ZeroSpace 4e EN:Gifts: Difference between revisions

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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.
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.


The character's first gift costs 1 character point. Buying an additional gift costs a number of character points equal to the current number of gifts, plus one. For example, buying a fourth gift costs 4 points.
The character's '''first gift costs 1 character point'''. Buying an additional gift costs a number of character points equal to the current number of gifts, plus one. For example, '''buying a fourth gift costs 4 points'''.




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


This is a list of typical gifts found in a ''ZeroSpace'' game. This list is not exhaustive. A character may well have an 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.
These are the typical gifts found in a ''ZeroSpace'' 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.


===Animal Empathy===


{| cellpadding="4" cellspacing="1" class="wikitable zebra sortable"
The character can '''use [[ZeroSpace_4e_EN:Skills#Diplomacy|Diplomacy]] and [[ZeroSpace_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.
|+Table: Typical gifts
|-
! class="alignleft"|Gift
! class="alignleft"|Type
! class="alignleft"|Benefit
|-
| class="alignleft"|Animal Empathy
| class="alignleft"|Skills
| class="alignleft"|The character can use Diplomacy and Manipulation skills on animals.
|-
| class="alignleft"|Attentive
| class="alignleft"|Combat
| class="alignleft"|The character is unaffected by distractions.
|-
| class="alignleft"|Bag Of Tricks
| class="alignleft"|Skills
| class="alignleft"|Dependable access to small, ordinary items.
|-
| class="alignleft"|Blindfighting
| class="alignleft"|Combat
| class="alignleft"|The character does not incur a penalty when unable to see or hear their opponent.
|-
| class="alignleft"|Blood Rage
| class="alignleft"|Combat
| class="alignleft"|Once per scene, the character can enter a trance-like state of bestial fury.
|-
| class="alignleft"|Bowler
| class="alignleft"|Combat
| class="alignleft"|The character can use Brawn for Ranged Combat attack rolls.
|-
| class="alignleft"|Connected
| class="alignleft"|Skills
| class="alignleft"|The character can make a Diplomacy roll to get a favour from an old friend -- or an old enemy.
|-
| class="alignleft"|Disarming Expert
| class="alignleft"|Combat
| class="alignleft"|The character can make a disarming attack without a penalty.
|-
| class="alignleft"|Elusive
| class="alignleft"|Combat
| class="alignleft"|The character can base their defense on Agility rather than Brawn in hand-to-hand combat.
|-
| class="alignleft"|Escape Artist
| class="alignleft"|Combat
| class="alignleft"|Once per scene, the character gains a +{{KM4_SKILL_BONUS}} bonus against a grapple or a lasting power.
|-
| class="alignleft"|Famous
| class="alignleft"|Skills
| class="alignleft"|The character may get attention, and perhaps favors, from strangers.
|-
| class="alignleft"|Fascinating
| class="alignleft"|Skills
| class="alignleft"|The character may get attention, and perhaps favors, from admirers.
|-
| class="alignleft"|Hard Target
| class="alignleft"|Combat
| class="alignleft"|The character can base their defense on Brawn rather than Agility in ranged combat.
|-
| class="alignleft"|Headquarters
| class="alignleft"|Skills
| class="alignleft"|The character has one or more bases of operation.
|-
| class="alignleft"|Leadership
| class="alignleft"|Combat
| class="alignleft"|Once per scene, the character can grant a +{{KM4_SKILL_BONUS}} bonus to an ally.
|-
| class="alignleft"|Lightning Strike
| class="alignleft"|Combat
| class="alignleft"|The character can use Agility for Hand-to-hand Combat attack rolls.
|-
| class="alignleft"|Linguist
| class="alignleft"|Skills
| class="alignleft"|The character can learn new languages with minimal effort.
|-
| class="alignleft"|Master Plan
| class="alignleft"|Combat
| class="alignleft"|The character's allies can gain a tactical benefit if there is time to prepare for an encounter.
|-
| class="alignleft"|Mental Calculator
| class="alignleft"|Skills
| class="alignleft"|The character can solve complex mathematical operations by thinking about them.
|-
| class="alignleft"|Minions
| class="alignleft"|Skills
| class="alignleft"|Minor, mostly nameless lackeys of marginal usefulness.
|-
| class="alignleft"|Perfect Recall
| class="alignleft"|Skills
| class="alignleft"|Once per scene, the character may perfectly remember any event, document, recording, etc.
|-
| class="alignleft"|Pro From Dover
| class="alignleft"|Skills
| class="alignleft"|The character is the absolute best in their field, whatever that is.
|-
| class="alignleft"|Quick Change
| class="alignleft"|Skills
| class="alignleft"|The character can clothes (or change into an Alternate Form) with a quick action.
|-
| class="alignleft"|Ranged Disarm
| class="alignleft"|Combat
| class="alignleft"|The character can make a disarm attack at range.
|-
| class="alignleft"|Scrounger
| class="alignleft"|Skills
| class="alignleft"|The character can survive on what they find.
|-
| class="alignleft"|Second Identity
| class="alignleft"|Skills
| class="alignleft"|The character has a second, completely legitimate identity.
|-
| class="alignleft"|Sharpshooter
| class="alignleft"|Combat
| class="alignleft"|The character can ignore a defender's bonus from being prone or having cover.
|-
| class="alignleft"|Team Player
| class="alignleft"|Combat
| class="alignleft"|Once per scene, the character can gain a +{{KM4_SKILL_BONUS}} bonus when combining effort.
|-
| class="alignleft"|Underwater Combat
| class="alignleft"|Combat
| class="alignleft"|The character does not incur a penalty when fighting underwater.
|-
| class="alignleft"|Unsettling
| class="alignleft"|Skills
| class="alignleft"|The character may make people nervous for no real reason.
|-
| class="alignleft"|Vehicles
| class="alignleft"|Skills
| class="alignleft"|The character has sundry modes of fast and stylish transportation.
|-
| class="alignleft"|Wealthy
| class="alignleft"|Skills
| class="alignleft"|The character can solve problems with money.
|-
| class="alignleft"|Whirlwind Attack
| class="alignleft"|Combat
| class="alignleft"|The character can make a sweep attack without a penalty.
|-
| class="alignleft"|Zero-G Combat
| class="alignleft"|Combat
| class="alignleft"|The character does not incur a penalty when fighting in zero-G.
|}
 


