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Sep 20 15 7:53 AM

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Character Enhancement

Characters can gain Enhancement Points (EP) to spend between sessions to improve character statistics, skills, gain techniques, faction ranks or spend to improve their character in other ways. A Game Master may approve or veto a particular character Enhancement if they don't feel it meets the story or the character's actions. Characters are rewarded EP points at the end of a session to spend on Enhancements based on their actions during a session.

Character EP Rewards (End of a Session)
1. Character suffered Damage, +1 EP
2. Character accomplished a Goal, +1 EP
3. Character defeated an Opponent, +1 EP
4. Character befriended an NPC, +1 EP
5. Character discovered major Plot Point, +1 EP
6. Character survived a dangerous situation, +1 EP
7. Character earned money or wealth, +1 EP
8. Character created an item or work of art, +1 EP
9. Character influenced NPC attitudes on a large scale, +1 EP
10. Character discovered an undiscovered location, +1 EP
11. Character stopped the major opposition's plans, +1 EP
12. Character was roleplayed well, +1 EP

Character EP Bonuses (Granted for Long Sessions or as an Intermission in a session)
1. Character suffered a Critical Effect from Damage, +1 EP
2. Escaped in a High Speed Chase or Caught Target fleeing in a chase, +1 EP
3. Character did not commit a crime, +1 EP
4. Character used drugs or nanomedicine, +1 EP
5. Character caused Extensive Property Damage, +1 EP
6. Encountered new Experimental technology, +1 EP
7. Visited a Neo-City, +1 EP
8. Character benefited by using the Net, +1 EP
9. Character gained Lucidity points from using the DreamNet, +1 EP
10. Character gained a Faction point, +1 EP
11. Chacacter successfuly used Tactics and executed plan without failure, +1 EP
12. Suceeding a Deus Ex skill check where life or death is on the line, +1 EP

Character Enhancements

Introduce Minor Story Thread (3 EP)
By spending 3 EP, a character can introduce a minor story thread relating specifically to therir character and their background that will effect them during the next session. Game Master's should offer suggestions in how this story thread can fit with the existing campaign.
Example: Isaac Green has the Criminal Background and he wants to have his criminal past come up in the form of meeting NPC members of his old gang and for that to impact their existing story in some way. The Game Master suggests that the leader of his old gang has just been released from Prison and needs a favor from Isaac.

Introduce Major Story Thread (6 EP)
By spending 6 EP, a character can introduce a major story thread that relates to all the characters or introduces a new avenue for expansion on an old story hook that was not fully explored. Game Master's should offer suggestions and alloy a group vote to shape the story thread's introduction into the game smoothly.
Example: Eagle Cole thinks that the 2nd U.S. Civil War should feature prominently in their next game and cause the player group to pick sides, as it would spice up their otherwise bland Corporate mission inside San Antonio.

Gain Fame (6 EP)
By spending 6 EP and character gains 1 point of Fame, a character spends their downtime putting viral videos of themselves on the Net or otherwise spreading rumors of their reputation in a way that benefits them.

Remove Infamy (6 EP)
By spending 6 EP a character can remove 1 point of Infamy, typically by trying to clean up their reputation or quieting those who slander their public face.

Gain Faction Rank (3 EP/6 EP)
A character can gain +1 rank in a MicroFaction for 3 EP or +1 rank in a Faction for 6 EP. This is typically done by proving themselves loyal to their Faction or performing odd jobs to gain trust.

Purchase Basic Resource (3 EP/6 EP) – A character can purchase a Basic Resource for a MicroFaction for 3 EP or for a Faction by spending 6 EP, typically this is done by pulling strings or gaining more access within a Faction.

Purchase Advanced Resource (12 EP) – A character can purchase an Advanced Resource for a Faction by spending 12 EP, typically a character is manuevered into a posistion of authority with more access.

Purchase Gear (Variable, 1-9 EP) – A character uses their downtime to locate and acquire a weapon, piece of armor, gear item or Augmentation. The work done to help pay off the item or acquire it are considered "off camera" or occur during passed game time between sessions or a lull in the action. Gear that is priced more than Expensive or Gear that is Experimental Availability, cannot be aquired through downtime EP purchases and must be earned or purchased during game sessions.  
Gear Price
Very Cheap, EP Cost: 1
Cheap, EP Cost: 2
Normal, EP Cost: 3
Costly, EP Cost: 4
Very Costly, EP Cost: 5
Expensive , EP Cost: 6
Gear Availability
Common,  EP Cost: +0
Uncommon, EP Cost: +1
Restricted, EP Cost: +2
Illegal, EP Cost: +3

Learn Basic Technique (12 EP) – Character learns a Basic Technique for 12 EP, there are different technique types, such as Mechanical or Survival Techniques.

