Talents et Pouvoirs

Talents et Pouvoirs Back

Cela représente comment tu est bon à faire des trucs. Vous pouvez choisir un nombre de compétences équivalentes au tableau ci-dessous.

Si tu n'es pas sûr de savoir dans quelle spécialité ton personnage va se dirigé tu peux laisser les cases libres et au fur et a mesure de la partie les remplirs (en expliquant les raisons de pourqoi tu as ses compétences).

Rang des compétences

Rang  Quantité
Médiocre (+0) Tout
Bof (+1) 4
Correct (+2) 3
Bon (+3) 2
Excellent (+4) 1

Ci-dessous, tu pourras trouver une liste de compétence où tu choisirera tes compétences, MAIS tu es seulement restraint par ton imagination. Sens-toi libre de rajouter autant de compétence que tu le souhaite si toi et ton Maître de jeu trouve cela approprié pour ton personnage.

Listes des compétences

Compétences Utilités
Armes à distance Combat à distance, connaissance des armes. Comprend d'autres armes à projectiles.
Artillerie Assaut avec de l'artillerie lourde, connaissance de l'artillerie
Athlétisme Escalade, sauter, courir, esquiver les tirs
Combat  Lutte —Avec ou sans armes— et défenses au corps à corps
Contacts Récuperer de l'information, répandre des rumeurs, contacts
Convictions Puissance mentales, pouvoirs psioniques. Détermine la capacité de stress mental. (Voir le stress et les conséquences)

Combat cybernétiques

Hacking, recherche, guerre informatique
Discipline Concentration, contrôle émotionnel, défence mentale
Discrétion Se cacher, être discret
Empathie Lire les gens, ouvrir les gens, les conseils, les initiatives sociales, les sens psionique
Enquête Perception active, recherche, surveillance, analyse des indices
Ingénierie Construction, Réparation, Sabotage de choses
Médecine Premiers secours, soins de longue durée et connaissances médicales
Perfomance  Composition, performance pour un public, critique artistique
Physique Briser des choses, soulever des choses, agir à long terme, lutter, d'autres actes physiques. Détermine la capacité de stress physique. (Voir le stress et les conséquences)
Pilotage Navigation, manœuvres de véhicules
Présence  Charisme, commandement, intimidation, provocation, menaces, réputation. Détermine la capacité de stress social. (Voir le stress et les conséquences)
Rapport Conversation inactive, ouverture, premières impressions, défense sociale.
Réflexe spatial Sensibilisation active et passive dans les engins spatiaux; Initiative dans le combat spatial, numérisation
Ressources Achat de choses, équipement, corruption.
Savoir Connaissances générales, recherche, exposition, langues
Science Travail de laboratoire, connaissances scientifiques, inventer
Sécurité  Crochetage, contournement des systèmes de sécurité, cibles
Tromperie Mentir, déguisement, distractions, etc.
Vigilance Vigilance passive, iniative de combat, jamais être surpris

Skill by Usage

Combat Terrestre Combat spatiale Combat Sociale Psioniques Cases de stress Autres.

Athlétiques
Combat
Armes à distances

Artillerie
Cybernetics

Ingénieurie
Pilotage
Réflexe spatial

Tromperie
Discipline
Empathie
Présence
Rapport

Conviction
Discipline
Empathie

Conviction
Physique
Préssence

Vigilance
Athletique
Cambriolage
Contacts
Cybernetics
Ingénieurie

Investigation

Médicine

Performance
Pilotage
Ressources
Savoir
Science
Discrétion

Italics = Secondary uses exist               Red = This is a secondary use

Pouvoirs  

Les pouvoirs sont utilisé de la même façon que les stunts, mais ils sort de l'ordinaire. En-dessous vous pouvez voir une liste d'exemples dans des multiples catégories commes des pouvoirs physiques , des améliorations robotiques, etc.

Les pouvoirs devraient être un dûr choix à faire et non faire un personnage super puissant. Soit sûr de consulter ton maître de jeu avec ton idées !

Physical Powers (can be cybernetic)

Power Name Cost Effect
Environmental Adpation Aquatic -1 Pick one environment. You don't take stress or consequences for being in that environment, and you ignore borders based on that environment existing.
Internal Weapon Breath Weapons -1* You gain an in inbuilt Weapon 2 ranged attack.  You may use this weapon to make combat maneuvers if you can justify it.
  Claws -1 You gain a Weapon 2 melee attack.  This bonus damage stacks with the damage bonus from strength abilities, but not “normal” weapons.
  Poisoned Claws -3 (must have normal claws first; total -3) In addition to the above effect, you may maneuver to put a POISONED aspect on the target.  In subsequent exchanges, the target must roll Physique against an attack from the poison equal to your Fighting score.  The attacks only stop when the aspect is removed (an opposed roll of Medicine verses your Fighting skill) or the target is taken out.  If taken out by poison, the target is unconscious, and dies within a few hours without medical attention.
Mental Link Pack Instincts -1 When near another member of your pack (who must also have this ability), you gain +1 Alertness.  When in the same zone as your packmates, you may wordlessly communicate simple concepts and commands.  You may make Investigation checks to pick out the approximate location of others in your pack.  Finally, when ambushed, if any nearby packmates make the Alertness check to spot the ambush, all of you are considered to have made the check.
Wall Walking Spider Walk -1 When climbing, you may treat any surface as no difficult than climbing up a vertical surface with plenty of handholds.  (Usually either automatic or Mediocre difficulty)
Exotic Sense Supernatural Sense   (Pick one of the below options)
    -1 Pick a circumstance in which normal people would be unable to perceive something (such as complete darkness).  You may sense things normally in that situation.
    -1 You may sense things that normal people cannot, such as radiation.  You may roll Alertness or Investigation as normal
    -2 As one of the above, but you may pick up to three thematically appropriate circumstances.
    -3 As the above, but you might have a dozen or more exotic senses.
Flight Wings -1 You can fly.  This lets you ignore some borders and move between zones that you otherwise couldn’t access.  Flight is governed by the Athletics skill.
Holographic Projection Glamours (Seemings, specifically) -1 You may cause someone or something to appear to be other than what it is.  You may use your Discipline or Deceit skill to oppose efforts to pierce the hologram.
Stealth Field Glamours (Minor Veils, specifically) -1 You may cloak a smallish object or group of people from detection.  Use Discipline or Deceit to oppose efforts to pierce the stealth field.  A field may be detected without being pierced— a target may know that something is there and being cloaked, but not what is being hidden.
Perfect Holographic Projector Glamours -2 Combines the above two powers.

