Kalos Mechanism 4e EN:Gifts: Difference between revisions

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[[Image:Arrow_up_16x16.png|baseline|link=Kalos_Mechanism_4e_EN:Contents]] [[Kalos_Mechanism_4e_EN:Contents|Contents]]
[[Image:Arrow_up_16x16.png|baseline|link=Kalos_Mechanism_4x_EN:Contents]] [[Kalos_Mechanism_4x_EN:Contents|Contents]]
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Each gift '''costs 1 character point'''.
Each gift '''costs 1 character point'''.


 
''Example:'' Buying three gifts costs 3 character points. Buying a fourth gift costs 1 character point.
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Gift cost
|-
! class="aligncenter"|Quantity
! class="aligncenter"|Cost
|-
| class="aligncenter"|1
| class="aligncenter"|1
|-
| class="aligncenter"|2
| class="aligncenter"|2
|-
| class="aligncenter"|3
| class="aligncenter"|3
|-
| class="aligncenter"|4
| class="aligncenter"|4
|-
| class="aligncenter"|5
| class="aligncenter"|5
|-
| class="aligncenter"|6
| class="aligncenter"|6
|-
| class="aligncenter"|7
| class="aligncenter"|7
|-
| class="aligncenter"|8
| class="aligncenter"|8
|-
| class="aligncenter"|9
| class="aligncenter"|9
|-
| class="aligncenter"|10
| class="aligncenter"|10
|}
 


==Typical Gifts==
==Typical Gifts==
Line 50: Line 13:




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<!-- Do not edit directly: table copied from Kalos-Mechanism-Benchmarks.fods#WikiTables -->
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
{| cellpadding="4" cellspacing="1" class="wikitable zebra"
|+Table: Gifts
|+Table: Gifts
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! class="alignleft"|Gift
! class="alignleft"|Gift
! class="alignleft"|Type
! class="alignleft"|Type
! class="alignleft"|Benefit
! class="alignleft"|Description
|-
|-
| class="alignleft"|[[#Animal Empathy|Animal Empathy]]
| class="alignleft"|[[#Animal Empathy|Animal Empathy]]
| class="alignleft"|Skills
| class="alignleft"|Noncombat
| class="alignleft"|The character can use Diplomacy and Manipulation skills on animals.
| class="alignleft"|The character can use Diplomacy and Manipulation skills on animals
|-
|-
| class="alignleft"|[[#Attentive|Attentive]]
| class="alignleft"|[[#Attentive|Attentive]]
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|The character is unaffected by attempts to distract them.
| class="alignleft"|The character is unaffected by attempts to distract them
|-
|-
| class="alignleft"|[[#Bag Of Tricks|Bag Of Tricks]]
| class="alignleft"|[[#Bag Of Tricks|Bag Of Tricks]]
| class="alignleft"|Skills
| class="alignleft"|Noncombat
| class="alignleft"|The character carries a bag, a belt, or a backpack with a number of small, ordinary items (Equipment Level 2).
| class="alignleft"|The character carries a bag, a belt, or a backpack with a number of small, ordinary items (Equipment Level 2)
|-
|-
| class="alignleft"|[[#Blindfighting|Blindfighting]]
| class="alignleft"|[[#Blindfighting|Blindfighting]]
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|The character can engage in combat normally while blinded or otherwise unable to perceive their opponent.
| class="alignleft"|The character can engage in combat while blinded without the associated penalties
|-
|-
| class="alignleft"|[[#Connected|Connected]]
| class="alignleft"|[[#Connected|Connected]]
| class="alignleft"|Skills
| class="alignleft"|Noncombat
| class="alignleft"|The character can attempt a DV 12 Presence + Diplomacy roll to get a favour from an old friend, rival, or former associate.
| class="alignleft"|The character has a wide ranging network of useful friends, rivals, and former associates
|-
|-
| class="alignleft"|[[#Disarming Expert|Disarming Expert]]
| class="alignleft"|[[#Disarming Expert|Disarming Expert]]
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|The character can make a disarming attack without the associated penalty.
| class="alignleft"|The character can make disarming attacks without the associated penalty
|-
|-
| class="alignleft"|[[#Elusive|Elusive]]
| class="alignleft"|[[#Escape Artist|Escape Artist]]
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|The character can base their Hand-to-hand Combat defense (DV) on their Agility rather than on their Brawn.
| class="alignleft"|The character receives a skill bonus (+{{KM4_SKILL_MAJOR_BONUS}} AV, +{{KM4_SKILL_MAJOR_BONUS}} DV) when attempting to break out of a grapple or the Hold power
|-
|-
| class="alignleft"|[[#Escape Artist|Escape Artist]]
| class="alignleft"|[[#Expert Reputation|Expert Reputation]]
| class="alignleft"|Combat
| class="alignleft"|Noncombat
| class="alignleft"|Once per scene, the character can gain a skill bonus (+16 AV, +16 DV) against a grapple or a lasting power.
| class="alignleft"|The character can sometimes gain favors from strangers who are familiar with their work
|-
|-
| class="alignleft"|[[#Famous|Famous]]
| class="alignleft"|[[#Famous|Famous]]
| class="alignleft"|Skills
| class="alignleft"|Noncombat
| class="alignleft"|The character may get attention, and perhaps favours, from strangers who recognize them.
| class="alignleft"|The character can sometimes gain favors from strangers who recognize them
|-
|-
| class="alignleft"|[[#Fascinating|Fascinating]]
| class="alignleft"|[[#Fascinating|Fascinating]]
| class="alignleft"|Skills
| class="alignleft"|Noncombat
| class="alignleft"|The character may get attention, and perhaps favours, from admirers.
| class="alignleft"|The character can sometimes gain favors from admirers
|-
| class="alignleft"|[[#Hard Target|Hard Target]]
| class="alignleft"|Combat
| class="alignleft"|The character can base their Ranged Combat defense (DV) on their Brawn rather than on their Agility.
|-
|-
| class="alignleft"|[[#Headquarters|Headquarters]]
| class="alignleft"|[[#Headquarters|Headquarters]]
| class="alignleft"|Skills
| class="alignleft"|Noncombat
| class="alignleft"|The character has one or more bases of operation, and they can remember a nearby "safe house" with a DV 12 Reason + Survival roll.
| class="alignleft"|The character has one or more bases of operation, equipped with supplies and workshops reasonable for the character's background and skills
|-
|-
| class="alignleft"|[[#Iron Fists|Iron Fists]]
| class="alignleft"|[[#Iron Fists|Iron Fists]]
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|The character's unarmed hand-to-hand normal attacks deal 1d6 + Brawn points of Health damage.
| class="alignleft"|The character's unarmed hand-to-hand normal attacks deal points of Health damage equal to the character's Athletics
|-
| class="alignleft"|[[#Lightning Strike|Lightning Strike]]
| class="alignleft"|Combat
| class="alignleft"|The character can base their Hand-to-hand Combat attack rolls and damage rolls on their Agility rather than on their Brawn.
|-
|-
| class="alignleft"|[[#Linguist|Linguist]]
| class="alignleft"|[[#Linguist|Linguist]]
| class="alignleft"|Skills
| class="alignleft"|Noncombat
| class="alignleft"|The character is fluent in dozens of languages, and they are capable of quickly deciphering new languages when they encounter them.
| class="alignleft"|The character is fluent in dozens of languages, and they are capable of quickly deciphering new languages when they encounter them
|-
|-
| class="alignleft"|[[#Mental Calculator|Mental Calculator]]
| class="alignleft"|[[#Mental Calculator|Mental Calculator]]
| class="alignleft"|Skills
| class="alignleft"|Noncombat