Learn Advanced Technique (24 EP) – Character learns a Advanced Technique for 24 EP, there are different technique types, such as Mechanical, Net or Survival Techniques.



Techniques

Action Techniques
Learning an Action technique requires experience with dangerous situations or training by skilled individuals.

Basic Action Techniques (costs 12 EP to learn)
Drive-By - When making an attack from a moving vehicle, you suffer no penalty to attacks.
Hold On - You can spend 1 action to hold onto even the fastest moving vehicle, sinking objects or falling objects, for a number of rounds equal to your Rend skill rank.
Combat Roll - You can spend 1 action to inflict a penalty to attacks against you equal to your rank in Acrobatics for 1 round.
Cat's Feet - You can fall a number of yards equal to your Athletics skill rank without suffering damage. This is cumulative with the benefit for falling from Acrobatics.
Arc Throw - You can use Throwing to hurl an object into the air in an arc it and hit an opponent farther away. Increases the ranged multiplier of thrown weapon by x1 and you may strike targets over cover at a -2 penalty to attack rolls.
Brace - You can hold closed a door or brace a falling object, etc. for a number of rounds equal to your Rend skill rank automatically, without needing to make skill checks.

Advanced Action Techniques (costs 24 EP to learn)
Evasive Manuever - Opponents suffer a penalty to attack you while you're operating a vehicle and moving equal to your Operate skill rank.
Teamplayer - When acting in coordinated strikes or with teamwork actions, you grant an additional +1 or +1d6 bonus to the action depending on the type of action, Game Master choice.
Free Runner - You gain a bonus to Movement or Sprint skill checks equal to your ranks in Acrobatics, even when climbing or moving through rough terrain.
Endurance - You gain additional Fatigue equal to your Tolerance skill rank.
Overdrive - You can increase a vehicle's movement for 1d6 rounds a number of Movement Speed equal to your rank in Operate, by spending 1 Luck point.
Bail Out - You can make an Easy Acrobatics skill check and spend 1 Luck to automatically bail out of any moving vehicle, no matter how fast, without suffering more than minimum damage. This may be done as a reaction to a crash.

Martial Arts Fighting Techniques
Learning a fighting technique requires training from a specific source, usually a skilled teacher of combat arts and it costs 12 EP to learn a Basic Technique. Learning an Advanced Technique often requires finding a master of martial arts and combat and costs 24 EP to learn. Techniques are always in effect when using those maneuvers in combat, as they enhance them.

Basic Fighting Techniques (costs 12 EP to learn)
Bleeding Strike - You may strike an opponent in a way that is designed to target blood-vessels and create bleeding. This attack forces an opponent to make a Absorb skill check against your Attack skill check or they suffer Bleeding (as per Basic Critical Effects) as long as they take damage from the attack.
Charge - You may charge an opponent in a sprint and attack using Martial Arts and suffer no penalty for the extra action.
Disarm - When attempting a disarm attack with Martial Arts, gain a +2 bonus. Also when you successfully disarm an opponent, you can choose to grab their weapon if you are within melee range and have a free hand.
Piercing Strike - This technique allows you to target a weak spot in the armor of an opponent, reducing the absorption of their Armor Value by your Perception score in points after rolling damage.
Stunning Strike - You have trained to attack your opponents using nonlethal tactics, you suffer no penalty striking an opponent with a Nonlethal strike.
Two Weapon Master - You are so skilled at fighting with two weapons and dual wielding them, that you suffer no penalty on your second attack.

Advanced Fighting Techniques (costs 24 EP to learn)
Counter Attack - Whenever you succeed at a Martial Arts skill check to block an enemy attack, you gain a free attack action against that opponent at no penalty.
Duelist - You are skilled in the art of the duel, when entering a formal challenge or where you and your opponent are clearly aware of one another in a fight where no one intervenes (one opponent vs. you) - you gain a +4 to Opportunity and Initiative skill rolls before combat begins.
Rapid Strike - You make an attack using Martial Arts that cannot be dodged using the Dodge skill.
Defensive Throw - Whenever an opponent misses an attack against your dodge, you may use their momentum to throw them a number of yards equal to your Body score and they become knocked prone. This throw deals damage as if it were a fall.
Flurry of Blows - You may make multiple Martial Arts attacks without tiring as quickly, you suffer 1 less Fatigue loss for extra attack actions during a round.
Crippling Grasp - When you strike your opponent with an unarmed Martial Arts attack and succeed at a grapple, you may inflict a Basic Critical Effect such as maim or deadly blow, if your opponent fails at a Stamina skill check against your Rend skill check. This skill check does not count as an additional action.

