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Post by Admin on Apr 24, 2015 21:04:44 GMT
Now, these are one of the harder things in Fate to get a hang of, because there are a LOT of them. And, there are three types. But, the most important thing to remember, is that Heroic and Expert advantages both follow VERY specific formulas!
Expert advantages can offer....
+1 bonus on rolls in a certain situation, no matter what ability is used. For instance: Athlete: You gain a +1 bonus on strength and agility rolls to climb, run, or lift, and any roll required to play an athletic sport such as baseball, football, basketball, or swimming.
+2 bonus on a specific use of an ability. Black Hat: You gain a +2 on Knowledge rolls to hack into a computer.
Substitute one ability for another in a very specific situation. Chewbacca defense: You may use Deception to BLOCK Reasoning attempts, by flooding them with nonsense.
Special
This is the hard one. A very small benefit, that doesn't require an aspect to invoke. Generally, something like a +1, or avoiding a -1.
Big one? Headquarters; You gain a new Facility! It has a rating equal to resources+1 if general, or resources +2 if specialized.
Another is Mounted Warrior: You do not suffer a -1 penalty for fighting on a mount.
Now, the most important thing to remember about Expert Advantages? They are specific, tied to one thing, and most importantly: Always in effect. They NEVER require Fate Points, and stack with invokes. A full list can be given later, but it is NOT comprehensive, and people are encouraged to make their own Expert Advantages. Remember: You get three free ones with every character.
Heroic advantages are different.
Heroic advantages cost 2AP, and provide, while more limited, much more powerful stuff. Examples of general things you can do is...
Gain a +2 to a broad use of an ability, or +3 to a very specific use of an ability.
Make a Specialty Aspect you ALREADY POSSESS into a Persistent Aspect. , or gain a new NON persistant aspect.
Gain a special bonus when you get SPin. (Remember Spin?)
Counter-attack after defending...IF you spend a fate point.
Perform a Manuever(Granting your opponent a Tag or a Boost), for 1 FP if you generate Spin.
Getting a clue from the GM.
Not having to roll for a specific benefit.
Increasing your refresh rate.
Basic Training in a Psychic Skill.
A list of Heroic advantages will follow, and Power Advantages will come after them. As they are complex.
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Post by Admin on Apr 24, 2015 21:15:27 GMT
Remember: This is NOT a comprehensive list. You can make your own.
Absolutely Stunning – You are so astoundingly beautiful and graceful others have a hard time disagreeing with you. You gain Absolutely Stunning (P) (Persuasion) as a persistent Specialty Aspect.
Dim Mak – The character can spend a Fate Point in order to perform a supplemental Maneuver with their unarmed attacks during the scene in order to delay the effects of the attack for later. The Aspects placed by the Maneuver determine when the attack will be felt. The triggering Aspects should reflect a biological trigger. So time could be expressed in heartbeats or footsteps. Things such as falling asleep or even just lying horizontal could also be a trigger since those involve at least minimal effects on the body.
Easy Mindscape – When entering a mindscape, the character is still able to split their perceptions between the physical world and the mindscape. However, while operating on both levels, they have the aspect Mind and Body Are Split.
avored Visualization: The character receives a Specialty Aspect related to a particular visualization they prefer to use in mindscape conflicts. They enter mindscapes with this visualization at the basic stats of WR 2 or AR 2. If it is a zone visualization, they can immediately place the aspect on a single zone. If the visualization is ever corrupted or disrupted, they may spend a Fate point to return it to its base level. A character may only have one each of favored weapon, protection and zone visualizations.
Feng Shui: The character may spend a Fate point to make maneuvers to affect the psychic environment without use of powers. For example, a maneuver might allow the character to apply an Aspect of Cleansing Flow of Life to a room for a scene in order to make it easier for someone’s Life-Force to heal. Another Feng Shui Shih might perform a Maneuver to apply the aspect Never Fight a Feng Shui Shih On Their Home Ground. For longer term or wider area effects, see the section on Facilities and Shards. You may also take the Professional Expert Advantage and apply it to Feng Shui.
Final Spark: If you are Defeated in a Life-Force conflict, you can spend a Fate Point to delay the effects for one round, during which you gain the Determined(P) Aspect. So you’ve got one turn to do something before you must settle the effects of the Defeat.
Genius at Work – You have a talent for analyzing a situation and figuring out how to get the most benefit for the least amount of effort. This could mean working out the best way to build a simple tool, or just knowing exactly where to hit (or what to say to) an opponent to make it hurt the most. When you select this Advantage, select either Knowledge or Reasoning. Once per scene, you may spend a Fate Point and use either Knowledge or Reasoning in place of any other. Ability on a single roll. Advantages such as Doctorate or Engineer may also offer an additional bonus if they are relevant to the task.