===Animal Empathy===
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.


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 +{{KM4_SKILL_BONUS}} bonus on Diplomacy and Manipulation rolls 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 +{{KM4_DOUBLE_BONUS}} AV bonus on Diplomacy and Manipulation rolls when interacting with that animal type.
 
Once per scene, A character with Animal Empathy can befriend a normal animal which is not hostile to the character. The animal will always remember the character and treat them as a friend.


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


Normally, a distracted character suffers a -{{KM4_SKILL_BONUS}} penalty on their next attack roll or their next defense, whichever comes first. A character with Attentive is unaffected by such distractions, and does not incur a penalty.
The character is '''unaffected by attempts to [[ZeroSpace_4e_EN:Actions#Distracting|distract]] them'''.


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


The character carries a bag, belt, or backpack with a number of small, ordinary items. 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 power level (PL) of such items is usually 1.
The character carries a bag, a belt, or a backpack with a number of '''small, ordinary items'''. 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 [[ZeroSpace_4e_EN:Actions#Blinding|great difficulty]] in combat. If a character has the Blindfighting gift, they do not incur any of these penalties.
Normally, a character who can't perceive their opponent has [[ZeroSpace_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 could be a form of sonar or radar, a preternaturally sensitive sense of touch, or some other form of alternate perception.