Gunslinger Techniques

Basic Gunslinger Techniques (costs 12 EP to learn)
Close Quarters Training - You can pistol whip, rifle butt, or bayonett a target within melee range at no penalty to attacks. (normally fighting with a ranged weapon as a melee weapon is a -2 penalty to Martial Arts attacks)
Cover Fire - Instead of rolling to hit for each shot, you can expend your weapon's Rate of Fire to inflict a penalty equal to your Shooting rank on targets within an area of 1 yard for each point of Rate-of-Fire. Targets within this area suffer the penalty to all their actions for 1 round of combat unless they pass a Resist skill check against the Shooting skill check of the character.
Bleeding Shot - You may strike an opponent in a way that is designed to target blood-vessels and create bleeding. This attack forces an opponent to make a Absorb skill check against your Attack skill check or they suffer Bleeding (as per Basic Critical Effects) as long as they take damage from the attack.
Piercing Shot - You may attack an enemy using Shooting or Throwing, to target a weak spot in their armor, reducing the absorption of their Armor Value by your Perception score in points after rolling damage.
Two Guns - You are skilled at fighting with two one-handed firearms and dual wielding them, you suffer no penalty on the second weapon attack.
Panic Fire - You can fire any firearm or ranged weapon that can fire faster than ROF 1 and holds at least 3 rounds of ammo, as if it were an automatic weapon. Doing so however is a -2 penalty to each attack roll in exchange for a +2d6 to damage on a successful hit, each 1 rate of fire of the attack uses 3 ammunition units.

Advanced Gunslinger Techniques (costs 24 EP to learn)
Sharpshooter - If you spend 1 round aiming, your attack on the next round counts as if it were a Basic Critical Effect as long as it hits.
Jackhammer - If you focus all of your fire on a piece of cover, you may destroy 1d6 Armor Value provided by the cover for every 1 Rate-of-Fire your weapon is capable of.
Precise Targeting - You no longer suffer a penalty for dividng up the Rate-of-fire of a weapon among multiple targets. (normally you suffer a -2 penalty to the attack roll for dividing up the Rate-of-fire among multiple targets)
Trick Shot - If you use a targeted attack or make a disarm attempt with Shooting skill, you suffer half the normal penalty (-2 to -1 or -4 to -2, etc.)
Rapid Reload - You may reload a weapon without any extra action penalty during a round where you take other actions.
Wild Shooting - You can fire your weapons full Rate-of-Fire as one attack roll in order to treat the weapon as if it had the "Spread Shot" quality, as long as the ROF is greater than 1. Only works within half the Weapon's Range.

Survivor Techniques

Basic Survivor Techniques (costs 12 EP to learn)
Ambush - You may strike an unexpecting opponent to deadly effect, you gain a +1d6 damage die to opponents who have been ambushed or cannot defend themselves actively.
Feint - You suffer no extra action penalty to a single attack or action following the creation of a Diversion using Deception in combat.
Sand in the Eye - You can hurl blood, spit, sand, dust, etc. into the face of an opponent using the Throw skill with a range of your Perception score in yards. If you succeed at this attack, you inflict the Basic Critical Effect of Blind. This attack does not do damage.
Ace Up The Sleeve - You can use Preparation in place of Stealth to have hidden an object or weapon on your person of Pocket concealment.
Survivor Scars - You gain a natural armor value bonus equal to your Stamina skill rank.
Proper Maintenance - You gain a bonus to all Deus Ex skill checks equal to your ranks in Tech on a Critical Failure resulting from use of your weapon.

