Rough Magic 3e EN:Gifts: Difference between revisions

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[[Image:Arrow_up_16x16.png|baseline|link=Rough_Magic]] [[Rough_Magic|Contents]]
[[Image:Arrow_up_16x16.png|baseline|link=Rough_Magic_3e_EN:Contents]] [[Rough_Magic_3e_EN:Contents|Contents]]
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Gifts are exceptional abilities that a normal person ''can'' have, but that most people ''do not'' have. The details of each gift are highly dependent on a character's background, so the player should work with the GM to flesh out these details. Each gift costs one character point.
 
Gifts are exceptional abilities that a normal person ''can'' have, but that most people ''do not'' have. The details of each gift are highly dependent on a character's background, so the player should work with the GM to flesh out these details. Each gift costs one character point. We suggest spending no more than 5 character points total on gifts and [[Rough_Magic_3e_EN:Supernaturals|supernatural traits]].


==Typical Gifts==
==Typical Gifts==


This is a list of typical gifts found in a ''Rough Magic'' game. This list is not exhaustive. A character may well have a gift not listed here, subject to GM approval. However, any new gifts should be approximately as useful as these gifts, in order to maintain a sense of fairness with other characters.
This is a list of typical gifts found in a ''Rough Magic'' game. This list is not exhaustive. A character may well have a gift not listed here, subject to GM approval. However, any new gifts should be approximately as useful as these gifts, in order to maintain a sense of fairness with other characters.
Would you like to randomly generate a character's gifts? You can!
{| cellpadding="4" cellspacing="1"
|+Table: Random archetype, Table 1
|- class="h1row"
! class="aligncenter"|Roll 1d6
! class="alignleft"|Number of gifts
|- class="oddrow"
| class="aligncenter"|1
| class="alignleft"|Roll once on Typical gifts
|- class="evenrow"
| class="aligncenter"|2-5
| class="alignleft"|Roll twice on Typical gifts
|- class="oddrow"
| class="aligncenter"|6
| class="alignleft"|Roll three times on Typical gifts
|}
Count the number of gifts, and subtract that number from your pool of character points.