===Blood Rage===
===Blood Rage===


Once per scene, the character can enter a trance-like state of bestial fury. While in a blood rage, the character gains a +{{KM4_SKILL_BONUS}} bonus on all Hand-to-hand Combat rolls, but they incur a -{{KM4_SKILL_BONUS}} penalty on all other rolls, as well as on their hand-to-hand and ranged defense. Additionally, a character in a blood rage gains a +{{KM4_SKILL_BONUS}} bonus on their Mental Combat defense.
Once per scene, the character can enter a trance-like state of bestial fury. While using Blood Rage, the character gains a '''+{{KM4_STANDARD_BONUS}} AV bonus on all hand-to-hand attacks''' and a +{{KM4_STANDARD_BONUS}} DV bonus against mental attacks. However, they incur a '''-{{KM4_STANDARD_BONUS}} DV penalty in hand-to-hand and ranged combat'''. Blood Rage usually lasts until the end of the scene, but the character can end it sooner if they want to.


===Bowler===
Remember that '''only the highest bonus applies''', but '''penalties are cumulative'''.


A character with Bowler can heave projectiles with deadly accuracy. When making a Ranged Combat attack roll, the character can substitute their Brawn for their Agility. The player may choose which attribute to use on a case by case basis.
===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 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 12) Diplomacy (Presence) roll to see how their contact receives them.
'''Expert Tip: [[ZeroSpace_4e_EN:Actions#Failure|Failure]] should never make the game less interesting.'''


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


Normally, when making a disarming attack, the character incurs a -{{KM4_SKILL_BONUS}} penalty. A character with Disarming Expert can make a disarming attack without incurring a penalty.
Normally, a character making a [[ZeroSpace_4e_EN:Actions#Disarming|disarming attack]] incurs a -{{KM4_STANDARD_BONUS}} AV penalty on this attack. The character can make a '''disarming attack without the associated penalty'''.


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


A character with the Elusive gift is fast on their feet and good at rolling with the punches. When in hand-to-hand combat, the character can base their defense on their Agility instead of on their Brawn. The player may choose which attribute to use on a case by case basis.
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.


===Escape Artist===
===Escape Artist===


A character with the Escape Artist gift is a slippery target. Once per scene, the character gains a +{{KM4_SKILL_BONUS}} bonus against a grapple or a lasting power. The player may decide to gain the bonus before or after the dice are rolled.
Once per scene, the character can gain a '''+{{KM4_DOUBLE_BONUS}} AV bonus against a grapple''' or a lasting power. The player may decide to gain the AV bonus before or after the dice are rolled.


===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 who are impressed by celebrity may be more likely to cooperate with the character, and the character can sometimes gain favours from strangers.
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.


===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 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 favours from admirers'''.


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


When in ranged combat, the character can base their defense on their Brawn instead of on their Agility. The player may choose which attribute to use on a case by case basis.
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 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.
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.


Additionally, the character can make a moderately difficult (DV 12) Survival (Reason) 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 12) Reason + 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 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.


===Leadership===
===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. Once per scene, the character can grant a +{{KM4_SKILL_BONUS}} bonus to one of their teammates and allies. The player may decide to grant the bonus before or after the dice are rolled.
The character brings out the best in others. Once per scene, the character can grant a '''+{{KM4_DOUBLE_BONUS}} AV bonus or DV bonus to one of their allies'''. The player may decide to grant the bonus before or after the dice are rolled.


===Lightning Strike===
===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 can substitute their Agility for their Brawn. The player may choose which attribute to use on a case by case basis.
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===


A character with the Linguist gift is fluent in dozens of languages, and is capable of quickly deciphering new languages when they encounter them.
The character is '''fluent in dozens of languages''', and they are capable of quickly deciphering new languages when they encounter them.
 
===Master Plan===
 
Once per scene, a character with Master Plan 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 to grant the character and each of their allies a +{{KM4_SKILL_BONUS}} bonus to be used at a time of their choice during the conflict.


===Mental Calculator===
===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 powerful computer. 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 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.


===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 skilled professional -- they might be reasonably competent at their respective assignments ({{KM4_SKILL_BONUS}} 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 aptitude.
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.


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.
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===
===Perfect Recall===


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


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


A character with the Pro From Dover gift can choose a specific, narrowly-defined professional, scholarly, or technical field in which they are an undisputed expert. When answering a question or performing research related to their specialty, they gain a +{{KM4_SKILL_BONUS}} bonus.
The character is an undisputed expert in a specific, narrowly-defined professional, scholarly, or technical field. When answering a question or performing '''[[ZeroSpace_4e_EN:Skills#Investigation|research]] related to their specialty''', they gain a '''+{{KM4_STANDARD_BONUS}} AV 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 should choose a different specialty.
Each player character with Pro From Dover should choose a different narrowly-defined noncombat specialty.


