Difference between revisions of "Stunts (Fate)"
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===Bone Lacing=== | ===Bone Lacing=== | ||
Gain an additional physical | Gain an additional physical consequence. | ||
===Dermal Plating=== | ===Dermal Plating=== | ||
Gain an additional physical | Gain an additional physical stress box. | ||
===Wired Reflexes=== | ===Wired Reflexes=== | ||
Act first in all physical conflicts. If multiple parties have improved reflexes, compare Notice skills as usual. | |||
==Extraordinary Status== | |||
===Corporate Citizenship=== | |||
A full citizen of a megacorporation, whether by previous employment or birth. Includes a clean, legitimate corporate SIN. Provides access to citizen territory, citizen housing, and other citizen services so long as no action is taken against the megacorp. | |||
===Major Reputation=== | |||
A famous online identity in the Shadowrun community, linked to high-profile jobs and expertise. Can open doors and act as a powerful trump card, but dangerous if revealed to the wrong person. | |||
===Spirit Mentor=== | |||
''Character must be able to astrally perceive.'' | |||
A powerful, intelligent spirit as a mentor that can be turned to for advice. The spirit's nature should be described, defining both its philosophy and areas of expertise. | |||
==Extraordinary Training== | |||
===Astral Forgery=== | |||
Leave false astral signatures and present a false astral form. | |||
===Blood Magic=== | |||
Divert mental stress from spellcasting into physical stress for yourself or a helpless metahuman victim. | |||
===Mental Fortitude=== | |||
Gain an additional mental consequence. | |||
===Mental Resistance=== | |||
Gain an additional mental stress box. | |||
==Magic== | |||
''Magic access may only be selected at character creation.'' | |||
===Adept=== | |||
Adept powers can be taken. May not be combined with other magic permissions. | |||
===Conjurer=== | |||
The Conjuring skill can be used to summon, bind, and banish spirits. The character can astrally perceive. If the character also has the Enchanter and Sorcerer stunts, the character can astrally project. | |||
===Enchanter=== | |||
The Enchanting skill can be used to perform ritual magic. The character can astrally perceive. | |||
===Sorcerer=== | |||
The Sorcery skill can be used to cast spells and to counterspell. The character can astrally perceive. | |||
===Technomancer=== | |||
The Resonance skill can be used to magically interface with computer systems by touch as if using a wired deck. May not be combined with other magic permissions. | |||
==Metatype== | ==Metatype== | ||
'' | ''A metatype may only be selected at character creation and at most one may be purchased.'' | ||
Non-human metatypes may face prejudice in the sixth world, which metahuman characters may use to their benefit or face difficulties from. Including the character's metatype in an aspect may be used to encourage the use of this in roleplay: a character that, for example, identifies with the popular image of the troll heavy, or alternatively one that specifically rejects that, might lean into that image when attempting to intimidate. | Non-human metatypes may face prejudice in the sixth world, which metahuman characters may use to their benefit or face difficulties from. Including the character's metatype in an aspect may be used to encourage the use of this in roleplay: a character that, for example, identifies with the popular image of the troll heavy, or alternatively one that specifically rejects that, might lean into that image when attempting to intimidate. | ||
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''Costs 2 Refresh to purchase.'' | ''Costs 2 Refresh to purchase.'' | ||
Trolls possess an additional physical stress box, an additional physical consequence, thermographic vision, | Trolls possess an additional physical stress box, an additional physical consequence, thermographic vision, gain +1 to all Fighting checks, and -1 to all Stealth checks. |
Latest revision as of 03:05, 9 July 2016
Cyberware
Bone Lacing
Gain an additional physical consequence.
Dermal Plating
Gain an additional physical stress box.
Wired Reflexes
Act first in all physical conflicts. If multiple parties have improved reflexes, compare Notice skills as usual.
Extraordinary Status
Corporate Citizenship
A full citizen of a megacorporation, whether by previous employment or birth. Includes a clean, legitimate corporate SIN. Provides access to citizen territory, citizen housing, and other citizen services so long as no action is taken against the megacorp.
Major Reputation
A famous online identity in the Shadowrun community, linked to high-profile jobs and expertise. Can open doors and act as a powerful trump card, but dangerous if revealed to the wrong person.
Spirit Mentor
Character must be able to astrally perceive.
A powerful, intelligent spirit as a mentor that can be turned to for advice. The spirit's nature should be described, defining both its philosophy and areas of expertise.
Extraordinary Training
Astral Forgery
Leave false astral signatures and present a false astral form.
Blood Magic
Divert mental stress from spellcasting into physical stress for yourself or a helpless metahuman victim.
Mental Fortitude
Gain an additional mental consequence.
Mental Resistance
Gain an additional mental stress box.
Magic
Magic access may only be selected at character creation.
Adept
Adept powers can be taken. May not be combined with other magic permissions.
Conjurer
The Conjuring skill can be used to summon, bind, and banish spirits. The character can astrally perceive. If the character also has the Enchanter and Sorcerer stunts, the character can astrally project.
Enchanter
The Enchanting skill can be used to perform ritual magic. The character can astrally perceive.
Sorcerer
The Sorcery skill can be used to cast spells and to counterspell. The character can astrally perceive.
Technomancer
The Resonance skill can be used to magically interface with computer systems by touch as if using a wired deck. May not be combined with other magic permissions.
Metatype
A metatype may only be selected at character creation and at most one may be purchased.
Non-human metatypes may face prejudice in the sixth world, which metahuman characters may use to their benefit or face difficulties from. Including the character's metatype in an aspect may be used to encourage the use of this in roleplay: a character that, for example, identifies with the popular image of the troll heavy, or alternatively one that specifically rejects that, might lean into that image when attempting to intimidate.
Dwarf
Dwarves possess an additional physical consequence, thermographic vision, and are immune to mundane diseases and poisons.
Elf
Elves possess an additional mental stress box and low-light vision.
Ork
Orks possess an additional physical stress box and low-light vision.
Troll
Costs 2 Refresh to purchase.
Trolls possess an additional physical stress box, an additional physical consequence, thermographic vision, gain +1 to all Fighting checks, and -1 to all Stealth checks.