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra sortable"
|+Table: Typical gifts
|+Table: Typical gifts
|- class="h1row"
|-  
! class="aligncenter"|Roll 1d6
! class="aligncenter"|Roll 1d6
! class="alignleft"|Gift
! class="alignleft"|Gift
! class="alignleft"|Type
! class="alignleft"|Benefit
! class="alignleft"|Benefit
|- class="oddrow"  
|-  
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|1-2
| class="alignleft"|Animal Empathy
| class="aligncenter"|1
| class="alignleft"|Skills
| class="alignleft"|Use Diplomacy and Manipulation skills on animals
|-
| class="alignleft"|Arcane Caster
| class="alignleft"|Skills
| class="alignleft"|The character can cast spells of an arcane nature
|-
| class="alignleft"|Blindfighting
| class="alignleft"|Blindfighting
| class="alignleft"|The character incurs fewer penalties when unable to see or hear
| class="alignleft"|Combat
|- class="evenrow"
| class="alignleft"|The character does not incur a penalty when unable to see or hear
| class="aligncenter"|2
|-  
| class="alignleft"|Cantrips
| class="alignleft"|Small but useful bits of magic
|- class="oddrow"
| class="aligncenter"|3
| class="alignleft"|Connected
| class="alignleft"|Connected
| class="alignleft"|Get a favor from people with influence or authority
| class="alignleft"|Skills
|- class="evenrow"  
| class="alignleft"|Get a favour from an old friend -- or an old enemy
| class="aligncenter"|4
|-
| class="alignleft"|Elusive
| class="alignleft"|Elusive
| class="alignleft"|May base defense value on Agility rather than Brawn in close combat
| class="alignleft"|Combat
|- class="oddrow"
| class="alignleft"|May base defense on Agility rather than Brawn in hand-to-hand combat
| class="aligncenter"|5
|-  
| class="alignleft"|Famous
| class="alignleft"|Famous
| class="alignleft"|Get attention, and perhaps favors, from strangers
| class="alignleft"|Skills
|- class="evenrow"
| class="alignleft"|Get attention, and perhaps favours, from strangers
| class="aligncenter"|6
|-  
| class="alignleft"|Fascinating
| class="alignleft"|Fascinating
| class="alignleft"|Get attention, and perhaps favors, from admirers
| class="alignleft"|Skills
|- class="evenrow"
| class="alignleft"|Get attention, and perhaps favours, from admirers
| class="aligncenter" colspan="4"|
|-  
|- class="oddrow"
! class="aligncenter h2celleven" rowspan="6" style="vertical-align:middle"|3-4
| class="aligncenter"|1
| class="alignleft"|Hard Target
| class="alignleft"|Hard Target
| class="alignleft"|May base defense value on Brawn rather than Agility in ranged combat
| class="alignleft"|Combat
|- class="evenrow"
| class="alignleft"|May base defense on Brawn rather than Agility in ranged combat
| class="aligncenter"|2
|-  
| class="alignleft"|Headquarters
| class="alignleft"|Headquarters
| class="alignleft"|Skills
| class="alignleft"|The character has one or more bases of operation
| class="alignleft"|The character has one or more bases of operation
|- class="oddrow"  
|-  
| class="aligncenter"|3
| class="alignleft"|Indefatigable
| class="alignleft"|Combat
| class="alignleft"|The character does not incur a penalty when injured
|-
| class="alignleft"|Leadership
| class="alignleft"|Skills
| class="alignleft"|Spend plot points for others on the same team
|-
| class="alignleft"|Lightning Strike
| class="alignleft"|Lightning Strike
| class="alignleft"|Use Agility for damage value in close combat
| class="alignleft"|Combat
|- class="evenrow"  
| class="alignleft"|May use Agility for Hand-to-hand Combat attack rolls
| class="aligncenter"|4
|-
| class="alignleft"|Linguist
| class="alignleft"|Skills
| class="alignleft"|Learn new languages with minimal effort
|-  
| class="alignleft"|Luck
| class="alignleft"|Skills
| class="alignleft"|The character begins the game with one extra plot point
|-
| class="alignleft"|Master Plan
| class="alignleft"|Master Plan
| class="alignleft"|Combat
| class="alignleft"|Gain a tactical benefit if there is time to prepare for an encounter
| class="alignleft"|Gain a tactical benefit if there is time to prepare for an encounter
|- class="oddrow"
|-  
| class="aligncenter"|5
| class="alignleft"|Mental Calculator
| class="alignleft"|Mind Shield
| class="alignleft"|Skills
| class="alignleft"|Naturally resistant to mental attacks and coercive mental powers
| class="alignleft"|Solve complex mathematical operations by thinking about them
|- class="evenrow"
|-  
| class="aligncenter"|6
| class="alignleft"|Minions
| class="alignleft"|Minions
| class="alignleft"|Skills
| class="alignleft"|Minor, mostly nameless lackeys of marginal usefulness
| class="alignleft"|Minor, mostly nameless lackeys of marginal usefulness
|- class="evenrow"
|-  
| class="aligncenter" colspan="4"|
| class="alignleft"|Perfect Recall
|- class="oddrow"  
| class="alignleft"|Skills
! class="aligncenter h2cell" rowspan="6" style="vertical-align:middle"|5-6
| class="alignleft"|Remember something perfectly with a Reason roll
| class="aligncenter"|1
|-
| class="alignleft"|Pro From Dover
| class="alignleft"|Pro From Dover
| class="alignleft"|Skills
| class="alignleft"|The absolute best in their field, whatever that is
| class="alignleft"|The absolute best in their field, whatever that is
|- class="evenrow"  
|-  
| class="aligncenter"|2
| class="alignleft"|Second Identity
| class="alignleft"|Skills
| class="alignleft"|The character has a second, completely legitimate identity
|-
| class="alignleft"|Sharpshooter
| class="alignleft"|Sharpshooter
| class="alignleft"|Use weapons at longer than usual range
| class="alignleft"|Combat
|- class="oddrow"  
| class="alignleft"|Adept at bypassing cover in ranged combat
| class="aligncenter"|3
|-
| class="alignleft"|Team Player
| class="alignleft"|Team Player
| class="alignleft"|Spend plot points for others on the same team
| class="alignleft"|Combat
|- class="evenrow"  
| class="alignleft"|Gain a +3 bonus when working with others
| class="aligncenter"|4
|-
| class="alignleft"|Tenacious
| class="alignleft"|Tenacious
| class="alignleft"|May base defense value on Will rather than on Brawn or Agility
| class="alignleft"|Combat
|- class="oddrow"  
| class="alignleft"|May base defense on Presence rather than on Agility or Brawn
| class="aligncenter"|5
|-  
| class="alignleft"|Underwater Combat
| class="alignleft"|Combat
| class="alignleft"|The character does not incur a penalty when fighting underwater
|-
| class="alignleft"|Unsettling
| class="alignleft"|Unsettling
| class="alignleft"|Skills
| class="alignleft"|Make people nervous for no real reason
| class="alignleft"|Make people nervous for no real reason
|- class="evenrow"
|-  
| class="aligncenter"|6
| class="alignleft"|Wealthy
| class="alignleft"|Wealthy
| class="alignleft"|Skills
| class="alignleft"|Solve problems with money
| class="alignleft"|Solve problems with money
|}
|}




===Blindfighting===
===Animal Empathy===
 
The character has a bond with animals, and can use Diplomacy and Manipulation skills on them. Normal animals are more likely to be calm around the character, although a dangerous, hostile animal might require a successful Diplomacy or Manipulation roll to keep the animal from attacking. A character's Animal Empathy might be limited to a specific type of animal, such as cats or sea creatures. If this is the case, the character gains a +3 bonus on Diplomacy and Manipulation rolls when interacting with that animal type.
 
===Arcane Caster===


Normally, if an attacker can't see the defender, the attacker incurs a penalty die, and if a defender can't see the attacker, the defender incurs a penalty die. If an attacker has the Blindfighting gift, they do not incur a penalty die when they are unable to perceive the defender. If a defender has the Blindfighting gift, they do not incur a penalty die when they are unable to perceive their attacker.
The character can cast spells of an arcane nature. The character's maximum Power Pool is equal to their Power Level ×2. See the [[Rough_Magic_3e_EN:Magic|Magic]] chapter for more details.