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


The Quick Change gift is usually possessed only by superheroes and stage magicians. Quick Change enables a character to 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. Additionally, a character with Quick Change and the 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 wearing a different outfit underneath street clothes. A character with Quick Change and the [[ZeroSpace_4e_EN:Powers#Alternate_Form|Alternate Form power]] can change forms once per round with a quick action.


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


A character with Ranged Disarm can make a disarm attack at range. A ranged disarm attack requires a successful Ranged Combat (Agility) roll against 8 + Ranged Combat (Agility) of the target. As with hand-to-hand disarming attacks, the attacker suffers a -{{KM4_SKILL_BONUS}} penalty on the roll, and powers and equipment do not apply to this roll.
The character can make a '''[[ZeroSpace_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 -{{KM4_STANDARD_BONUS}} AV penalty on this attack.
 
Remember that '''only the highest bonus applies''', but '''penalties are cumulative'''.


===Scrounger===
===Scrounger===


You can survive off the grid, whether you are in the wilderness or in an urban environment. You can find shelter, food, and personal essentials enough to provide for yourself and a small number of friends. In a populated area, you can always find useful items by asking around and keeping your eyes open.
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===
===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.
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.
 
===Sharpshooter===
 
The character gains a '''+{{KM4_STANDARD_BONUS}} AV bonus in ranged combat''' against a target who is '''[[ZeroSpace_4e_EN:Actions#Prone_Characters|prone]] or who has [[ZeroSpace_4e_EN:Actions#Cover|cover]]'''.


Additionally, the character can make a moderately difficult (DV 12) Finesse (Reason) roll to produce proof of a new but ordinary identity, appropriate to wherever they happen to be.
Remember that '''only the highest bonus applies''', but '''penalties are cumulative'''.


===Sharpshooter===
===Sidekick===


A character with the Sharpshooter gift adept at bypassing cover in ranged combat. When a defender is prone or has cover, they gain a bonus on their defense. A character with the Sharpshooter gift ignores a defender's bonus from being prone or having cover.
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===


A character with the Team Player gift excels at working with others, and is more effective with others than they are alone. Once per scene, a character with the Team Player gift can gain a +{{KM4_SKILL_BONUS}} bonus when [[ZeroSpace_4e_EN:Actions#Combining_Effort|combining their effort]] with others. The player may decide to gain the bonus before or after the dice are rolled.
The character excels at working with others. Once per scene, the character can gain a '''+{{KM4_DOUBLE_BONUS}} AV bonus ''or'' DV bonus''' when working with others toward the same goal. The player may decide to gain the bonus before or after the dice are rolled. The bonus lasts until the beginning of the character's next turn.


===Underwater Combat===
===Underwater Combat===


Normally, engaging in combat underwater imposes a -{{KM4_SKILL_BONUS}} action penalty. A character with the Underwater Combat gift does not incur a penalty for fighting underwater.
If a character is underwater, they normally incur a -{{KM4_STANDARD_BONUS}} AV penalty on any task or attack they attempt. The character can fight or use skills while '''underwater without the associated penalty'''.


===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.
The character is able to put off a disturbing vibe that makes people and animals nervous. The character can gain a '''+{{KM4_STANDARD_BONUS}} AV bonus on Manipulation''' skill rolls pertaining to '''intimidation and interrogation'''.


===Vehicles===
===Vehicles===


The character has one or more vehicles which provide fast and stylish transportation. If the character is a member of a team, the vehicle(s) 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, and is mainly used for flavour and to make it easier for the character to get around.
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) Survival (Reason) roll to remember a vehicle they have stored nearby, wherever they happen to be.
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.


