watched+ (Extreme)
1
4 AP
+8

Sensitive

[ 2, 4 AP ]
N/A
Description: You can sense magic or detect the unseen. You get creepy feelings in haunted areas or from magical objects. Usually Occult is necessary to figure out the fine points.
Upgrade: You can see ghosts. You can detect evil spirits and get a sense of what they are like. You can determine the properties of mystical objects or at very least get a sense of how dangerous they are and what might trigger them. Usually Occult is necessary to figure out the fine points.
Trait
Buy
Cost
DP
Sensitive
1
2 AP
+4
Sensitive+ (Extreme)
1
4 AP
+8

Sense Danger

[ 2, 4 AP ]
N/A
Description: You know if an action that is usually not dangerous might be dangerous: you get an uneasy feeling. The player announces the course of action and calls for a hidden roll: RES or WIL +2. If successful the character will get the sensation of danger. NOTE: if the action is presumed to be dangerous or potentially dangerous this doesn’t help. It won’t tell you which wire on a bomb to cut because cutting any wire is logically dangerous. The GM can also make rolls for general actions (stepping outside) if there is a danger or ambush waiting. In very dangerous situations (such as in a monster infested cavern) this isn’t especially useful as potential danger lurks around every corner.
Upgrade: At this level it will mitigate potential danger from actual danger so it can be used to disarm a bomb or detect traps in a tomb. The character will also get an impression of what danger awaits.
Trait
Buy
Cost
DP
Danger
1
2 AP
+4
Danger+(Extreme)
1
4 AP
+8

Dreamer

[ 2, 4 AP ]
N/A
Description: At the basic level you have dreams that reveal things to you about the past that you might not have picked up consciously. This can provide clues, insight, and warning (often delivered cryptically but the character should have a reasonable shot at figuring it out).
Upgrade: You have dreams about the future and can get images of things to come that will be important to you.
Trait
Buy
Cost
DP
Dreamer
1
2 AP
+4
Dreamer+ (Extreme)
1
4 AP
+8

Reader

[ 2, 4 AP ]
N/A
Description: You can “read people.” This gives you the Lie Catcher ability at 4 CP worth and also lets you size people up reasonably well with a RES or WIL roll at +2 when you meet them. You will get a sense for their generic intent, their hidden feelings about you, and so on. You can usually spot Con Artists this way.

NOTE: characters using Con Artist or Actor get rolls against Reader (at either level) to avoid being “read.” Characters may also get a WIL roll against Reader to simply be seen as “carefully under control” yielding very little.
Upgrade: At this level you get commentary about the person you’ve met with regards to specific intentions and also specific psychological weak points.
Trait
Buy
Cost
DP
Reader
1
2 AP
+4
Reader+ (Extreme)
1
4 AP
+8

Nature Friend

You are highly attuned to the natural order in some way.

Animal Companion

[ 2+ AP ]
N/A
Description: You have an animal companion who travels with you. This is a super intelligent animal who, although they may not be able to speak, evidences movie-level animal intelligence. The animal is usually the size of a dog, cat, or large bird and is built on around 0 to 4 AP (consider that smaller sized animals like birds have more APs to spend on things like Flight). The character is assumed to have a 12 INT and 20 CP to spend.

Extra Skills: If the animal is allowed to have skills or other traits, each +1 AP gives +4 CP.
Upgrade: For each additional AP you spend the Animal Companion gets two APs. This can allow you to build things like polar bear fighting companions.

NOTE: if the game allows for any degree of mysticism the animal may speak to the character—but to speak to others requires an investment of 2 CP.
Trait
Buy
Cost
DP
Animal Companion
1
2 AP
+1
Extra Character Points
M
1 AP
+2
Extra Archetype Points
M
1 AP
+1


Nature Sense

[ 2, 4 AP ]
N/A
Description: You have a special relationship with nature. You:
v  Have a green thumb
v  Will not lose your way in the woods
v  Can find drinkable water in almost any environment
v  Will not be attacked by “natural animals” (“monsters” may not count) unless you pose a threat.
v  Have a green thumb
v  Get +2 to any Survival/Hunting skills
v  Will know if anything is harming the natural order in a vicinity.
Upgrade: At the upgraded level you may “speak” to animals and even plants. They will “answer” (usually only with natural sounds or faint motions) to the best of their ability saying what they have seen recently or what has happened.
Trait
Buy
Cost
DP
Nature Sense
1
2 AP
+4
Nature Sense Upgrade (Extreme)
1
4 AP
+8

Event Pools

Event Pools are SP Pools that recharge when some event happens. The points in this pool may usually be used for anything (combat, non-combat, offense or defense, etc.). Unless otherwise specified, they cannot be loaned to anyone else.