===Cantrips===
===Blindfighting===


The character can occasionally produce small but useful bits of magic. The character begins each game with one extra [[Rough_Magic:Actions#Plot_Points|plot point]]. Cantrips are a particularly good justification for a [[Rough_Magic:Actions#Bonuses_And_Penalties|bonus die]], a [[Rough_Magic:Actions#Power_Boost|power boost]], a [[Rough_Magic:Actions#Power_Stunt|power stunt]], or even a [[Rough_Magic:Actions#Retcon|retcon]].
Normally, a character who can't perceive their opponent has [[Rough_Magic_3e_EN:Actions#Blinding|great difficulty]] in combat. If a character has the Blindfighting gift, they do not incur any of these penalties.


===Connected===
===Connected===


The character is on a first-name basis with people who have influence or authority. For example, perhaps the character is a college buddy of a regional Commissary's and is a childhood friend of a major player in an organized crime syndicate. From time to time, the character can ask these people for favors and have a reasonable chance of having the favor granted. The likelihood of having the favor granted will be much greater if the character does favors in return from time to time. On the other hand, having friends in high places may mean that the character attracts the attention of the friends' enemies.
"I know a guy." The character has a wide ranging network of friends, rivals, and former associates. From time to time, the character can contact one of these people, and have a reasonable chance of getting a favour from them. When the character wants to get a favour from someone, the player names the NPC and briefly describes how their character knows this contact. When the character meets their contact, they must attempt a moderately difficult (DV 3) Diplomacy (Presence) roll to see how their contact receives them. The GM may increase the difficulty or grant a bonus on the player's roll, depending on the situation.


===Elusive===
===Elusive===


The character is fast on their feet and good at rolling with the punches. In close combat (also known as "hand-to-hand"), the character may base their defense value (DV) on their Agility rather than on their Brawn. Equipment and traits which would add to the character's Brawn to determine their defense value may add to the character's Agility, instead. The player may choose which attribute to use on a case by case basis.
A character with the Elusive gift is fast on their feet and good at rolling with the punches. When making a Hand-to-hand Combat defense roll, the character may substitute their Agility for their Brawn. The player may choose which attribute to use on a case by case basis.


===Famous===
===Famous===


The character's name and likeness are widely known, perhaps due to their exploits or achievements, or possibly because they are from a noble or notorious family. It is difficult for the character to pass unnoticed, because paparazzi are often nearby. People who are impressed by celebrity may be more likely to cooperate with the character, and the character can sometimes gain favors from strangers. If this is the case, the character gains a bonus die on relevant Manipulation and Social rolls.
The character's name and likeness are widely known, perhaps due to their exploits, or possibly because they are from a notorious family. It is difficult for the character to pass unnoticed, because paparazzi are often nearby. People who are impressed by celebrity may be more likely to cooperate with the character, and the character can sometimes gain favors from strangers. If this is the case, the character gains a +3 bonus on relevant Presence rolls.


===Fascinating===
===Fascinating===


A character with the Fascinating gift is naturally, effortlessly compelling. It is difficult for the character to pass unnoticed, because they will be the focus of attention in nearly any circumstances. People who are swayed by their instinctive responses may be more likely to cooperate with the character, and the character can sometimes gain favors from admirers. If this is the case, the character gains a bonus die on relevant Manipulation and Social rolls.
A character with the Fascinating gift is naturally, effortlessly compelling. It is difficult for the character to pass unnoticed, because they will be the focus of attention in nearly any circumstances. People who are swayed by their instinctive responses may be more likely to cooperate with the character, and the character can sometimes gain favors from admirers. If this is the case, the character gains a +3 bonus on relevant Presence rolls.


===Hard Target===
===Hard Target===


In ranged combat, the character may base their defense value (DV) on their Brawn rather than on their Agility. This can reflect the character's genetically superior physiology, their superhuman healing ability, the harnessing of the character's chi, or some other effect, depending on the specifics of the character's archetype and abilities. Equipment and traits which would add to the character's Agility to determine their defense value may add to the character's Brawn, instead. The player may choose which attribute to use on a case by case basis.
When making a Ranged Combat defense roll, the character may substitute their Brawn for their Agility. The player may choose which attribute to use on a case by case basis.  


===Headquarters===
===Headquarters===


The character has one or more bases of operation, equipped with supplies and equipment reasonable for the character's background and skills. If the character is a member of a team, the base(s) might be shared with the other team members, at the player's discretion. A headquarters is primarily a convenience for the GM and a fun asset for the character. It is not generally useful in combat, and is mainly used for flavor and a setting for roleplaying. For example, a high-tech base might have an air-tight security system, complete with laser turrets and knockout gas, but this won't keep the base from being broken into by pirates or taken over by a sentient computer virus.
The character has one or more bases of operation, equipped with supplies and equipment reasonable for the character's background and skills. If the character is a member of a team, the base(s) might be shared with the other team members, at the player's discretion. A headquarters is primarily a convenience for the GM and a fun asset for the character. It is not generally useful in combat, and is mainly used for flavor and a setting for roleplaying. For example, a base might have an air-tight security system, complete with electric eyes and knockout gas, but this won't keep the base from being broken into by pirates or taken over by a vengeful spirit.
 
===Indefatigable===
 
Normally, a character who has been reduced to 1 Endurance can speak and take roleplaying actions, but any other action, including combat, incurs a -3 penalty. A character with Indefatigable is just as close to defeat, but they do not incur a penalty for this condition.
 
