Sciencegar

GGG Trait balance analysis

Aug 10th, 2012
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  1. Minor
  2. Advantage to all Empathy rolls for animals.
  3. (Int) hints from GM that you're doing the wrong thing
  4. Advantage to Intimidate
  5. Tests to frighten you are at a disadvantage
  6. Negate one Disadvantage for not having tools
  7. Advantage when testing Presence skill in a specific way
  8. (Int) extra languages
  9. Advantage when using 'seedy places'
  10. Advantage to resisting poison/drugs
  11. Disadvantage to seduce you
  12. ---
  13. Once an episode for a scene, advantage on athletics/dexterity or travel on water/vertical surfaces, failure hurts.
  14. Fitness is a healing test, failure hurts.
  15. Detect invisible, takes 1 minute, DN10-15
  16.  
  17. Medium
  18. Use Empathy instead of Int in opposed tests
  19. Disadvantage when trying to catch you off=guard
  20. No Disadvantage when drunk, advantage (Fit)(EMp) times a session
  21. Advantage in any one vehicle
  22. Ignore (Fit) disadvantages per session
  23. No Disadvantage to untrained tests
  24. Disadvantage to track you, advantage to appear ordinary
  25. Advantage/Use Int+Academics for specific topic
  26. Advantage against Institutions
  27. ---
  28. air supply, disadvantage to hurt you, disadvantage on fitness tests
  29. melee weapon (?)
  30. Advantage to beat electronic security
  31.  
  32. Major
  33. Advantage when socialising with opposite gender
  34. Ally
  35. Use Intellect instead of Fit/Emp (basically once)
  36. (Emp) special multitarget Help Tests per session
  37. (Int) reminders of facts from GM per session
  38. Reroll with an advantage once a session
  39. No disadvantage fighting disarmed, can disarm opponent
  40. (Emp) reasonable items of gear a session
  41. Advantage with specific weapon
  42. Advantage to getting away
  43. --
  44. d10 m=scale/20 p-scale damage
  45. DN 20 Fitness (damage=failure), DN 10-15 dex to escape, 1d5 rounds
  46. disadvantage to hurt you, flight,
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