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.
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