Orohu

GuotinSketch

Jul 28th, 2022
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  1. GENERAL PERK:
  2. Terran Study
  3. Prerequisite: Cannot originally be from Earth
  4. You have been studying a great deal about the people and cultures of Terra, or Earth. This grants you the following benefits:
  5. • You gain Edge when using your Cultures skill about humanity.
  6. • You have Edge on Deception, Insight, and Persuasion skill checks that target human beings.
  7. • Gain fluency in two Earth-based languages of your choice.
  8.  
  9.  
  10.  
  11. Influence:
  12. Adventurer
  13. Bond: I’m the den parent for my team, looking after them like they’re helpless cubs
  14. Perk: You’re passionate about exploring new places, environments, and cultures and have a deep wealth of stories to draw from. Once per scene when you draw upon your experiences with a short story of your adventures, you gain an Edge on a Smarts or Social test.
  15. Hang-up: You have a bad case of wanderlust, and find staying in place for long incredibly boring. You suffer a Snag on Social and Smarts Skill Tests when you’ve been in the same place more than a few days
  16. Not From Around Here
  17. Bond: I keep a secret about my home that I am afraid may be revealed.
  18. Perk: You gain an Edge on Skill Tests outside of combat where your distinct upbringing or unusual background comes into play. You know one additional language.
  19. Teacher
  20. Bond: Teaching others about the things I’m passionate about is truly fulfilling
  21. Perk: Your passion for passing on knowledge to others allows you to inspire them to achieve greatness. When a fellow Power Ranger must make a non-combat skill check, you may Lend Assistance with an additional Edge. If the skill is one in which you have specialized, you may Lend Assistance with two additional Edges, but the task takes twice as long to accomplish, as you are teaching how to do it.
  22. Hang-up: You cannot resist a teaching moment, and insist on showing others “how it is done” before allowing them to try on their own. In any non-combat situation in which you have more skill than a team member, you will force yourself into doing the task first, even if strategically or socially unsound.
  23.  
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  25.  
  26. ORIGIN: Army
  27. Essence Score Increase. Increase your Speed or Strength by +1.
  28. Origin Skill. Your Origin trained you in one of the following: Athletics, Conditioning, Targeting, or Initiative. This skill training must be in the Essence taken in your Essence Score Increase.
  29. Starting Health. You begin play with two Health.
  30. Movement. Your base Ground Movement is 35 feet. Your Movement isn’t reduced by wearing heavy armor or carrying a heavy load.
  31. Languages. You begin play with one language in addition to any native languages and gain one additional language for every 3 points of Smarts you possess.
  32. ORIGIN BENEFIT: IF IT SHOOTS...
  33. You are trained in all weapons, other than unique weapons.
  34.  
  35.  
  36.  
  37. OFFICER
  38. Level 6: +1 Str, +2 Spd, +1 Smr, +3 Soc
  39.  
  40. STARTING ROLE PERKS
  41. Officers gain the following Perks:
  42.  
  43. BE A HERO
  44. Benefits of Command: You may spend a Story Point during Equipment Assignment And Requisition to give a member of your unit an Edge on a Requisition check.
  45.  
  46. TRAINING
  47. Essence Increase: Increase your Social Essence by 1 and your Smarts Essence by 1 each. You get an additional Essence increase based on your Focus, detailed below.
  48. Role Skills: Gain one rank in two skills from the following: Persuasion, Alertness, and Culture. These skill ranks must be of the Essences taken in your Essence Increase.
  49.  
  50. EQUIPMENT TRAINING AND QUALIFICATIONS
  51. In addition to your standard issue equipment, personal gear, and mission critical items, your role grants you a certain amount of access to equipment. You can requisition any battledress and weapons you are trained in, as well as all gear. You can access any equipment you are Qualified in without requisitioning it.
  52. Battledress: You are trained in Light and Medium Armor.
  53. Weapons: You are trained in ballistic weapons and explosives.
  54.  
  55. YO JOE!
  56. G.I. Joes are the heroic elite, highly trained and specially talented soldiers from around the world dedicated to the fight for freedom. They are brave, tough, and willing to make sacrifices for the benefit of others and the world at large.
  57. Every member of G.I. Joe gains the following benefits:
  58. • +1 Health;
  59. • Standard issue equipment qualification;
  60. • Qualified with all standard land, sea, & air vehicles;
  61. • Battle Cry: As a brave member of G.I. Joe, you fearlessly charge into battle. In the first round of combat, if your first action is a Move action, you may add an additional 10 feet to your movement.
  62.  
  63. BATTLE COMMANDER
  64. As a natural leader, you give a tactical advantage to your fellow Joes. At 1st level, during the Yo Joe! Battle Cry, you may give Edge to one ally for their first attack.
  65.  
  66. PLAN OF ACTION
  67. You don’t just bring out the best in your allies, you make their best even better. At 1st level, as a Move action, you can grant an ally within line of sight ↑1 to a Skill Test on their next turn. At 5th level, you can grant a total of ↑2 to allies, either as ↑1 each to two allies or ↑2 to one ally. At 9th level, the total increases to ↑3. It increases again at 13th level, to ↑4, and one last time at 18th level, to a total of ↑5.
  68.  
  69. ROUSE
  70. Your mere presence inspires your allies. At 1st level, as a Standard action during combat, you may attempt a DIF 15 Persuasion Skill Test to add a Story Point to the team’s Story Point pool.
  71.  
  72. PERKS BEYOND FIRST LEVEL
  73. GOT TO GET TOUGH
  74. At 2nd level, you fill your allies with confidence that you take their well being to heart. When you roll Initiative, each ally who can see or hear you gains a temporary Health. This temporary Health lasts for the entire scene, until they take damage, or until you are Defeated. This Health can exceed their normal maximum Health.
  75.  
  76. GENERAL PERK
  77. When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you choose one General Perk from Chapter 7 to add to your character’s capabilities. You must meet all prerequisites for the new General Perk.
  78.  
  79. MOBILIZE
  80. Movement in a war zone takes timing, cognition, and instinct, all of which you excel at. At 5th level, as a Move action, you may grant an ally within line of sight an immediate Move action.
  81.  
  82.  
  83.  
  84. GRANDMASTER
  85. KNIGHT’S JUMP
  86. Your Speed Essence increases by 1 at 1st level, and again at 10th level, and the skill point from this improvement must be placed in Initiative. Additionally, once per turn as a Move action, you can choose two allies to swap places in initiative order. This can result in one of your allies gaining an additional turn.
  87.  
  88. EN PASSANT
  89. At 3rd level, when you are aware of an enemy coming within your reach or range, you may attempt a DIF 15 Alertness Skill Test. On a success, you interrupt their turn to make an immediate attack. After you resolve your attack, their turn resumes.
  90.  
  91. TOUCH MOVE
  92. At 6th level, when you roll Initiative, all of your teammates who aren’t surprised can immediately make a Move Action.
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