A few weeks ago I mentioned I'd started to think about how to use FATE to handle Scion (Using FATE for Scion: Starting Thoughts). I've done some further work on that, figuring out the skill list and how I plan to handle damage (borrowing from Dresden Files plus the Collateral Damage mechanics from Mike Olson's Kerberos Club). I've started to work on how to handle the system of Epics from Scion. In particular I've put together the knacks associated with each Epic. Here's what I have so far.
EPIC
STRENGTH
Each dot doubles the Scion’s
lift. Each dot adds +1 to damage dealt with muscle-powered weapons.
Chain
Breaker: With a simple flex, you may snap any but magical or the strongest
mundane restraints upon you. You gain +1 to all check to escape grapples.
Crushing
Grip: You do +1 damage when grappling. When grappling you may
choose to grapple one handed or add an additional +1 to the damage. You may
grapple two opponents simultaneously with a single hand each.
Feet
Planted Firmly: When you set yourself, you’re nearly
impossible to move. You cannot be tagged with ‘unbalance’ effects. You
effectively double your strength to stop anything.
Holy
Rampage: When you strike an inanimate object or surface, you may
freely add a persistent tag like cracked or bent.
Hurl
to the Horizon: Baseballs, beer kegs and other thrown
objects become tiny specks in the distance when you throw them. This doubles
the distance you can throw unresisting objects.
Knockback
Attack: You may opt to do a physical attack which does no damage,
but sends the target flying back, possibly taking damage from the landing. If
you get spin, opponent gains a negative tag in addition to usual spin effects.
Making
It Look Easy: Even when you push your strength to the
limits, to others, it looks as if it takes you no effort what-so-ever. You
might yawn as you lift a horse over your head. You never break a sweat or look
strained.
One
Inch Punch: You can exert full strength through even a
single finger, the tip of a toe, a crooked elbow – any single point of contact
with your body. You could head-butt a car down the street if you had the
strength to push a car that far.
Shockwave:
Spend a Fate point and make a Might test, if successful, all persons in a
radius around you gain a sticky Unbalanced Tag.
Smash
On Through: If you try to move through a barrier (fence,
door, crowd) that you could reasonably smash through, you may keep going as if
was nothing- splinters flying in all directions and sometimes even a
person-shaped hole left in your wake..
Titanium
Tools: When the character uses equipment or devices with their
strength, those items maintain their integrity and will not crumple or break.
Uplifting
Might: Characters with Epic Strength can always lift a silly
amount; this doubles that again!
EPIC
STAMINA
Each dot adds one additional
Physical Stress box. Each dot after the first acts as +1 Armor (not cumulative
with worn armor).
Body
Armor: The character may parry weapons bare-handed. He gains an
additional +1 Armor.
Damage
Conversion: By spending a Fate point, you may select any
box on your Physical Stress track to mark for damage.
Doin’
Fine: Even when you’ve been battered, bruised and beaten, you
always look fine. Your clothes may be in tatters but you look ready for round
two.
Holy
Fortitude: You may freely go without sleep for a number of days
equal to double your Epic Stamina +1.
Inner
Furnace: The Scion can survive by eating or drinking even the
most inedible substances. Poisons or drugs swallowed by the character get
burned away before affecting them.
Invulnerable
Nail: By concentrating for some time (a couple of actions in
combat), the character may render a small portion of their body invulnerable- a
toe, a fingertip, an earlobe, an eyeball.
Raging
Bull: Add +1 to Physical damage for each Physical Consequence
you have taken (up to +3).
Self-Healing:
At
any moment, the Scion may spend a Fate Point to clear one marked box of
Physical Stress or one modest physical consequence. Outside of combat this can
clear three boxes or one moderate consequence.
Solipsistic
Self: For an attack with the Scion did not see, hear or know
was coming, you may spend a Fate point to ignore the damage or other effects.
Can only be used once per scene.
Tough:
Gain an additional Physical Stress box.
Under
Pressure: You can hold your breath for a frighteningly long time.
As well, crushing pressures like cave ins or water depth do not affect you.
Unyielding: You
may take an additional major Physical Consequence.
EPIC
PERCEPTION
Acts as a bonus to all
senses checks.
Broad
Spectrum: Your Scion can see energies like wi-fi, magnetism, radio
waves, heat, etc. Interpretation may require a check. Shifting vision to this
and back requires a round of concentration or spending a Fate point.
Double
Vision: Your senses are protected, making it nearly impossible
to blind or deafen you with an attack.
In
Your Dreams: Even when sleeping, you continue to sense
things. You will recall everything that happened around you while you slept.