| class="alignleft"|The character can solve complex mathematical operations by thinking about them briefly.
| class="alignleft"|The character can solve complex mathematical equations by thinking about them briefly
|-
|-
| class="alignleft"|[[#Minions|Minions]]
| class="alignleft"|[[#Minions|Minions]]
| class="alignleft"|Skills
| class="alignleft"|Noncombat
| class="alignleft"|The character has one or more minor, mostly nameless lackeys of marginal usefulness.
| class="alignleft"|The character has an assortment of minor, mostly nameless lackeys of marginal usefulness
|-
|-
| class="alignleft"|[[#Perfect Recall|Perfect Recall]]
| class="alignleft"|[[#Perfect Recall|Perfect Recall]]
| class="alignleft"|Skills
| class="alignleft"|Noncombat
| class="alignleft"|Once per scene, the character can perfectly remember any event, document, or recording which the character has clearly seen or heard.
| class="alignleft"|The character can perfectly remember any event, document, or recording which the character has clearly seen or heard
|-
| class="alignleft"|[[#Pro From Dover|Pro From Dover]]
| class="alignleft"|Skills
| class="alignleft"|The character gains a skill bonus (+16 AV, +16 DV) related to a single narrowly-defined noncombat specialty.
|-
|-
| class="alignleft"|[[#Quick Change|Quick Change]]
| class="alignleft"|[[#Quick Change|Quick Change]]
| class="alignleft"|Skills
| class="alignleft"|Noncombat
| class="alignleft"|The character can change their entire outfit (or change into an Alternate Form) with a quick action.
| class="alignleft"|The character can change their entire outfit with a quick action
|-
|-
| class="alignleft"|[[#Ranged Disarm|Ranged Disarm]]
| class="alignleft"|[[#Ranged Disarm|Ranged Disarm]]
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|The character can make a disarming attack with a ranged weapon.
| class="alignleft"|The character can make a disarming attack with a ranged weapon, with the usual associated penalties
|-
|-
| class="alignleft"|[[#Scrounger|Scrounger]]
| class="alignleft"|[[#Scrounger|Scrounger]]
| class="alignleft"|Skills
| class="alignleft"|Noncombat
| class="alignleft"|The character can find shelter, food, and personal essentials enough to provide for themselves and a small number of friends.
| class="alignleft"|The character can find shelter, food, and personal essentials enough to provide for themselves and a small number of friends
|-
|-
| class="alignleft"|[[#Second Identity|Second Identity]]
| class="alignleft"|[[#Second Identity|Second Identity]]
| class="alignleft"|Skills
| class="alignleft"|Noncombat
| class="alignleft"|The character has a second, completely legitimate identity which will withstand even the most focused scrutiny.
| class="alignleft"|The character has a second, completely legitimate identity which will withstand even the most focused scrutiny
|-
|-
| class="alignleft"|[[#Sense_Auras|Sense Auras]]
| class="alignleft"|[[#Sense Auras|Sense Auras]]
| class="alignleft"|Skills
| class="alignleft"|Noncombat
| class="alignleft"|The character can see the invisible emanations around people and things with a Presence + Investigation roll.
| class="alignleft"|The character can see the invisible emanations around people
|-
|-
| class="alignleft"|[[#Sharpshooter|Sharpshooter]]
| class="alignleft"|[[#Sharpshooter|Sharpshooter]]
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|The character may ignore cover in ranged combat, as long as they can see part of the target.
| class="alignleft"|The character may ignore cover in ranged combat, as long as they can see part of the target
|-
| class="alignleft"|[[#Sidekick|Sidekick]]
| class="alignleft"|Combat
| class="alignleft"|The character's Agility, Brawn, and Power Level are equal to their normal values, or their mentor's values, whichever is greater.
|-
|-
| class="alignleft"|[[#Team Player|Team Player]]
| class="alignleft"|[[#Team Player|Team Player]]
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|Once per scene, the character can grant a skill bonus (+16 AV, +16 DV) to one of their allies.
| class="alignleft"|Once per scene, the character can grant a skill bonus (+{{KM4_SKILL_BONUS}} AV, +{{KM4_SKILL_BONUS}} DV) to all of their allies
|-
| class="alignleft"|[[#Underwater Combat|Underwater Combat]]
| class="alignleft"|Combat
| class="alignleft"|The character can fight or use skills while underwater without the associated penalty.
|-
|-
| class="alignleft"|[[#Unsettling|Unsettling]]
| class="alignleft"|[[#Unsettling|Unsettling]]
| class="alignleft"|Skills
| class="alignleft"|Noncombat
| class="alignleft"|The character can gain a skill bonus (+16 AV, +16 DV) on Manipulation skill rolls pertaining to intimidation and interrogation.
| class="alignleft"|The character can gain a skill bonus (+{{KM4_SKILL_BONUS}} AV, +{{KM4_SKILL_BONUS}} DV) on Manipulation skill rolls pertaining to intimidation and interrogation
|-
|-
| class="alignleft"|[[#Vehicles|Vehicles]]
| class="alignleft"|[[#Vehicles|Vehicles]]
| class="alignleft"|Skills
| class="alignleft"|Noncombat
| class="alignleft"|The character has an assortment of vehicles, and they can remember a vehicle they have stored nearby with a DV 12 Reason + Survival roll.
| class="alignleft"|The character has an assortment of vehicles at their disposal
|-
|-
| class="alignleft"|[[#Wealthy|Wealthy]]
| class="alignleft"|[[#Wealthy|Wealthy]]
| class="alignleft"|Skills
| class="alignleft"|Noncombat
| class="alignleft"|If a problem can be solved by throwing money at it, the character can probably solve that problem.
| class="alignleft"|The character can solve problems by throwing money at them
|-
|-
| class="alignleft"|[[#Whirlwind Attack|Whirlwind Attack]]
| class="alignleft"|[[#Weightless Combat|Weightless Combat]]
| class="alignleft"|Combat
| class="alignleft"|Combat
| class="alignleft"|The character can make a sweep attack without the associated penalty.
| class="alignleft"|The character can fight or perform tasks while weightless without the associated penalties
|}
|}
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===Animal Empathy===
===Animal Empathy===