Advanced Survivor Techniques (costs 24 EP to learn)
Play Dead - You may make a Deception skill check opposed by a Medicine skill check, to appear for all purposes, to be dead.
One Round Left - If you run out of Ammo you can make a Average Diff. Preparation skill check to have 1 bullet hidden on your person. Works once per session per gun type (9mm pistol, 12ga. shotgun, etc.)
Fearsome Strike - You know how to be flashy and intimidating during a fight, you naturally perform flourishes with your weapon that unnerve opponents. Other characters suffer a penalty to their Dodge or Martial Arts block attempts equal to your ranks in Intimidate.
Targeted Strike - You have trained to attack weak spots on enemies, you suffer only half the normal penalty (-2 instead of -4) when striking a specific location on an opponent while using a Targeted Attack.
Makeshift Trap - You can use Tech or Science (choose which when creating the trap) to create a trap from household chemicals, sharp tools, rope or other miscellaneous equipment. The Trap has an Awareness difficulty to notice equal to your skill check and deals damage equal to your Tech or Science skill rank in d6 if triggered. The Trap has 1 weapon Type. Alternatively, the trap may knock down or immobilize (treat as Basic Knock Down or Basic Stun) a target while doing minimum possible damage.
Blind Fight - You only suffer half penalties from darkness and poor lighting, additionally, you can never have your full Perception value taken from you while blind or deaf as your other senses make up for the loss.

Mechanical Techniques

Basic Mechanical Technqiues (costs 12 EP)

Smuggler - You can use Tech skill as if it were Stealth in order to conceal objects within mechanical innards of other devices without impeding their function.
Jury Rig - By spending 1 round and making an Average Tech skill check, you can add a temporary quality to a weapon, item, or piece of equipment or add 1 extra Option Space. This extra quality or option functions for only a number of rounds equal to your Tech skill.
Soup Up - You can tweak any vehicle to increase its Movement Speed by a rank equal to your Tech skill rank, doing so reduces the Operate skill check by a -2 penalty. This requires an Average difficulty Tech skill check and 1d6 minutes.
IED - You can improvise an explosive out of household chemicals or Common availability materials by making an Average Diff. Tech skill check taking 1d6 minutes, the bomb does damage equal to your Tech skill rank x2 in d6 and has a blast radius of your Tech skill in yards. Counts as Explosive or Fire Type only.
Overcharge - You can modify a Battery or Generator to produce more energy at +1 Power Rank or by gaining an additional 10 Power Points, this effect lasts a number of rounds equal to your Tech skill check and after being done destroys the battery or shuts down the generator for 1d6 minutes (Power Rank) or 1d6 rounds (Power Points).
Forgery - You can use Tech skill in place of Deception when creating a fake or replica of an item, object, or document and gain a +2 bonus. Preparing a forgery takes 1d6 hours and requires an original object or at least a picture to work from.

Advanced Mechanical Techniques (Costs 24 EP)

Improvized Weapon - You can create a improvised weapon of any 1 type with 1 quality and with damage dice equal to your Tech skill rank (if this is a ranged weapon its range is equal to your Tech skill x10 in yards). This weapon has the Poor Design weakness. Creating an improvised weapon takes 1d6 minutes and appropriate materials of Common availability.
Improvized Device - You can create a device or electronic equipment with a number of Options equal to your Tech skill rank. This device has a Power Usage equal to your Tech skill rank as well (you can make lower powered devices with less options). This device takes 1d6 minutes to create with appropriate materials of Common availability. It lasts for a number of hours equal to your Tech skill before breaking and becoming useless.
Domino Device - You can create traps or chain reaction activations, where triggering or activating one device or piece of electronic equipment automatically activates or turns on a number of additional devices equal to your Tech rank. This takes an average Tech skill check and 1d6 minutes to prepare, activation can be wireless or with wires and mechanical connectors.
Rebuild - You can remove a number of existing Option Spaces in any device and replace them with new components or options (provided you have access to such materials). You can replace a number of Option Spaces equal to your Tech skill rank, it takes 1 round per Option Space b?eing replaced and an Easy Diff. Tech skill check.
Boost - You can increase the signal distance of a device or electronics by a number of yards equal to your Tech skill rank x10.
Patchwork Fix - You can quickly repair a vehicle, device, or robot and heal a number of Health Points equal to your Tech skill rank x10. This repair takes 1d6 minutes but is temporary, lasting only a number of hours equal to your Tech skill rank before the original damage returns.