Herculean Might – You are incredibly strong, a mountain of muscle and power. You gain a +2 bonus to all rolls to lift, push, pull or otherwise manipulate objects or grapple with opponents. In addition, when using your Strength to make an attack with a melee weapon, or when you attack by throwing a weapon, the Weapon Rating for that weapon is increased by +2.
Iron Will – Each time you take this Advantage, you may take one additional Mental Minor Consequence. You may take this up to three times.
I’ve got Just the Thing – You have a tendency to carry a number of gadgets and tools with you, some mundane, some a bit more specialized. With the expenditure of a Fate Point, you can declare that you have just the tool for any particular job. And not just any tool, but a quality tool well suited for the task at hand. The tool grants a +2 bonus on rolls when using it, regardless of its exact type. Note, the GM may not allow you to use this Advantage if you have been previously stripped of your gear.
Persistent Specialty – Select one of your Specialty Aspects that describes your extreme expertise (or shortcomings!) in a particular skill, or a close attachment to a person, place or thing. That Aspect becomes persistent. Remember that, as with all persistent Aspects, this Aspect can be invoked for free. You also won’t get a Fate Point whent his Aspect is compelled, and you must always pay a Fate Point to deny a Compel of this Aspect.
Pressure Points – You are very knowledgeable of the weak points of the body. You are able to make an attack by tapping seemingly harmless points on the body. With a successful roll of Agility versus the target’s Perception, they might not even be aware of being touched and thus not be aware of the cause of any sudden pain suffered. The consequences that can be laid by Pressure Point attacks include Nausea, Internal Bleeding, Pain, Fatigue, Paralysis, Heart Attack and so on. You can also use this Advantage to provide a +2 bonus to any attempts to provide medical aid. The first time per scene you use this ability is free, but all subsequent times require the expenditure of a Fate Point.
Reputable – Each time you take this Advantage, you may take one additional Social Minor Consequence. You may take this up to three times.
Resilient – Each time you take this Advantage, you may take one additional Physical Minor Consequence. You may take this up to three times.
Robust Life-Force – Each time you take this Advantage, you may take one additional Life-Force Minor Consequence. You may take this up to three times.
Signature Item – Select an item you have obtained by taking a Resource Specialty Aspect. This item no longer costs a Fate Point to bring into the scene. In addition, it does not cost you a Fate Point the first time you invoke the Aspect associated with this item in a scene.
Tenacious – Each Mental Consequence you take reduces the Stress of that Attack by +1.
Toughness – Each physical Consequence you take reduces the Stress of that Attack by +1.
Untouchable – Each Social Consequence you take reduces the Stress of that Attack by +1.
Unyielding Fortitude – You have a talent for shrugging off afflictions that could kill a normal person. You gain a +2 bonus on all rolls to heal, resist poisons, disease or resist other similar afflictions. In addition, taking a Minor Physical Consequence reduces the amount of stress suffered by 4 instead of 2.
Visualized Defense – When you are defending your own mindscape, your Home Turf Aspect is persistent.
Weapon Expertise – Select a specific type of weapon. You gain a +2 bonus on attack rolls with this weapon. You may take this Advantage multiple times, each time you must select a different weapon category. (Yes, this stacks with the Power Advantage version, or the Expert Advantage)
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Post by Admin on Apr 24, 2015 21:25:51 GMT
Now, while both of these are really important, the BIGGESt thing, by far, is POwer Advantages, where you get truly SUPERnatural characters. Heroic allows you to be an action hero. Power Advantages lets you be a superhero.
Now, they can also be used to represent training, and most Psychic or Magic abilities can be represented by training. The main thing, is that this is when you reach the level where training is inhuman. Heroic Advantages let you be a tournament-winning martial artist. Power Advantages let you be Batman. And, besides, in Divine Blood you can go to school to learn to be a psychic.
Finally, all Power Advantages are also put in the terms of an Aspect, to help determine how they effect things. You don't just have 'Transmogrificatoin', you have 'Sword form: CHANGE'!
Power advantages are not simply purchased, they are essentially built from the ground up. As such, if you want a power not in the below list...simply talk to a GM, and they can help you! And, remember, as powers grant aspects...they can be Compelled and Invoked. So, yes. You can use a Chi Blast to start a fire. You can use a Cutting Chi Blast to slice a crate and kknock it on your foe's head.
Powers are activated by, in general, using one of the three Psychic abilities. Manipulative, Metabolic, or Sensative. Generally, the DC is either 4 or 6, depending on how often they should be activated. And, remember: If you fail, you can take Life-Force stress to activate it anyway.
Powers also all have modifiers, which can be used to make it exactly what you want.
And, finally, powers may be importated from other FATE systems, though this requires GM approval. (Telekinesis, for instance, is rather under copyright).
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Post by thrythlind on Apr 25, 2015 5:18:57 GMT
Strands will allow you to use the other powers in a game. I just can't print them all.
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