===Leadership===
 
A character with the Leadership gift excels at bringing out the best in others, and other people are more effective with the character than they are alone. The player of a character with Leadership can spend their own plot points on behalf of their teammates and allies. For example, this could be to help an ally do something the character with Leadership is not in a position to do, or to provide support for a teammate who is in trouble.


===Lightning Strike===
===Lightning Strike===


A character with Lightning Strike can deal devastating blows using speed and finesse rather than brute force. When in close combat, the character may substitute their Agility for their Brawn when determining their attack value (AV). The player may choose which attribute to use on a case by case basis. This can reflect the character's advanced advanced martial arts training, their superhuman speed, the harnessing of the character's chi, or some other effect, depending on the specifics of the character's archetype and abilities.
A character with Lightning Strike can deal devastating blows using speed and finesse rather than brute force. When making a Hand-to-hand Combat attack roll, the character may substitute their Agility for their Brawn. The player may choose which attribute to use on a case by case basis. This can reflect the character's advanced advanced martial arts training, their superhuman speed, the harnessing of the character's chi, or some other effect.
 
===Linguist===
 
A character with the Linguist gift is fluent in dozens of languages, and is capable of quickly deciphering new languages when they encounter them.
 
===Luck===
 
The player begins each game with one extra [[Rough_Magic_3e_EN:Actions#Plot_Points|plot point]]. The gods of chance seem to smile on the character, or perhaps they are just incredibly well-prepared.


===Master Plan===
===Master Plan===


With sufficient time and preparation beforehand, a character with the Master Plan gift is able to gain a tactical benefit during an encounter at a time chosen by the player. The form this takes can vary, and should be negotiated between the player and the GM, but a relatively typical use of a Master Plan would be similar to the use of a plot point. The amount of time needed to formulate a Master Plan should be long enough to be believable, but not so long that it renders the gift useless. Generally speaking, a character should only be permitted to concoct one Master Plan per game session, unless the GM makes an exception.
Once per game session, a character with the Master Plan gift is able to gain a tactical benefit at a time and place they choose. The form this takes can vary, and should be negotiated between the player and the GM, but a relatively typical use of a Master Plan would be similar to the use of a plot point.
 
===Mind Shield===


A character with the Mind Shield gift is naturally resistant to mental attacks and coercive mental powers. Mind Shield adds the character's Power to their Will for the purpose of resisting or shrugging off the effects of mental powers. If successfully attacked by Life Drain or another attack which bases the defender's defense value on their Will, the character's defense value is equal to their Will + Power.
===Mental Calculator===


Mind Shield does not need to be activated: it is always on, as long as the character is alert.
The character can perform complex mathematical calculations in their head in the same amount of time that a skilled mathematician could perform the same calculations on a sophisticated mechanical calculator. Also, the character has an intuitive understanding of higher mathematics, and is able to comprehend and remember intricate formulae and equations after examining them briefly.


===Minions===
===Minions===


The character has one or more minor, mostly nameless lackeys of marginal usefulness. Such minions might be mooks, agents, armed guards, administrative staff, or technicians to keep the character's equipment in proper working order. There is no set limit to the number of minions a character might have, subject to the GM's approval, but the more minions there are, the less competent they are. For example, if a character has just three minions -- an administrative assistant, a chauffeur/auto mechanic, and a computer expert, for example -- they might be reasonably competent at their respective assignments (3 in their most relevant attributes, with relevant skills). If the character has dozens of minions, however, the best among them would have 2 in their relevant attributes, and none of them would have any skills requiring advanced education or technical expertise.
The character has one or more minor, mostly nameless lackeys of marginal usefulness. Such minions might be mooks, agents, armed guards, administrative staff, or technicians to keep the character's equipment in proper working order. There is no set limit to the number of minions a character might have, subject to the GM's approval, but the more minions there are, the less competent they are. For example, if a character has just three minions -- an administrative assistant, a chauffeur/auto mechanic, and an alchemist -- they might be reasonably competent at their respective assignments (6 in their most relevant attributes, with relevant skills). If the character has dozens of minions, however, the best among them would have 4 in their relevant attributes, and none of them would have any skills requiring advanced education or technical aptitude.


Minions are primarily a fun asset for the character. They are not generally useful in combat, and are mainly used for flavor and as a foil for roleplaying. Minions should never steal the limelight from a player character.
Minions are primarily a fun asset for the character. They are not generally useful in combat, and are mainly used for flavor and as a foil for roleplaying. Minions should never steal the limelight from a player character.
===Perfect Recall===
The character may perfectly remember any event, document, recording, or picture which the character has taken the effort to study and memorize. The character does not need to understand the items to be memorized, because the information memorized is not stored as text; it is in the character's memory as a picture. As such, the information is not subject to instantaneous retrieval, but the character may mentally "flip pages" looking for a specific memory, finding it with a moderately difficult (DV3) Reason roll.