Net Techniques

Basic Net Techniques (Costs 12 EP)

Net Terrain - You know the terrain of the Net well enough to gain a number of facts of information about each area you are in equal to your Research skill rank. This could include time of arrival for automated trains, the price of local commodities, names of common users, shortcuts in the Net, etc.
Search Fu - You may make Research checks as a extra action at no penalty.
Tracker - You gain a +2 to Computers skill checks when running a Trace program or doing similar NetID scans.
AR Distraction - You can activate local programs or advertisements in the AR Net to create a distraction to other user's within your Computer rank in yards. You can make a Stealth skill check against Awareness checks to escape during the distraction, which lasts for 1 round. This only functions on Net users.
Troll - You can use your Socialize skill rank as a penalty to a single opponent's actions as if it were Taunt, by posting their username to forums or otherwise getting contacts to message them as a distraction. This penalty lasts for a number of minutes equal to your Socialize skill rank and costs 1 Luck point. This only functions on Net users.
Auto Update - You gain a +2 bonus to Fortune skill checks when rebooting your computer.

Advanced Net Techniques (Costs 24 EP)
Refresh - You can avoid taking Active Memory damage equal to your rank in Computers by choosing to refresh your Network, this takes 1 round of time but may be done as a reaction to a program attack.
Code Monkey - You can read the code lines of data on a local region of Net space, this allows you to identify a number of programs being run by a single user or users equal to your rank in Computers.
Data Mine - You can spend 1d6 rounds to automatically know a number of facts about an opponent, organization or topic equal to your Research skill rank. These facts may or may not be relevant at the Game Master's discretion or based on an Easy Diff. Preparation roll.
Net Trap - You know the layout of the AR Net well enough to lure unsuspecting opponent's into active programs, you may make a Deus Ex skill check of Average difficulty to lure an opponent into a region of Net space where a single program is active of your choice at a rank equal to your Deus Ex skill check.
Proxy - You can Network two Computers together to create a proxy NetID. Your NetID appears to be that of the proxy computer (the character's choice) and the Proxy computer is the first target of Net programs. A character can spend 1 action to switch computers and NetIDs without having to restart or sign offline.
Beta Test - You can find a freeware version of any program by making an Easy Diff. Research skill check, but this copy of the program only works for a number of minutes equal to your Research skill rank before its registry expires and can no longer be used. Costs 1 Luck to activate.

Psychological Techniques
Psychological Techniques are learned by characters who are masters of social interaction. They are sometimes taught to Intelligence agents and Law Enforcement officials or even those in the high-stakes world of Corporate negotiations or Mental Health professionals and politicians.

Basic Psychological Techniques (Costs 12 EP)
Face Reading - You make an Investigate skill check in place of Sense Motive to tell when someone is lying based on visual cues.
True False - You may make a Persuade skill check in place of Deception as long as you are telling the truth while selectively leaving out important information.
Blend - You can make a Deception skill check to blend into a crowd as if you were using Stealth to escape notice.
Doubt - If you succeed a Deception skill check against the Resist of a target individual, they may now doubt their own beliefs about a single fact, topic, event, or course of action. This doubt lasts for a number of rounds equal to your Deception skill rank.
Mean Mug - If you spend at least 1 action to pose threateningly, you can force any non-hostile individuals to keep their distance from you equal to your Intimidate rank in yards.
Seduction - You gain a +2 to Persuade skill checks against individuals attracted physically to you (Game Master choice of sexual preference).

Advanced Psychological Techniques (Costs 24 EP)
Social Networking - You can activate a Basic Resource from any Faction as if it were your own, by spending 2 Luck points and making an Easy Socialize skill check.
Friendly Face - You can spend 1 Luck point and spend 1d6 rounds interacting with a crowd to gain a number of temporary allies equal to your rank in Socialize. These individuals help you in any way they can for 1 minute for each Socialize rank.
Hustler - You can act as if you had a number of Wealth points equal to your rank in Deception, this ability costs 1 Luck to activate and requires 1d6 rounds of haggling. These Wealth points can only be spent during a single transaction with one particular individual. The merchant who've you've hustled may later come back for the unpaid difference (Game Master discretion).
Negotiate - If you succeed at a Persuade skill check against the Resist skill check of everyone capable of listening to you, noone may act for a number or rounds equal to your Persuade skill rank as if they were stunned.
Psychoanalyze - You can discover a number of details about a character's mental health, whether they are addictions, phobias or mental distress or details about a single individual's personality equal to your Sense Motive skill rank. You must be able to observe this person for at least 1d6 minutes and spend 1 Luck point.
VIP - You seem very important, people suffer a penalty to attacks against you equal to your Socialize skill rank.

 

Last Edited By: kaliayev Sep 20 15 7:59 AM. Edited 1 time