===Wealthy===
===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 fortune.
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===
===Whirlwind Attack===


Normally, when making a sweep attack (attacking everyone within reach of the character simultaneously), the character incurs a -{{KM4_SKILL_BONUS}} penalty on each roll. A character with Whirlwind Attack can make a sweep attack without incurring a penalty.
Normally, when making a [[ZeroSpace_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===
===Zero-G Combat===


Normally, engaging in combat while weightless imposes a -{{KM4_SKILL_BONUS}} action penalty. A character with the Zero-G Combat gift does not incur a penalty for fighting while weightless.
If a character is weightless, they normally incur a -{{KM4_STANDARD_BONUS}} AV penalty on any task or attack they attempt. The character can fight or use skills while '''weightless without the associated penalty'''.
 
==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. A good rule of thumb is that a gift allows a character to ignore a penalty in a specific circumstance or with a particular kind of attack. If the gift grants a bonus, its use may be limited to once per scene. Here is an example of a custom gift.
 
===Unstoppable===
 
Normally, a character who is moving incurs a -{{KM4_SKILL_BONUS}} penalty on their defense against a slamming attack. A character with Unstoppable does not incur this penalty.





Latest revision as of 11:58, 3 April 2024

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

The character's first gift costs 1 character point. Buying an additional gift costs a number of character points equal to the current number of gifts, plus one. For example, buying a fourth gift costs 4 points.


Table: Gift cost
Quantity Cost
1 1
2 3
3 6
4 10
5 15
6 21
7 28
8 36
9 45
10 55


Typical Gifts

These are the typical gifts found in a ZeroSpace 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.

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 12) 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 +6 AV bonus on Diplomacy and Manipulation rolls 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. 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. The character can engage in combat normally while blinded or otherwise unable to perceive their opponent, without any associated penalties. This could be a form of sonar or radar, a preternaturally sensitive sense of touch, or some other form of alternate perception.

Blood Rage

Once per scene, the character can enter a trance-like state of bestial fury. While using Blood Rage, the character gains a +3 AV bonus on all hand-to-hand attacks and a +3 DV bonus against mental attacks. However, they incur a -3 DV penalty in hand-to-hand and ranged combat. Blood Rage usually lasts until the end of the scene, but the character can end it sooner if they want to.

Remember that only the highest bonus applies, but penalties are cumulative.

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.

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

Disarming Expert

Normally, a character making a disarming attack incurs a -3 AV penalty on this attack. The character can make a disarming attack without the associated penalty.

Elusive

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.

Escape Artist

Once per scene, the character can gain a +6 AV bonus against a grapple or a lasting power. The player may decide to gain the AV bonus before or after the dice are rolled.

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.

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.

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

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.

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.

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.

Leadership

The character brings out the best in others. Once per scene, the character can grant a +6 AV bonus or DV bonus to one of their allies. The player may decide to grant the bonus before or after the dice are rolled.

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

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

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.

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

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.

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 research related to their specialty, they gain a +3 AV bonus.

Each player character with Pro From Dover should choose a different narrowly-defined noncombat specialty.

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 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 Agility + Ranged Combat roll against 8 + Agility + Ranged Combat of the target. As with hand-to-hand disarming attacks, the attacker incurs a -3 AV penalty on this attack.

Remember that only the highest bonus applies, but penalties are cumulative.

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.

Sharpshooter

The character gains a +3 AV bonus in ranged combat against a target who is prone or who has cover.

Remember that only the highest bonus applies, but penalties are cumulative.

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

The character excels at working with others. Once per scene, the character can gain a +6 AV bonus or DV bonus when working with others toward the same goal. The player may decide to gain the bonus before or after the dice are rolled. The bonus lasts until the beginning of the character's next turn.

Underwater Combat

If a character is underwater, they normally incur a -3 AV penalty on any task or attack they attempt. The character can fight or use skills while underwater without the associated penalty.

Unsettling

The character is able to put off a disturbing vibe that makes people and animals nervous. The character can gain a +3 AV bonus 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 12) Reason + 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.

Whirlwind Attack

Normally, when making a 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 -3 AV penalty on any task or attack they attempt. The character can fight or use skills while weightless without the associated penalty.