===Pro From Dover===
===Pro From Dover===


The character is the best in their field, whatever that field is. They may or may not be [[Rough_Magic:Gifts#Famous|famous]] for it -- if not, then they have either taken some effort to conceal their expertise, or perhaps there is a conspiracy to deny them the acclaim that they deserve. A character with the Pro From Dover gift may choose one of their current [[Rough_Magic:Skills#Areas_Of_Expertise|areas of expertise]] in which they are the undisputed expert. When using this expertise for academic, professional, recreational, or other purposes not directly related to combat or actually invoking magic, they gain two bonus dice rather than one.
The character is the best in their field, whatever that field is. They may or may not be [[Rough_Magic_3e_EN:Gifts#Famous|famous]] for it -- if not, then they have either taken some effort to conceal their extraordinary knowledge, or perhaps there is a conspiracy to deny them the acclaim that they deserve. A character with the Pro From Dover gift may choose a specific, narrowly-defined professional, scholarly, or technical field in which they are the undisputed expert. When answering a question or performing research related to their specialty, they gain a +3 bonus.


A character may only be the Pro From Dover in a single area of expertise, and each player character with the Pro From Dover gift must choose a different area of expertise.
A character may only be the Pro From Dover in a single narrowly defined noncombat specialty, and each player character with the Pro From Dover gift must choose a different specialty.
 
===Second Identity===
 
The character has a second, completely legitimate identity. The character's second identity is completely documented and will withstand even the most focused scrutiny. Alternately, at the player's choice, the character has no documented identity at all: any and all records of their existence have been erased.


===Sharpshooter===
===Sharpshooter===


Weapons and traits that are useful at a distance have an effective range given in their description. Attacking more distant targets is normally more difficult or impossible (at the GM's discretion). If the GM declares that the attack is possible, the attacker normally incurs an attack penalty (-3). With the Sharpshooter gift, the effective range of weapons and traits is doubled. Short range (10 m) weapons and traits have an effective range of 20 meters, medium range (50 m) weapons and traits have an effective range of 100 meters, and long range (500 m) weapons and traits have an effective range of 1000 meters.
A character with the Sharpshooter gift adept at bypassing cover in ranged combat. When a defender is prone or has cover, they gain a ++3 bonus on their defense roll. A character with the Sharpshooter gift gains a +3 bonus on their Ranged Combat attack roll when targeting a defender who is prone or has cover.


===Team Player===
===Team Player===


A character with the Team Player gift excels at working with others, and other people are more effective with the character than they are alone. A character with the Team Player gift can spend their own plot points on behalf of their teammates and allies, and their allies may spend plot points on behalf of the character with the Team Player gift.
A character with the Team Player gift excels at working with others, and is more effective with others than they are alone. A Team Player gains a +3 bonus when [[Rough_Magic_3e_EN:Actions#Combining_Effort|combining their effort]] with others as part of a task or in combat.


===Tenacious===
===Tenacious===


The character refuses to admit defeat when others would fall by the wayside. In close combat (also known as "hand-to-hand"), the character may base their defense value (DV) on their Will rather than on their Brawn; in ranged combat, the character may base their defense value (DV) on their Will rather than on their Agility. Equipment and traits which would add to the character's Brawn or Agility to determine their defense value may add to the character's Will, instead. The player may choose which attribute to use on a case by case basis.
The character refuses to admit defeat when others would fall by the wayside. When making a Hand-to-hand Combat or Ranged Combat defense roll, the character may substitute their Presence for their Agility or Brawn. The player may choose which attribute to use on a case by case basis.
 
===Underwater Combat===
 
Unless the character has the Underwater Combat gift, engaging in combat underwater imposes a -3 attack penalty. With this gift, the character does not incur a penalty for that circumstance.


===Unsettling===
===Unsettling===


The character is able to put off a disturbing vibe that makes people nervous for no discernible reason. Strangers will find themselves disliking the character without knowing why, and normal animals will avoid the character unless forced to approach by a trainer or some other circumstance. On the other hand, the character may find it easier to intimidate others, providing a bonus die on relevant Manipulation rolls.
The character is able to put off a disturbing vibe that makes people nervous for no discernible reason. Strangers will find themselves disliking the character without knowing why, and normal animals will avoid the character unless forced to approach by a trainer or some other circumstance. The character may find it easier to intimidate others, providing a +3 bonus to relevant Presence rolls.


===Wealthy===
===Wealthy===
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===Sense Auras===
===Sense Auras===


The character can see the invisible emanations around people and things. The character may attempt a challenging (difficulty 3) Perception roll to determine the color of the aura of a person or object (see the "Typical aura colors" table). The character may attempt a frustrating (difficulty 6) Perception roll to sense whether the person or object has actively been in league with entities from beyond the mortal world, and whether the aura is "warm" (positive, life affirming) or "cold" (negative, life negating). A typical person's aura is slightly "warm", but even a person with a "cold" aura is not necessarily wicked: they could just be having a bad day.
The character can see the invisible emanations around people and things. The character may use a standard action to attempt a moderately difficult (DV 3) Perception (Reason) roll to determine the color of the aura of a person or object (see the "Typical aura colors" table). The character may attempt a remarkably difficult (DV 6) Perception (Reason) roll to sense whether the person or object has actively been in league with entities from beyond the mortal world, and whether the aura is "warm" (positive, life affirming) or "cold" (negative, life negating). A typical person's aura is slightly "warm", but even a person with a "cold" aura is not necessarily wicked: they could just be having a bad day.


The aura of a character with Mind Shield is not able to be read. Their aura isn't missing: from the aura-sensing character's point of view, it has the same impression as a failed Perception roll.
The aura of a character with Mental Resistance is not able to be read. Their aura isn't missing: from the aura-sensing character's point of view, it has the same impression as a failed Perception (Reason) roll.