Microscopic
Senses: By concentrating, you can see incredibly fine detail.
You can perform forensic observations without equipment and the like.
Parallel
Attention: When surrounded by multiple information inputs- several
radios, people talking in a crowd, a bank of TVs- you can hear & see
everything simultaneously and process it.
Real
McCoy: You immediately see through normal disguises. You have a
+2 bonus to detect Shapeshifted persons.
Refined
Palate: You may sniff out or taste specific ingredients or
components with a test. You can list out all the elements of something easily.
Sense
Fatebound: By concentrating, you can sense if a person has been
Fatebound. A check may reveal additional information.
Spatial
Attunement: By concentrating for a round, you can map
the space around you, allowing you to act easily blind or in darkness. You can
also see 360 degrees around n that state.
Subliminal
Warning: You cannot be surprised. On a surprise round, you act
first, then the attackers, then your fellow ambush-ees.
Telescopic
Senses: By taking a moment to concentrate, you can extend any of
your senses (sight, smell, hearing) to an extreme distance.
Unfailing
Recognition: If you have seen someone before, you can
immediately pick out their face in a crowd, regardless of other difficulties.
EPIC
ACCURACY
Acts as a bonus to all attack
rolls.
Absolute:
Your character instinctively knows which way is north, what time of day it is
and how long it has been since X happened.
Crippling
Blow: Instead of applying Physical Damage, you may spend a Fate
Point to instead cause a Physical Consequence. This does not work if the target
has already taken all of their Major Consequences.
Find
Weakness: When doing damage, your opponent has an armor value of
-1, minimum of 0.
Forger: You
gain a +2 to all attempts to forge anything- documents, relics, jewels-
provided you have access to the right materials. Your bonus applies to disguise
attempts as well.
Microscopic
Precision: You can manipulate at the finest levels with absolute
steadiness. You still need the right tools and have to be able to see the
details to do this.
Perfect
Pitch: You can echo exactly any sound you have heard. If you
know an instrument, you can replay any song you’ve heard. You gain a +2 to all
attempts at mimicry, in addition to the Epic Accuracy bonus.
Photographic
Assessment: By observation, you can accurately estimate
the weight, size or number of objects in an area.
Photographic
Penmanship: You can reproduce an image from memory in
any medium with the clarity of a photograph.
Precise:
When firing into combat, you can never hit anyone but your intended target.
Ricochet
Symphony: You can bounce your ranged attacks, allowing you to
ignore cover or concealment.
Striker: You
may use Epic Accuracy instead of Strength for damage bonuses. In this case each
dot adds +1 to damage dealt with muscle-powered weapons.
Trick
Shooter: By taking an Aim action, you gain a +4 on your attack
roll on the following round. Additionally, your Aim tags last until you take
the shot, regardless of movement or actions.
EPIC
MOVEMENT
Acts as a bonus to all dodge
rolls.
Each dot of Epic Movement
doubles your pace out of combat. If using zones, then it allows you on your
action to shift one zone per dot without rolling. If using hexes, then it adds
+2 hexes to each half move.
And
the Crowd Goes Wild: Gain a +2 bonus for any athletics or
physical performance test, like football or ballet.
Blur: If
you gain spin on attack roll, you make immediately move within a zone or to an
adjacent zone. If using hexes, you gain a free half-move.
Cat
Steps: You leave no tracks and may walk on semi-solid surfaces
(sand, quicksand, thin ice) without worry.
Escape
Artist: Spend a Fate point to get out of any restraints quietly-
from strait jackets, to handcuffs, to locked boxes.
Freedom: You
suffer no movement or action penalties for dense or buffeting environments,
such as underwater or in a tornado.
Holy
Bound: Your character doubles his leaping distance- both
running and standing. Combined with Epic Movement dots, this can get crazy.
Lightning
Sprinter: You move as if you had an additional dot of Epic
Movement. You ignore movement penalties for uneven or rough terrain.
Monkey
Climb: You can climb surfaces at a steady walking pace. You
only need to make checks for super-smooth surfaces, difficult environments or
trying to go fast.
Safe
Fall: When you fall besides a vertical surface like a wall, a
rope, or something of the sort, you divide the distance by your # of Epic
Movement dots.
Spooky: You
can enter or exit a room without being seen…just like Batman. You just pop up
and startle people.
Stay
on Task: Rote or mundane tasks involving movement and
concentration (assembling furniture, reading, cleaning) take half the time.
Unruffled:
When moving- running, evading attacks, spinning like a top- you always look
composed and in control.
EPIC
REFLEXES
Acts as a bonus to all parry
& block rolls.