The character can '''use [[Kalos_Mechanism_4e_EN:Skills#Diplomacy|Diplomacy]] and [[Kalos_Mechanism_4e_EN:Skills#Manipulation|Manipulation]] skills on animals'''. Normal animals are more likely to be calm around the character, although a dangerous, hostile animal might require a moderately difficult (DV 12) Diplomacy or Manipulation roll to keep the animal from attacking.
The character can '''use [[Kalos_Mechanism_4x_EN:Skills#Diplomacy|Diplomacy]] and [[Kalos_Mechanism_4x_EN:Skills#Manipulation|Manipulation]] skills on animals'''. Normal animals are more likely to be calm around the character, although a dangerous, hostile animal might require a moderately difficult (DV {{KM4_DV_MODERATE}}) Diplomacy or Manipulation roll to keep the animal from attacking.


Once per scene, the character can befriend an animal which is not hostile to the character. The animal will always remember the character and treat them as a friend.
Once per scene, the character can befriend an animal which is not hostile to the character. The animal will always remember the character and treat them as a friend.


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 '''skill bonus (+{{KM4_SKILL_BONUS}} AV, +{{KM4_SKILL_BONUS}} DV)''' when interacting with that animal type.
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 '''skill bonus (+{{KM4_SKILL_MAJOR_BONUS}} AV, +{{KM4_SKILL_MAJOR_BONUS}} DV)''' when interacting with that animal type.


===Attentive===
===Attentive===


The character is '''unaffected by attempts to [[Kalos_Mechanism_4e_EN:Actions#Distracting|distract]] them'''.
The character is '''unaffected by attempts to [[Kalos_Mechanism_4x_EN:Actions#Distracting|distract]] them'''.


===Bag Of Tricks===
===Bag Of Tricks===


The character carries a bag, a belt, or a backpack with a number of '''small, ordinary items ([[Kalos_Mechanism_4e_EN:Equipment|Equipment Level]] 2)'''. This means you can add up to +1 to your skill roll if you have skill level 1, or +2 to your skill roll if you have skill level 2 or higher. The character can use a quick action to pull any needed item from their bag, as long as the item is small enough to fit in the palm of their hand and can be purchased from an ordinary retail shop.
The character carries a bag, a belt, or a backpack with a number of '''small, ordinary items ([[Kalos_Mechanism_4x_EN:Equipment|Equipment Level]] 2)'''. The character can use a quick action to pull any needed item from their bag, as long as the item is small enough to fit in the palm of their hand and can be purchased from an ordinary retail shop.


===Blindfighting===
===Blindfighting===


Normally, a character who can't perceive their opponent has [[Kalos_Mechanism_4e_EN:Actions#Blinding_Attacks|great difficulty]] in combat. The character can '''engage in combat normally while blinded''' or otherwise unable to perceive their opponent, without any associated penalties. This gift could be granted by keen hearing, training, or some form of alternate perception.
Normally, a character who can't perceive their opponent has [[Kalos_Mechanism_4x_EN:Actions#Blinding_Attacks|great difficulty]] in combat. A character with the Blindfighting gift can '''engage in combat while blinded''' or otherwise unable to perceive their opponent, '''without the associated penalties'''. This gift could be granted by keen hearing, training, or some form of alternate perception.


If the character has the [[Kalos_Mechanism_4e_EN:Powers#Blindsight|Blindsight]] power, this gift is superfluous.
If the character has the [[Kalos_Mechanism_4x_EN:Powers#Blindsight|Blindsight]] power, this gift is superfluous.


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


"I know some people." 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 12) Presence + Diplomacy roll to see how their contact receives them'''.
"I know some people." 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 favor from them. When the character wants to get a favor 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 {{KM4_DV_MODERATE}}) Diplomacy roll to see how their contact receives them'''.


{{Quotation|'''Expert Tip: [[Kalos_Mechanism_4e_EN:Actions#Failure|Failure]] should never make the game less interesting.'''}}
{{Quotation|'''Expert Tip: [[Kalos_Mechanism_4x_EN:Actions#Failure|Failure]] should never make the game less interesting.'''}}


===Disarming Expert===
===Disarming Expert===


Normally, a character making a [[Kalos_Mechanism_4e_EN:Actions#Disarming|disarming attack]] incurs a skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV). The character can make a '''disarming attack without the associated penalty'''.
Normally, a character making a [[Kalos_Mechanism_4x_EN:Actions#Disarming|disarming attack]] incurs a skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV). A character with the Disarming Expert gift can '''make disarming attacks without the associated penalty'''.


===Elusive===
===Escape Artist===


The character can '''base their Hand-to-hand Combat defense (DV) on their Agility''' rather than on their Brawn. The player may choose which attribute to use on a case by case basis.
A character with the Escape Artist gift receives a '''skill bonus (+{{KM4_SKILL_MAJOR_BONUS}} AV, +{{KM4_SKILL_MAJOR_BONUS}} DV) when attempting to break out of a grapple''' or the Hold power. If the character has the [[Kalos_Mechanism_4x_EN:Skills#Mental_Combat|Mental Combat]] skill, they also receive a skill bonus when attempting to break out of the Mind Hold power.