{| cellpadding="4" cellspacing="1"
{| cellpadding="4" cellspacing="1" class="wikitable zebra sortable"
|+Table: Typical aura colors
|+Table: Typical aura colors
|- class="h1row"
|-  
! class="alignleft"|Color
! class="alignleft"|Color
! class="alignleft"|Temperament
! class="alignleft"|Temperament
|- class="oddrow"
|-  
| class="alignleft"|Red
| class="alignleft"|Red
| class="alignleft"|In a positive light, red indicates a healthy ego: someone powerful, sensual, passionate, and energetic. In a negative light, red indicates anger, an unforgiving nature, or anxiety.
| class="alignleft"|In a positive light, red indicates a healthy ego: someone powerful, sensual, passionate, and energetic. In a negative light, red indicates anger, an unforgiving nature, or anxiety.
|- class="evenrow"
|-  
| class="alignleft"|Orange
| class="alignleft"|Orange
| class="alignleft"|In a positive light, orange indicates productivity and creativity: someone sociable, detail oriented, and courageous. In a negative light, it can indicate stress and addictions.
| class="alignleft"|In a positive light, orange indicates productivity and creativity: someone sociable, detail oriented, and courageous. In a negative light, it can indicate stress and addictions.
|- class="oddrow"
|-  
| class="alignleft"|Yellow
| class="alignleft"|Yellow
| class="alignleft"|Indicates optimism, and easy-going nature, inspiration, and intelligence.
| class="alignleft"|Indicates optimism, and easy-going nature, inspiration, and intelligence.
|- class="evenrow"
|-  
| class="alignleft"|Green
| class="alignleft"|Green
| class="alignleft"|Indicates balance, growth, and a willingness to change. It is a strong indication of a love of people, animals, and nature.
| class="alignleft"|Indicates balance, growth, and a willingness to change. It is a strong indication of a love of people, animals, and nature.
|- class="oddrow"
|-  
| class="alignleft"|Turquoise
| class="alignleft"|Turquoise
| class="alignleft"|Indicates a sensitive, compassionate nature, that of a healer or a counselor.
| class="alignleft"|Indicates a sensitive, compassionate nature, that of a healer or a counselor.
|- class="evenrow"
|-  
| class="alignleft"|Blue
| class="alignleft"|Blue
| class="alignleft"|Indicates calm and focus. It is a strong indication of clarity, truthfulness, and an intuitive nature.
| class="alignleft"|Indicates calm and focus. It is a strong indication of clarity, truthfulness, and an intuitive nature.
|- class="oddrow"
|-  
| class="alignleft"|Indigo
| class="alignleft"|Indigo
| class="alignleft"|Indicates deep feeling: someone of profound intuition and sensitivity.
| class="alignleft"|Indicates deep feeling: someone of profound intuition and sensitivity.
|- class="evenrow"
|-  
| class="alignleft"|Violet
| class="alignleft"|Violet
| class="alignleft"|Indicates a sensitive nature and greater than average psychic potential. May also indicate an artistic temperament.  
| class="alignleft"|Indicates a sensitive nature and greater than average psychic potential. May also indicate an artistic temperament.  
|- class="oddrow"
|-  
| class="alignleft"|Lavender
| class="alignleft"|Lavender
| class="alignleft"|Indicates great vision and imagination.
| class="alignleft"|Indicates great vision and imagination.
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[[Category:Gifts]]
[[Category:Gifts]]
[[Category:Rough_Magic]]
[[Category:Rough_Magic]]
[[Category:English]]

Latest revision as of 16:16, 15 December 2021

Arrow up 16x16.png Contents

Gifts are exceptional abilities that a normal person can have, but that most people do not have. The details of each gift are highly dependent on a character's background, so the player should work with the GM to flesh out these details. Each gift costs one character point. We suggest spending no more than 5 character points total on gifts and supernatural traits.

Typical Gifts

This is a list of typical gifts found in a Rough Magic game. This list is not exhaustive. A character may well have a gift not listed here, subject to GM approval. However, any new gifts should be approximately as useful as these gifts, in order to maintain a sense of fairness with other characters.


Table: Typical gifts
Gift Type Benefit
Animal Empathy Skills Use Diplomacy and Manipulation skills on animals
Arcane Caster Skills The character can cast spells of an arcane nature
Blindfighting Combat The character does not incur a penalty when unable to see or hear
Connected Skills Get a favour from an old friend -- or an old enemy
Elusive Combat May base defense on Agility rather than Brawn in hand-to-hand combat
Famous Skills Get attention, and perhaps favours, from strangers
Fascinating Skills Get attention, and perhaps favours, from admirers
Hard Target Combat May base defense on Brawn rather than Agility in ranged combat
Headquarters Skills The character has one or more bases of operation
Indefatigable Combat The character does not incur a penalty when injured
Leadership Skills Spend plot points for others on the same team
Lightning Strike Combat May use Agility for Hand-to-hand Combat attack rolls
Linguist Skills Learn new languages with minimal effort
Luck Skills The character begins the game with one extra plot point
Master Plan Combat Gain a tactical benefit if there is time to prepare for an encounter
Mental Calculator Skills Solve complex mathematical operations by thinking about them
Minions Skills Minor, mostly nameless lackeys of marginal usefulness
Perfect Recall Skills Remember something perfectly with a Reason roll
Pro From Dover Skills The absolute best in their field, whatever that is
Second Identity Skills The character has a second, completely legitimate identity
Sharpshooter Combat Adept at bypassing cover in ranged combat
Team Player Combat Gain a +3 bonus when working with others
Tenacious Combat May base defense on Presence rather than on Agility or Brawn
Underwater Combat Combat The character does not incur a penalty when fighting underwater
Unsettling Skills Make people nervous for no real reason
Wealthy Skills Solve problems with money


