Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Minor
- Advantage to all Empathy rolls for animals.
- (Int) hints from GM that you're doing the wrong thing
- Advantage to Intimidate
- Tests to frighten you are at a disadvantage
- Negate one Disadvantage for not having tools
- Advantage when testing Presence skill in a specific way
- (Int) extra languages
- Advantage when using 'seedy places'
- Advantage to resisting poison/drugs
- Disadvantage to seduce you
- ---
- Once an episode for a scene, advantage on athletics/dexterity or travel on water/vertical surfaces, failure hurts.
- Fitness is a healing test, failure hurts.
- Detect invisible, takes 1 minute, DN10-15
- Medium
- Use Empathy instead of Int in opposed tests
- Disadvantage when trying to catch you off=guard
- No Disadvantage when drunk, advantage (Fit)(EMp) times a session
- Advantage in any one vehicle
- Ignore (Fit) disadvantages per session
- No Disadvantage to untrained tests
- Disadvantage to track you, advantage to appear ordinary
- Advantage/Use Int+Academics for specific topic
- Advantage against Institutions
- ---
- air supply, disadvantage to hurt you, disadvantage on fitness tests
- melee weapon (?)
- Advantage to beat electronic security
- Major
- Advantage when socialising with opposite gender
- Ally
- Use Intellect instead of Fit/Emp (basically once)
- (Emp) special multitarget Help Tests per session
- (Int) reminders of facts from GM per session
- Reroll with an advantage once a session
- No disadvantage fighting disarmed, can disarm opponent
- (Emp) reasonable items of gear a session
- Advantage with specific weapon
- Advantage to getting away
- --
- d10 m=scale/20 p-scale damage
- DN 20 Fitness (damage=failure), DN 10-15 dex to escape, 1d5 rounds
- disadvantage to hurt you, flight,
Advertisement
Add Comment
Please, Sign In to add comment