Between
Raindrops: When a non-aimed group of objects flies at you, you can
avoid them (falling rocks, raindrops) easily. For combat effects, like
automated pitching machines or robot guns, you must spend a Fate point.
Bodyguard: You
can parry or block for adjacent targets. May not be combined with Untouchable Opponent.
Cat’s
Grace: You always land on your feet. When knocked down you
automatically get up.
Gambler: For
any gambling contest where you control the movement (rolling dice, shuffling
cards, flipping a coin) you automatically determine the result.
In
My Hand: If you have something you’re carrying, you can declare
you have it in hand- in the blink of any eye. If it is on someone near you and
controlled (say a gun) you must make a check.
Omnidexterity: You
can use either hand with equal ease, even simultaneously (for example, texting
with two phones).
Perfect
Balance: You can balance along extremely or absurdly thin ledges
or lines without having to make a roll.
Pickpocket:
Gain a +3 to all attempts to pickpocket or place something upon another person.
You’re absurdly goodat this, defying physics and logic.
Rabbit
Reflexes: You go first. If more people have this, compare Epic
Reflexes dots.
Untouchable
Opponent: If you take no aggressive or offensive actions in a
round, you gain a +2 to all defense checks. If you take a full defense action,
you gain a +4 to all defenses and reactions.
Wheelman:
Gain a +2 to any driving or piloting checks. In a chase, you may add one aspect
freely to the environment at the start.
Whirlwind
Shield: You may parry projectiles, even bullets. You can catch
low velocity projectiles (knives, arrows) with a successful parry.
EPIC
CHARM
Dots act as damage value for
social conflicts.
Benefit
of the Doubt: When speaking with someone you wish to
convince, you may spend a Fate point to have them give you the benefit of the
doubt for the moment. This can change, depending on later events or evidence.
Blame
James: When avoiding blame (either through “Boys Will Be Boys”
or persuasion) you may spend a Fate point to subtly pin the blame on another
target.
Blessing
of Importance: By sticking up for a person in public, you
can heal them of Mental Stress (1-3) or a minor Mental Consequence immediately.
On non-mortals, this requires spending a Fate point.
Boys
Will Be Boys: When you get into trouble with an angry
witness or authority figure—you need only shrug haplessly, grin foolishly and
spend a Fate point. The offended party decides that whatever you did wasn’t that bad.
Center
of Attention: By spending a point of fate you can draw the
attention of everyone in an area (or watching an area). Useful for making a
spectacular entrance, this lasts # of minutes = to Epic Charm. Scions/Titans
may resist.
Charmer:
By
spending a Fate point, you can suppress a reaction of panic, suspicion or utter
hatred directed at you for one scene. The feeling will remain, but beneath the
surface- giving your Scion time to ease or get around it.
Come
Hither: By sending a message- a gesture, a text, a letter- you
may force a target to come to you. The message must include an image of
yourself. Scions & others with Epic Charm or Presence may resist.
Crowd
Control: With a check and a Fate point, you can quell the
energies of even the largest crowd for a moment, enough time to put your case
forward or make an escape.
God’s
Honest: By making a swear gesture and spending a Fate point, you
can convince one mortal target what you’re saying is the absolute truth- no
questions asked. This lasts until they’re faced with incontrovertible proof.
Grin
and Bear It: Gain an additional Social Stress box.
Hapless
Cool: Your character is always cool, regardless of what
they’re doing. They set the trends or are simply seen as far above whatever
mundane activity they’re engaged in.
Never
Say Die: After your character takes a Physical Consequence, you
may spend an action to pop up and show you’re OK. Your fellow players who see
this gain one Fate point. This may only be done once per scene.
Not
in the Face: You may use Empathy or Fast Talk instead of Dodge
for checks against intelligent targets. You may apply Epic Charm as a bonus.
Pied
Piper: By spending a Fate point, you make your character the
person to be around. Mortals nearby flock and become groupies and hangers on.
This effect lasts an evening (or day) and can be resisted.
EPIC
PRESENCE
Each dot adds a box to your
Social Stress track.
Advantageous
Circumstance: You set up groups like a machine, knocking
the first domino over and watching them fall. Your intended effect can’t take more
than a scene and can’t be more than a personal, temporal gain for you.
Blurt
it Out: In a conversation, you may spend a Fate point to have a
target reveal information about a subject of your choice. A test determines how
much and how embarrassing or private that information is.
Damage
Control: You may take an additional major Social Consequence.
Dreadful
Mein: For Scions with a hidden hideous appearance (often
children of Death gods). You may spend a Fate point reveal yourself to a
mortal, forcing them to run and flee.