Animal Empathy

The character has a bond with animals, and can use Diplomacy and Manipulation skills on them. Normal animals are more likely to be calm around the character, although a dangerous, hostile animal might require a successful Diplomacy or Manipulation roll to keep the animal from attacking. A character's Animal Empathy might be limited to a specific type of animal, such as cats or sea creatures. If this is the case, the character gains a +3 bonus on Diplomacy and Manipulation rolls when interacting with that animal type.

Arcane Caster

The character can cast spells of an arcane nature. The character's maximum Power Pool is equal to their Power Level ×2. See the Magic chapter for more details.

Blindfighting

Normally, a character who can't perceive their opponent has great difficulty in combat. If a character has the Blindfighting gift, they do not incur any of these penalties.

Connected

"I know a guy." The character has a wide ranging network of friends, rivals, and former associates. From time to time, the character can contact one of these people, and have a reasonable chance of getting a favour from them. When the character wants to get a favour from someone, the player names the NPC and briefly describes how their character knows this contact. When the character meets their contact, they must attempt a moderately difficult (DV 3) Diplomacy (Presence) roll to see how their contact receives them. The GM may increase the difficulty or grant a bonus on the player's roll, depending on the situation.

Elusive

A character with the Elusive gift is fast on their feet and good at rolling with the punches. When making a Hand-to-hand Combat defense roll, the character may substitute their Agility for their Brawn. The player may choose which attribute to use on a case by case basis.

Famous

The character's name and likeness are widely known, perhaps due to their exploits, or possibly because they are from a notorious family. It is difficult for the character to pass unnoticed, because paparazzi are often nearby. People who are impressed by celebrity may be more likely to cooperate with the character, and the character can sometimes gain favors from strangers. If this is the case, the character gains a +3 bonus on relevant Presence rolls.

Fascinating

A character with the Fascinating gift is naturally, effortlessly compelling. It is difficult for the character to pass unnoticed, because they will be the focus of attention in nearly any circumstances. People who are swayed by their instinctive responses may be more likely to cooperate with the character, and the character can sometimes gain favors from admirers. If this is the case, the character gains a +3 bonus on relevant Presence rolls.

Hard Target

When making a Ranged Combat defense roll, the character may substitute their Brawn for their Agility. The player may choose which attribute to use on a case by case basis.

Headquarters

The character has one or more bases of operation, equipped with supplies and equipment reasonable for the character's background and skills. If the character is a member of a team, the base(s) might be shared with the other team members, at the player's discretion. A headquarters is primarily a convenience for the GM and a fun asset for the character. It is not generally useful in combat, and is mainly used for flavor and a setting for roleplaying. For example, a base might have an air-tight security system, complete with electric eyes and knockout gas, but this won't keep the base from being broken into by pirates or taken over by a vengeful spirit.

Indefatigable

Normally, a character who has been reduced to 1 Endurance can speak and take roleplaying actions, but any other action, including combat, incurs a -3 penalty. A character with Indefatigable is just as close to defeat, but they do not incur a penalty for this condition.

Leadership

A character with the Leadership gift excels at bringing out the best in others, and other people are more effective with the character than they are alone. The player of a character with Leadership can spend their own plot points on behalf of their teammates and allies. For example, this could be to help an ally do something the character with Leadership is not in a position to do, or to provide support for a teammate who is in trouble.

Lightning Strike

A character with Lightning Strike can deal devastating blows using speed and finesse rather than brute force. When making a Hand-to-hand Combat attack roll, the character may substitute their Agility for their Brawn. The player may choose which attribute to use on a case by case basis. This can reflect the character's advanced advanced martial arts training, their superhuman speed, the harnessing of the character's chi, or some other effect.

Linguist

A character with the Linguist gift is fluent in dozens of languages, and is capable of quickly deciphering new languages when they encounter them.

Luck

The player begins each game with one extra plot point. The gods of chance seem to smile on the character, or perhaps they are just incredibly well-prepared.

Master Plan

Once per game session, a character with the Master Plan gift is able to gain a tactical benefit at a time and place they choose. The form this takes can vary, and should be negotiated between the player and the GM, but a relatively typical use of a Master Plan would be similar to the use of a plot point.

Mental Calculator

The character can perform complex mathematical calculations in their head in the same amount of time that a skilled mathematician could perform the same calculations on a sophisticated mechanical calculator. Also, the character has an intuitive understanding of higher mathematics, and is able to comprehend and remember intricate formulae and equations after examining them briefly.