===Escape Artist===
===Expert Reputation===
 
The character is an acknowledged expert in a specific, narrowly-defined professional, scholarly, or technical field. Among their peers in that field, the character's name and reputation are widely known. People who respect that reputation may be more likely to cooperate with the character, and the '''character can sometimes gain favors from strangers''' who are familiar with their work.


Once per scene, the character can gain a '''skill bonus (+{{KM4_SKILL_BONUS}} AV, +{{KM4_SKILL_BONUS}} DV) against a grapple''' or a lasting power. The player may decide to gain the bonus before or after the dice are rolled.
Note that it is possible to have an Expert Reputation without actually being an expert.


===Famous===
===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 may be more likely to cooperate with the character, and the '''character can sometimes gain favours from strangers''' who recognize them.
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 may be more likely to cooperate with the character, and the '''character can sometimes gain favors from strangers''' who recognize them.


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


The character 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 may be more likely to cooperate with the character, and the '''character can sometimes gain favours from admirers'''.
The character 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 may be more likely to cooperate with the character, and the '''character can sometimes gain favors from admirers'''.
 
===Hard Target===
 
The character can '''base their Ranged Combat defense (DV) on their Brawn''' rather than on 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, workshops, and equipment reasonable for the character's background and skills. If the character is a member of a team, the headquarters 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.
The character has '''one or more bases of operation''', equipped with supplies and workshops reasonable for the character's background and skills. If the character is a member of a team, the headquarters 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.


Additionally, the character can make a '''moderately difficult (DV 12) Reason + Survival roll to remember a "safe house"''' or a cache of supplies nearby, wherever they happen to be.
Additionally, the character can make a '''moderately difficult (DV {{KM4_DV_MODERATE}}) Survival roll to remember a "safe house"''' or a cache of supplies nearby, wherever they happen to be.


===Iron Fists===
===Iron Fists===


Normally, an unarmed hand-to-hand attack deals points of Endurance damage equal to the character's Brawn. The character's '''unarmed hand-to-hand normal attacks deal 1d6 + Brawn points of Health damage'''. Making an unarmed normal attack requires a successful Brawn + Hand-to-hand Combat roll against 8 + Brawn + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker rolls damage equal to 1d6 + their Brawn. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.
Normally, an unarmed hand-to-hand attack deals points of Endurance damage equal to the character's Athletics. The '''unarmed hand-to-hand normal attacks''' of a character with the Iron Fists gift '''deal points of Health damage equal to the character's Athletics'''. Making an unarmed normal attack requires a successful Hand-to-hand Combat roll against {{KM4_DV_BASE}} + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker's damage is equal to their Athletics. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.
 
===Lightning Strike===
 
The character can '''base their Hand-to-hand Combat attack rolls and damage rolls on their Agility''' rather than on their Brawn. The player may choose which attribute to use on a case by case basis.


===Linguist===
===Linguist===
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===Mental Calculator===
===Mental Calculator===


The character can '''solve complex mathematical operations by thinking about them''' briefly. 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.
The character can '''solve complex mathematical equations by thinking about them''' briefly. 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===
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===Perfect Recall===
===Perfect Recall===


Once per scene, the character can '''perfectly remember any event, document, or recording''' which the character has clearly seen or heard, even if they were not paying particular attention to it at the time.
The character can '''perfectly remember any event, document, or recording''' which the character has clearly seen or heard, even if they were not paying particular attention to it at the time.
 
===Pro From Dover===
 
The character is an undisputed expert in a specific, narrowly-defined professional, scholarly, or technical field. When answering a question or performing '''[[Kalos_Mechanism_4e_EN:Skills#Investigation|research]] related to their specialty''', they gain a '''skill bonus (+{{KM4_SKILL_BONUS}} AV, +{{KM4_SKILL_BONUS}} DV)'''.
 
Each player character with Pro From Dover should choose a different narrowly-defined noncombat specialty.


===Quick Change===
===Quick Change===


The character can '''change their entire outfit with a quick action'''. This could be made possible by super-speed, a costume stored in a ring, or just wearing a different outfit underneath street clothes. A character with Quick Change and the [[Kalos_Mechanism_4e_EN:Powers#Alternate_Form|Alternate Form power]] can change forms once per round with a quick action.
The character can '''change their entire outfit with a quick action'''. This could be made possible by super-speed, a costume stored in a ring, or just by wearing a different outfit underneath street clothes. A character with Quick Change and the [[Kalos_Mechanism_4x_EN:Powers#Alternate_Form|Alternate Form power]] can change forms once per round with a quick action.


