5 or 15 point advantage
"You have better cardiovascular health than your HT alone would indicate. This comes in two levels:
Fit (5 points) - you get a +1 to all HT rolls (to stay conscious, avoid death, resist disease or poison, etc.). This does not improve your HT attribute or HT-based skills! You also recover FP at twice the normal rate (1 FP/5 Minutes).
Very Fit (15 points) - as above, but the bonus to HT rolls is +2. In addition, you lose FP at only half the normal rate."
Showing posts with label advantage. Show all posts
Showing posts with label advantage. Show all posts
Friday, March 30, 2012
Fearlessness
2 point per level advantage
"You are difficult to frighten or intimidate! Add your level of Fearlessness to your Will whenever you must make a Fright Check or must resist the Intimidation skill (p. 202) or a supernatural power that induces fear. You also subtract your Fearlessness level from all Intimidation rolls made against you." - p. 55
"You are difficult to frighten or intimidate! Add your level of Fearlessness to your Will whenever you must make a Fright Check or must resist the Intimidation skill (p. 202) or a supernatural power that induces fear. You also subtract your Fearlessness level from all Intimidation rolls made against you." - p. 55
Extra Attack
25 points per attack advantage
"You can attack more than once per turn. You may not have more attacks than you have limbs, natural weapons, and attack powers with which to attack. The GM's word on what constitutes attack is final.
A normal human can purchase one extra attack. This lets him attack with both hands at once and represents unusually good coordination.
Extra attack is just that: an extra attack maneuver on your turn in combat. It does not eliminate the -4 penalty for an off hand attack (see Ambidexterity p. 39) or let you take multiple aim maneuvers (Enhanced Tracking p. 53). You may use some of your attacks for Feint maneuvers, but you may not take multiple actions of other kinds.
Extra Attacks and All-Out Attack - when an individual with Extra Attack makes an All-Out Attack, he must select one type of bonus for all his attacks that turn. If he chooses to use All-Out Attack to increase his number of attacks, he gets one additional attack.
Extra Attacks and Rapid Strike - You may use one of your melee attacks to make a Rapid Strike (p. 370) on your turn, at the usual penalty. Your remaining attacks are in addition to this Rapid Strike, and receive no penalty. You may not use Rapid Strike with two or more attacks in one turn." - p. 53-54
"You can attack more than once per turn. You may not have more attacks than you have limbs, natural weapons, and attack powers with which to attack. The GM's word on what constitutes attack is final.
A normal human can purchase one extra attack. This lets him attack with both hands at once and represents unusually good coordination.
Extra attack is just that: an extra attack maneuver on your turn in combat. It does not eliminate the -4 penalty for an off hand attack (see Ambidexterity p. 39) or let you take multiple aim maneuvers (Enhanced Tracking p. 53). You may use some of your attacks for Feint maneuvers, but you may not take multiple actions of other kinds.
Extra Attacks and All-Out Attack - when an individual with Extra Attack makes an All-Out Attack, he must select one type of bonus for all his attacks that turn. If he chooses to use All-Out Attack to increase his number of attacks, he gets one additional attack.
Extra Attacks and Rapid Strike - You may use one of your melee attacks to make a Rapid Strike (p. 370) on your turn, at the usual penalty. Your remaining attacks are in addition to this Rapid Strike, and receive no penalty. You may not use Rapid Strike with two or more attacks in one turn." - p. 53-54
Dark Vision
25 point advantage
"You can see in absolute darkness using some means other than light, radar, or sonar. You suffer no skill penalties for darkness, no matter what its origin. However, you cannot see colors in the dark." - p. 47
"You can see in absolute darkness using some means other than light, radar, or sonar. You suffer no skill penalties for darkness, no matter what its origin. However, you cannot see colors in the dark." - p. 47
Combat Reflexes
15 point advantage
"You have extraordinary reactions, and are rarely surprised for more than a moment. You get a +1 to all active defense rolls (p. 374), +1 to Fast Draw skill, and +2 to Fright Checks (p. 360). You never freeze in a surprise situation, and get a +6 on all IQ rolls to wake up, or to recover from surprise or mental stun. Your side get +1 on initiate rolls to avoid a surprise attack - +2 if you are the leader (p. 393)." - p. 43
Combat Reflexes can be bought after character creation.
"You have extraordinary reactions, and are rarely surprised for more than a moment. You get a +1 to all active defense rolls (p. 374), +1 to Fast Draw skill, and +2 to Fright Checks (p. 360). You never freeze in a surprise situation, and get a +6 on all IQ rolls to wake up, or to recover from surprise or mental stun. Your side get +1 on initiate rolls to avoid a surprise attack - +2 if you are the leader (p. 393)." - p. 43
Combat Reflexes can be bought after character creation.
Charisma
5 point per level advantage
"You have the natural ability to impress and lead others. Anyone can acquire a semblance of charisma through looks, manners, and intelligence - but real charisma is independent of these things. Each level gives a +1 on all reaction rolls made by sapient being with whom you actively interact (converse, lecture, etc.); +1 to Influence rolls (p. 359); and +1 to Fortune Telling, Leadership, Panhandling, and Public Speaking skills. The GM may rule that your charisma does not affect members of extremely alien races." - p. 41
"You have the natural ability to impress and lead others. Anyone can acquire a semblance of charisma through looks, manners, and intelligence - but real charisma is independent of these things. Each level gives a +1 on all reaction rolls made by sapient being with whom you actively interact (converse, lecture, etc.); +1 to Influence rolls (p. 359); and +1 to Fortune Telling, Leadership, Panhandling, and Public Speaking skills. The GM may rule that your charisma does not affect members of extremely alien races." - p. 41
Ambidexterity
5 point advantage
"You can fight or otherwise act equally well with either hand, and never suffer the -4 DX penalty for using the "off" hand (see p. 14). Note that this does not allow you to take extra actions in combat - that's Extra Attack (p. 53). Should some accident befall one of your arms or hands, assume it is the left one." - p. 39
"You can fight or otherwise act equally well with either hand, and never suffer the -4 DX penalty for using the "off" hand (see p. 14). Note that this does not allow you to take extra actions in combat - that's Extra Attack (p. 53). Should some accident befall one of your arms or hands, assume it is the left one." - p. 39
Subscribe to:
Posts (Atom)