Implacable:
Your dots of Epic Presence act as an Armor Value for Social Damage.
Knowing
Glance: You can use Epic Presence for your Social Damage value.
Lasting
Impression: You may spend a Fate point to add a
persistent aspect to a target- lasting a day. Lovely Scions can add an
uplifting sense; hideous Scions may add a debilitating one, unsettling the
target.
My
Eyes Are Up Here: By spending a Fate point, you can make
yourself forgettable to all mortals for one scene.
Overt
Order: By spending a Fate point, you can make a victim perform
in a single, simple action- like Freeze! Drop It! Shoot Him!
Perfect
Actor: By spending a Fate point you can place an emotional
aspect on all viewers for the duration of a scene.
Rumor
Mill: Your skills and contacts allow you to spread rumors and
hearsay with lightning speed.
Secondhand
Persuasion: You may use your Epic Presence bonus to manipulate
someone through writing, drawings or text messages.
Self
Esteem: By spending a Fate point, you may select any box on your
Social Stress track to mark for damage.
Serpent’s
Gaze: By spending a point of Fate you can lock eyes with a
target and hold their gaze. The target’s rendering inactive until you break the
gaze. Any actions you take while locking eyes is at a -2 penalty.
Unimpeachable
Reference: You can lend someone a portion of your authority. By
spending a point of fate and vouching for someone (in person or with a token),
you force the target to give your agent the benefit of the doubt.
EPIC
KNOWLEDGE
Each dot adds one dot to
Mental Stress track.
Blockade
of Reason: You may use an appropriate knowledge skill in place of
Fast Talk or Intimidation for social interactions.
Certainty: You
may take an additional major Mental Consequence.
Cipher: You
can encode or decode a message freely. You can create a cipher which will only
be decodable by a target who has been given a key.
Fast
Learner: You may freely switch the values of two skills at the
beginning of each session. Once per session you may spend a Fate point to make
this switch, before dice are rolled. These changes remain between sessions.
Know-It-All:
When making declarations, you may add two aspects.
Language
Master: After hearing a language for a short time, you may
speak it with some fluency. You will borrow the accent you’ve heard. This does
not apply to written languages.
Math
Genius: You can perform on the fly high level calculations in
your head. This provides a +2 bonus to any check relying on Math and allows you
to check other people’s calculations rapidly.
Perfect
Memory: Your character has photographic memory and may ask the
GM to fill in details of past events you character witnessed. Once per session,
you may make a retroactive assessment.
Social
Chameleon: You possess an instinctive knowledge of foreign
customs. This gives you a +1 on interactions in those situations. You may spend
a Fate point to stop a faux pas from happening.
Specialist: For
each dot of Epic Knowledge you possess, you may choose one “specialty” for a
skill, a narrow use in which you gain +2 to tests.
Speed
Reader: You can read through written or visually presented
material in 1/10th the time.
Telepathy: By
concentrating and spending a Fate point you can send a simple message into the
mind of someone a short distance away. If you can see them, the distance is
further.
EPIC
WITS
Each dot acts as armor value
for Mental conflicts.
Adaptive
Fighting: When engaged in single battle, you may add a bonus each
round after the first: +1 to attack, +1 to damage, +1 to armor, +1 to dodge or
+1 to parry. You may add a # equal to Epic Wits; each may be applied once.
Don’t
Read the Manual: You suffer no penalties to working with
unfamiliar equipment. You may make a check (or spend a Fate point) to figure
out instantly the purpose of any machine.
Insight:
When engaged in a battle of wills, your Epic Wits acts as a damage bonus.
Instant
Investigation: You can look at a scene and immediately may
a forensics-style reading of the scene, like a CSI machine.
Iron
Will: You gain an additional Mental Stress box.
Jack
of All Trades: For each dot of Epic Wits you possess, you
may choose one “specialty” for a skill, a narrow use in which you gain +2 to
tests. You may declare this during play by spending a Fate point.
Jerry-Rig:
With a check, you may rewire and realign a machine to a new and bizarre
purpose.
Meditative
Focus: The character never suffers penalties or checks for
distractions due to noise, explosions, riots or the like.
Multitasking: You
may perform a number of separate mental tasks simultaneously equal to your
refresh pool (play chess while composing a poem in your head and announcing the
results of a baseball game).
Opening
Salvo: On the opening round of a conflict, you gain a +2 to all
checks.
Perfect
Imposter: You gain a +2 to all checks (disguise, mimicry, acting)
when disguised as another persona you’ve researched. This may be a specific
person or a general figure (like Mall Cop).
Tactical
Planning: When a conflict breaks out you may immediately add two
aspects to the scene.
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