===Ranged Disarm===
===Ranged Disarm===


The character can make a '''[[Kalos_Mechanism_4e_EN:Actions#Disarming|disarming attack]] with a ranged weapon'''. A ranged disarming attack requires a successful Agility + Ranged Combat roll against 8 + Agility + Ranged Combat of the target. As with hand-to-hand disarming attacks, the attacker incurs a '''skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV)'''.
The character can make a '''[[Kalos_Mechanism_4x_EN:Actions#Disarming|disarming attack]] with a ranged weapon'''. A ranged disarming attack requires a successful Ranged Combat roll against {{KM4_DV_BASE}} + Ranged Combat of the target. As with hand-to-hand disarming attacks, the attacker incurs a '''skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV)'''.


===Scrounger===
===Scrounger===
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===Sense Auras===
===Sense Auras===


The character can '''see the invisible emanations around people''' and things. Sensing the aura of a person requires a quick action.
The character can '''see the invisible emanations around people'''. Sensing the aura of a person requires a standard action.


If the character makes a successful '''Presence + Investigation roll''' against 8 + Presence + Deception of the target, they can sense whether the aura is "warm" (positive, life affirming) or "cold" (negative, life negating). If the character fails this roll, they may not attempt to read that person or object again during that scene. A typical person's aura is slightly "warm".
If the character makes a successful '''Investigation roll''' against {{KM4_DV_BASE}} + Deception of the target, they can sense whether the aura is "warm" (positive, life affirming) or "cold" (negative, life negating). If the character fails this roll, they may not attempt to read that person or object again during that scene. A typical person's aura is slightly "warm".


The aura of a character with Mental Resistance can't be read. Objects do not generally have auras.
The aura of a character with Mental Resistance can't be read. Objects do not generally have auras.
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The character may '''ignore cover in ranged combat''', as long as they can see part of the target.
The character may '''ignore cover in ranged combat''', as long as they can see part of the target.
===Sidekick===
The character is the sidekick of a more experienced character. If the character is within short range (10 m) of their mentor, '''their Agility, Brawn, and Power Level''' are equal to their normal values, or '''their mentor's values''', whichever is greater. The character's mentor must be chosen when this gift is purchased, and should change very rarely, if ever.


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


The character works well with others. Once per scene, the character can grant a '''skill bonus (+{{KM4_SKILL_BONUS}} AV, +{{KM4_SKILL_BONUS}} DV) to one of their allies'''. The player may decide to grant the bonus before or after the dice are rolled.
The character works well with others. Once per scene, the character can grant a '''skill bonus (+{{KM4_SKILL_BONUS}} AV, +{{KM4_SKILL_BONUS}} DV) to all of their allies''', to use on their next skill roll or their next defense (Team Player's choice).
 
===Underwater Combat===
 
If a character is underwater, they normally incur a skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV). The character can fight or use skills while '''underwater without the associated penalty'''.


===Unsettling===
===Unsettling===
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The character has an '''assortment of vehicles''' at their disposal. If the character is a member of a team, the vehicles might be shared with the other team members, at the player's discretion. A vehicle is primarily a convenience for the GM and a fun asset for the character. It is not generally useful in combat.
The character has an '''assortment of vehicles''' at their disposal. If the character is a member of a team, the vehicles might be shared with the other team members, at the player's discretion. A vehicle is primarily a convenience for the GM and a fun asset for the character. It is not generally useful in combat.


Additionally, the character can make a '''moderately difficult (DV 12) Reason + Survival roll to remember a vehicle they have stored nearby''', wherever they happen to be.
Additionally, the character can make a '''moderately difficult (DV {{KM4_DV_MODERATE}}) Survival roll to remember a vehicle they have stored nearby''', wherever they happen to be.


===Wealthy===
===Wealthy===
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If a '''problem can be solved by throwing money at it''', the character can probably solve that problem. Food, clothing, and shelter cease to be concerns for a character with Wealth.
If a '''problem can be solved by throwing money at it''', the character can probably solve that problem. Food, clothing, and shelter cease to be concerns for a character with Wealth.


===Whirlwind Attack===
===Weightless Combat===
 
Normally, when making a [[Kalos_Mechanism_4e_EN:Actions#Sweep_Attacks|sweep attack]] (attacking everyone within reach of the character simultaneously), the attacker incurs an AV penalty equal to the number of targets. The character can make a '''sweep attack without the associated penalty'''.
 
===Zero-G Combat===


If a character is weightless, they normally incur a skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV). The character can fight or use skills while '''weightless without the associated penalty'''.
If a character is underwater or in a zero-gravity environment, they normally incur a skill penalty (-{{KM4_SKILL_BONUS}} AV, -{{KM4_SKILL_BONUS}} DV). A character with the Weightless Combat gift can '''fight or perform tasks while weightless without the associated penalties'''.





Revision as of 14:01, 13 July 2023

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. Gifts which impact the setting directly, such as Headquarters and Wealthy, should receive more than the usual amount of GM consultation.

Each gift costs 1 character point.

Example: Buying three gifts costs 3 character points. Buying a fourth gift costs 1 character point.