The player has a good deal of control over when they recharge their pool as they may try to engineer circumstances where this happens. This is meant to be an interesting and fun part of play. If it gets to the point where trying to charge up—or especially “recharge”—the pools dominates play the participants may need to stop and discuss if things are working correctly.

Play usually begins with the pool charged. If “a lot of time” passes between sessions or during the game (days or weeks) then some event may be assumed to have happened to recharge the pool (the GM’s option).


Loser

[ 2, 4 AP ]
N/A
Description: Your event SP pool recharges whenever some humiliating event transpires—whenever you fail in a way that gets you mocked or lessens people’s opinion of you, your SP Pool recharges.

NOTE: These points can be loaned to other characters as a 3 REA Short action.
Trait
Buy
Cost
DP
Pool
Loser
M
2 AP
+1
10 / 4
Advanced Loser
M
4 AP
+2
10 / 8

Theme Music

[ 2, 4 AP ]
N/A
Description: You have some force “pulling for you.” The Pool recharges when you:
v  Say something pithy in a grim situation or in a fight
v  Make a roll by 5+ in order to dominate a situation (or in combat)
v  Do something the GM and other players think is “really cool.”

When you activate the power you will ideally use a cell phone or other music device or hum/sing your specific, chosen “theme music.”

NOTE: Although the threshold is set at 4, if you declare a specific non-combat use for the Theme Music you can spend up to 8 (i.e. Stealth—and the theme would, of course, be Axel-F).
Trait
Buy
Cost
DP
Pool
Theme Music
M
2 AP
+1
10 / 4

Pinball Wizard

[ 2, 4 AP ]
N/A
Description: Your event SP pool recharges whenever you demonstrate skill or win a small-stakes game. This could be an arcade game, pool, home video games, or other such trivial exercise. Winning one game may be enough but it should comprise a reasonable period of play. It also requires a reasonable opponent (at least L2 13-). Often this will be a 3-roll drama but can be handled as a quick resisted roll contest.

NOTE: Often the character’s reputation or a small bet will be (mildly) on the line. As setting up these games are somewhat trivial to do, it can be used as a way to get characters into situations where they might meet interesting people or to set up rivalries.

A local champ will usually be L2 14-. A competition level champion will usually be L3 14-.

The skill involved is usually an Occupational Skill based on COR.
Trait
Buy
Cost
DP
Skill
Pool
Pinball Wizard
M
2 AP
+4
+1
8 / 4
Advanced Pinball Wizard
M
4 AP
+8
+2
8 / 8

Grifter

[ 2, 4 AP ]
N/A
Description: Your event SP Pool recharges when you pull off a short-con. Usually this requires a resisted roll against Con Artist or a 3-roll drama. The take is usually anywhere from under $20 (quick change artist) to a few hundred dollars. Often the character will need to work with a confederate.

Usually failure can result in law enforcement or, in some cases, combat (at the very least the character will get a bad reputation in the local area).

Usually a Streetwise roll at will be necessary to figure out the best place to set up a con and this may involve making contact with the local grifters (assume a successful Streetwise roll is necessary or the Con Artist roll takes a -3).
Trait
Buy
Cost
DP
Skill
Pool
Grifter
M
2 AP
+4
+1
8 / 4
Advanced Grifter
M
4 AP
+8
+2
8 / 8

Entertainer

[ 2, 4 AP ]
N/A
Description: Your event SP pool recharges whenever some you entertain an audience (for money, ideally—but street performances will work if the character can get a solid response). A variety of skills can be used but usually a combination of Showmanship and an Artistic skill are necessary. The character must usually find a venue and book a gig for this to work. The bonus can be to either Entertainer or the artistic skill.
Trait
Buy
Cost
DP
Skill
Pool
Entertainer
M
2 AP
+1
+1
10 / 4
Advanced Entertainer
M
4 AP
+2
+2
10 / 8

End of Generic Archetype Traits

This ends the GAT section. It should be noted that there is room for a good deal of room for more of these and these should be considered more as examples than the complete list.

On the topic of what, exactly, deserves to be tracked in APs, keep in mind that we are also going to provide a list of “normal gear” (and some exceptional gear) listed in terms of APs for games where gear will be tracked in terms of APs.

As a final note, remember that the goal of these is to help inspire the creation of interesting or exciting characters to play. If any of these strike a participant to say “I’d like to play a character with that!” they’ve done their job.

No comments:

Post a Comment