Minions

The character has one or more minor, mostly nameless lackeys of marginal usefulness. Such minions might be mooks, agents, armed guards, administrative staff, or technicians to keep the character's equipment in proper working order. There is no set limit to the number of minions a character might have, subject to the GM's approval, but the more minions there are, the less competent they are. For example, if a character has just three minions -- an administrative assistant, a chauffeur/auto mechanic, and an alchemist -- they might be reasonably competent at their respective assignments (6 in their most relevant attributes, with relevant skills). If the character has dozens of minions, however, the best among them would have 4 in their relevant attributes, and none of them would have any skills requiring advanced education or technical aptitude.

Minions are primarily a fun asset for the character. They are not generally useful in combat, and are mainly used for flavor and as a foil for roleplaying. Minions should never steal the limelight from a player character.

Perfect Recall

The character may perfectly remember any event, document, recording, or picture which the character has taken the effort to study and memorize. The character does not need to understand the items to be memorized, because the information memorized is not stored as text; it is in the character's memory as a picture. As such, the information is not subject to instantaneous retrieval, but the character may mentally "flip pages" looking for a specific memory, finding it with a moderately difficult (DV3) Reason roll.

Pro From Dover

The character is the best in their field, whatever that field is. They may or may not be famous for it -- if not, then they have either taken some effort to conceal their extraordinary knowledge, or perhaps there is a conspiracy to deny them the acclaim that they deserve. A character with the Pro From Dover gift may choose a specific, narrowly-defined professional, scholarly, or technical field in which they are the undisputed expert. When answering a question or performing research related to their specialty, they gain a +3 bonus.

A character may only be the Pro From Dover in a single narrowly defined noncombat specialty, and each player character with the Pro From Dover gift must choose a different specialty.

Second Identity

The character has a second, completely legitimate identity. The character's second identity is completely documented and will withstand even the most focused scrutiny. Alternately, at the player's choice, the character has no documented identity at all: any and all records of their existence have been erased.

Sharpshooter

A character with the Sharpshooter gift adept at bypassing cover in ranged combat. When a defender is prone or has cover, they gain a ++3 bonus on their defense roll. A character with the Sharpshooter gift gains a +3 bonus on their Ranged Combat attack roll when targeting a defender who is prone or has cover.

Team Player

A character with the Team Player gift excels at working with others, and is more effective with others than they are alone. A Team Player gains a +3 bonus when combining their effort with others as part of a task or in combat.

Tenacious

The character refuses to admit defeat when others would fall by the wayside. When making a Hand-to-hand Combat or Ranged Combat defense roll, the character may substitute their Presence for their Agility or Brawn. The player may choose which attribute to use on a case by case basis.

Underwater Combat

Unless the character has the Underwater Combat gift, engaging in combat underwater imposes a -3 attack penalty. With this gift, the character does not incur a penalty for that circumstance.

Unsettling

The character is able to put off a disturbing vibe that makes people nervous for no discernible reason. Strangers will find themselves disliking the character without knowing why, and normal animals will avoid the character unless forced to approach by a trainer or some other circumstance. The character may find it easier to intimidate others, providing a +3 bonus to relevant Presence rolls.

Wealthy

If a problem can be solved by throwing money at it, a character with the Wealth gift can probably solve that problem. Food, clothing, and shelter cease to be concerns for a character with Wealth, but they are still plagued by the same interpersonal issues that are behind the serious problems most people face. In addition, sometimes wealth itself can be a source of problems. The character may have responsibilities related to their source of income, or they might need to fend off attempts to deprive them of their inheritance.

Custom Gifts

You aren't limited to these gifts, of course. Feel free to make up your own. They should be approximately as useful and powerful as the ones listed here. Abilities that are more powerful are the domain of actual magic, while abilities that are less powerful are likely just roleplaying, or perhaps a creative use of a plot point. Here is an example of a custom gift.

Sense Auras

The character can see the invisible emanations around people and things. The character may use a standard action to attempt a moderately difficult (DV 3) Perception (Reason) roll to determine the color of the aura of a person or object (see the "Typical aura colors" table). The character may attempt a remarkably difficult (DV 6) Perception (Reason) roll to sense whether the person or object has actively been in league with entities from beyond the mortal world, and whether the aura is "warm" (positive, life affirming) or "cold" (negative, life negating). A typical person's aura is slightly "warm", but even a person with a "cold" aura is not necessarily wicked: they could just be having a bad day.

The aura of a character with Mental Resistance is not able to be read. Their aura isn't missing: from the aura-sensing character's point of view, it has the same impression as a failed Perception (Reason) roll.


Table: Typical aura colors
Color Temperament
Red In a positive light, red indicates a healthy ego: someone powerful, sensual, passionate, and energetic. In a negative light, red indicates anger, an unforgiving nature, or anxiety.
Orange In a positive light, orange indicates productivity and creativity: someone sociable, detail oriented, and courageous. In a negative light, it can indicate stress and addictions.
Yellow Indicates optimism, and easy-going nature, inspiration, and intelligence.
Green Indicates balance, growth, and a willingness to change. It is a strong indication of a love of people, animals, and nature.
Turquoise Indicates a sensitive, compassionate nature, that of a healer or a counselor.
Blue Indicates calm and focus. It is a strong indication of clarity, truthfulness, and an intuitive nature.
Indigo Indicates deep feeling: someone of profound intuition and sensitivity.
Violet Indicates a sensitive nature and greater than average psychic potential. May also indicate an artistic temperament.
Lavender Indicates great vision and imagination.