Typical Gifts

These are the typical gifts found in a Kalos Mechanism game. A character may have a gift not listed here, subject to GM approval. Any new gifts should be approximately as useful as these gifts.


Table: Gifts
Gift Type Description
Animal Empathy Noncombat The character can use Diplomacy and Manipulation skills on animals
Attentive Combat The character is unaffected by attempts to distract them
Bag Of Tricks Noncombat The character carries a bag, a belt, or a backpack with a number of small, ordinary items (Equipment Level 2)
Blindfighting Combat The character can engage in combat while blinded without the associated penalties
Connected Noncombat The character has a wide ranging network of useful friends, rivals, and former associates
Disarming Expert Combat The character can make disarming attacks without the associated penalty
Escape Artist Combat The character receives a skill bonus (+Template:KM4 SKILL MAJOR BONUS AV, +Template:KM4 SKILL MAJOR BONUS DV) when attempting to break out of a grapple or the Hold power
Expert Reputation Noncombat The character can sometimes gain favors from strangers who are familiar with their work
Famous Noncombat The character can sometimes gain favors from strangers who recognize them
Fascinating Noncombat The character can sometimes gain favors from admirers
Headquarters Noncombat The character has one or more bases of operation, equipped with supplies and workshops reasonable for the character's background and skills
Iron Fists Combat The character's unarmed hand-to-hand normal attacks deal points of Health damage equal to the character's Athletics
Linguist Noncombat The character is fluent in dozens of languages, and they are capable of quickly deciphering new languages when they encounter them
Mental Calculator Noncombat The character can solve complex mathematical equations by thinking about them briefly
Minions Noncombat The character has an assortment of minor, mostly nameless lackeys of marginal usefulness
Perfect Recall Noncombat The character can perfectly remember any event, document, or recording which the character has clearly seen or heard
Quick Change Noncombat The character can change their entire outfit with a quick action
Ranged Disarm Combat The character can make a disarming attack with a ranged weapon, with the usual associated penalties
Scrounger Noncombat The character can find shelter, food, and personal essentials enough to provide for themselves and a small number of friends
Second Identity Noncombat The character has a second, completely legitimate identity which will withstand even the most focused scrutiny
Sense Auras Noncombat The character can see the invisible emanations around people
Sharpshooter Combat The character may ignore cover in ranged combat, as long as they can see part of the target
Team Player Combat Once per scene, the character can grant a skill bonus (+Template:KM4 SKILL BONUS AV, +Template:KM4 SKILL BONUS DV) to all of their allies
Unsettling Noncombat The character can gain a skill bonus (+Template:KM4 SKILL BONUS AV, +Template:KM4 SKILL BONUS DV) on Manipulation skill rolls pertaining to intimidation and interrogation
Vehicles Noncombat The character has an assortment of vehicles at their disposal
Wealthy Noncombat The character can solve problems by throwing money at them
Weightless Combat Combat The character can fight or perform tasks while weightless without the associated penalties


Animal Empathy

The character can use Diplomacy and Manipulation skills on animals. Normal animals are more likely to be calm around the character, although a dangerous, hostile animal might require a moderately difficult (DV 9) Diplomacy or Manipulation roll to keep the animal from attacking.

Once per scene, the character can befriend an animal which is not hostile to the character. The animal will always remember the character and treat them as a friend.

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 skill bonus (+Template:KM4 SKILL MAJOR BONUS AV, +Template:KM4 SKILL MAJOR BONUS DV) when interacting with that animal type.

Attentive

The character is unaffected by attempts to distract them.

Bag Of Tricks

The character carries a bag, a belt, or a backpack with a number of small, ordinary items (Equipment Level 2). The character can use a quick action to pull any needed item from their bag, as long as the item is small enough to fit in the palm of their hand and can be purchased from an ordinary retail shop.

Blindfighting

Normally, a character who can't perceive their opponent has great difficulty in combat. A character with the Blindfighting gift can engage in combat while blinded or otherwise unable to perceive their opponent, without the associated penalties. This gift could be granted by keen hearing, training, or some form of alternate perception.

If the character has the Blindsight power, this gift is superfluous.

Connected

"I know some people." 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 favor from them. When the character wants to get a favor 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 9) Diplomacy roll to see how their contact receives them.

Expert Tip: Failure should never make the game less interesting.

Disarming Expert

Normally, a character making a disarming attack incurs a skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL BONUS DV). A character with the Disarming Expert gift can make disarming attacks without the associated penalty.

Escape Artist

A character with the Escape Artist gift receives a skill bonus (+Template:KM4 SKILL MAJOR BONUS AV, +Template:KM4 SKILL MAJOR BONUS DV) when attempting to break out of a grapple or the Hold power. If the character has the Mental Combat skill, they also receive a skill bonus when attempting to break out of the Mind Hold power.