Body Enhancements (mostly cybernetic)

Power Name Cost Effect
Unlikely Speed   -1
  • +2 Alertness for the purpose of determining initiative
  • +1 to Athletics checks to sprint
  • Don’t incur the penalty for moving one zone as a supplemental action.
Inhuman Speed   -2
  • +4 Alertness for the purpose of determining initiative
  • +1 to all Athletics checks
  • An additional +1 bonus to Athletics checks to sprint (total +2)
  • Don’t incur the penalty for moving one zone as a supplemental action.
  • Difficulty factors due to moving are reduced by 2 when rolling Stealth
Unlikely Strength   -1
  • When lifting or breaking inanimate objects, gain a +3 bonus to your Physique score
  • Gain a +1 bonus to Physique when grappling.
Inhuman Strength   -2
  • When lifting or breaking inanimate objects, gain a +3 bonus to your Physique score
  • Gain a +1 bonus to Physique when grappling.
  • When using Physique to modify another skill, it always provides 1 +2, regardless of relative skill levels.
Unlikely Toughness   -1
  • You have two additional boxes of physical stress.
Inhuman Toughness   -2
  • You have Armor 1 against all physical stress
  • You have two additional boxes of physical stress.
Rapid Recovery   -1
  • You may recover from any non-extreme physical consequence with no other excuse beyond time.
Inhuman Recovery   -2
  • You may recover from any non-extreme physical consequence with no other excuse beyond time.
  • You recover from physical consequences as if they were one level less severe.
  • Once per scene, you may clear a mild physical consequence as a supplemental action.
  • Physique never restricts other skills due to fatigue, and you only need to sleep half as much.

Technology

Power Name Cost Effect
External Technology Item of Power varies

An item of power has all the normal effects of an item of its type— combat armor still provides armor, weapons still do damage, and so on.  It cannot be easily broken.

Select a set of powers from the larger list and purchase them normally, spending refresh and the like, though you should note that they belong to the item, not to you.  You gain a 1 or 2 point discount to the total— +2 if the item is difficult to hide, such as a weapon or suit of armor, or +1 if the item can be concealed.

The item may be lent out to others, but the owner must pay a fate point for every scene in which it is loaned like this.

Psyonics

Power Name Cost Effect
Psi Talent Channeling -2 Use may use one form of Evocation— telepathy, telekinesis, or  ergokinesis. 
Psionics Evocation -3

You may use (psionic) Evocation in all its forms— telepathy, telekinesis, and ergokinesis. 

 

In addition, you gain 1 free specialization— either a power bonus (1Convicition) or a control bonus (1 Discipline)— in one form of psionics.

Refinement   -1 Gain two additional specializations for you Psionics ability.  Your various specialization bonuses must follow the rules for skill columns— you can’t upgrade a +1 power bonus for telepathy to a +2 until you have another +1 bonus in something else.
Cosmic Psionics   -1 Your powers may be used at a much grander scale— one zone of space combat, or anywhere on the planet.  You must still be able to sense your target somehow in order to use your abilities— via sensors, or a telepathic link, or whatnot.
Interstellar Psionics   -2 As Cosmic Psionics, but your range is simple “anywhere in the universe.” 
Domination   -2 You may use Discipline to make mental attacks against a helpless target, who may defend but not counterattack with Discipline or Conviction.  If you take a target out in this manner, they become a mindless slave.
Incite Emotion   -1 Pick one emotion.  If you touch someone, you may make maneuvers at a +2 bonus to force that emotion on a target (placing a temporary aspect on them).  You usually roll Deceit, while the victim defends with Discipline.  You may also use this as a block action.
    -1+ (on top of the original power) For each point of refresh you spend, you may chose one additional emotion you may inflict with this power.  All upgrades apply to all emotions.
    -1 (on top of the original power) You may use this power on targets up to one zone away without touching them.
    -1 (on top of the original power) You may use the basic emotion touch power as a mental attack, treating it as a Weapon 2.  The victim defends with Discipline.
    -1 (on top of the original power) As the above, but your touch is Weapon 4.

 

Talents et Pouvoirs

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