Expert Reputation

The character is an acknowledged expert in a specific, narrowly-defined professional, scholarly, or technical field. Among their peers in that field, the character's name and reputation are widely known. People who respect that reputation may be more likely to cooperate with the character, and the character can sometimes gain favors from strangers who are familiar with their work.

Note that it is possible to have an Expert Reputation without actually being an expert.

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 may be more likely to cooperate with the character, and the character can sometimes gain favors from strangers who recognize them.

Fascinating

The character 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 may be more likely to cooperate with the character, and the character can sometimes gain favors from admirers.

Headquarters

The character has one or more bases of operation, equipped with supplies and workshops reasonable for the character's background and skills. If the character is a member of a team, the headquarters 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.

Additionally, the character can make a moderately difficult (DV 9) Survival roll to remember a "safe house" or a cache of supplies nearby, wherever they happen to be.

Iron Fists

Normally, an unarmed hand-to-hand attack deals points of Endurance damage equal to the character's Athletics. The unarmed hand-to-hand normal attacks of a character with the Iron Fists gift deal points of Health damage equal to the character's Athletics. Making an unarmed normal attack requires a successful Hand-to-hand Combat roll against 7 + Hand-to-hand Combat of the target. If the attacker succeeds at this roll, then the attacker's damage is equal to their Athletics. The target subtracts their Damage Resistance from the amount the attacker rolled. The target's Health is reduced by the remaining amount.

Linguist

The character is fluent in dozens of languages, and they are capable of quickly deciphering new languages when they encounter them.

The Linguist gift is not required for a character to know the languages they would reasonably be expected to know based on their background. Such languages are simply part of the character's background.

Mental Calculator

The character can solve complex mathematical equations by thinking about them briefly. 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 an assortment of minor, mostly nameless lackeys of marginal usefulness. Such minions might be guards, administrative staff, or technicians to keep the character's equipment in proper working order. Minions are primarily a convenience for the GM and a fun asset for the character. They are not generally useful in combat.

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.

Perfect Recall

The character can perfectly remember any event, document, or recording which the character has clearly seen or heard, even if they were not paying particular attention to it at the time.

Quick Change

The character can change their entire outfit with a quick action. This could be made possible by super-speed, a costume stored in a ring, or just by wearing a different outfit underneath street clothes. A character with Quick Change and the Alternate Form power can change forms once per round with a quick action.

Ranged Disarm

The character can make a disarming attack with a ranged weapon. A ranged disarming attack requires a successful Ranged Combat roll against 7 + Ranged Combat of the target. As with hand-to-hand disarming attacks, the attacker incurs a skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL BONUS DV).

Scrounger

The character can always find useful items by asking around and keeping their eyes open, whether they are in the wilderness or in an urban environment. The character can find shelter, food, and personal essentials enough to provide for themselves and a small number of friends.

Second Identity

The character has a second, completely legitimate identity which 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.

Sense Auras

The character can see the invisible emanations around people. Sensing the aura of a person requires a standard action.

If the character makes a successful Investigation roll against 7 + Deception of the target, they can sense whether the aura is "warm" (positive, life affirming) or "cold" (negative, life negating). If the character fails this roll, they may not attempt to read that person or object again during that scene. A typical person's aura is slightly "warm".

The aura of a character with Mental Resistance can't be read. Objects do not generally have auras.

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.

Sharpshooter

The character may ignore cover in ranged combat, as long as they can see part of the target.

Team Player

The character works well with others. Once per scene, the character can grant a skill bonus (+Template:KM4 SKILL BONUS AV, +Template:KM4 SKILL BONUS DV) to all of their allies, to use on their next skill roll or their next defense (Team Player's choice).

Unsettling

The character is able to put off a disturbing vibe that makes people and animals nervous. The character can gain a skill bonus (+Template:KM4 SKILL BONUS AV, +Template:KM4 SKILL BONUS DV) on Manipulation skill rolls pertaining to intimidation and interrogation.

Vehicles

The character has an assortment of vehicles at their disposal. If the character is a member of a team, the vehicles might be shared with the other team members, at the player's discretion. A vehicle is primarily a convenience for the GM and a fun asset for the character. It is not generally useful in combat.

Additionally, the character can make a moderately difficult (DV 9) Survival roll to remember a vehicle they have stored nearby, wherever they happen to be.

Wealthy

If a problem can be solved by throwing money at it, the character can probably solve that problem. Food, clothing, and shelter cease to be concerns for a character with Wealth.

Weightless Combat

If a character is underwater or in a zero-gravity environment, they normally incur a skill penalty (-Template:KM4 SKILL BONUS AV, -Template:KM4 SKILL BONUS DV). A character with the Weightless Combat gift can fight or perform tasks while weightless without the associated penalties.