Not much gets by this hero. He’s very observant and perceptive, and adds +2 to his Notice rolls to hear, see, or otherwise sense the world around him.
Summary:
+2 to Notice Rolls
Your warrior is as deft with his left hand as he is with his right. He ignores the Off-Hand penalty (see page 104).
If holding a weapon in each hand, Ambidextrous characters may stack Parry bonuses (if any) from both weapons.
Summary:
Ignore -2 penalty when making Trait rolls with off-hand.
The character has innate abilities that don’t fit into the usual tropes of magic, miracles, or psionics. Their powers may be low-level super powers, divine gifts, or even alien abilities, and are often very unusual or unique for their setting.
♦ARCANE SKILL: Focus (Spirit)
♦STARTING POWERS: 1
♦POWER POINTS: 15
Psionicists tap into their own mental energy to manipulate matter, read minds, and far more. Some are agents in the employ of a vast government agency, while others are often on the run from them! Some may have years of training or they might have developed their incredible powers in isolation.
♦ARCANE SKILL: Psionics (Smarts)
♦STARTING POWERS: 3
♦POWER POINTS: 10
Magicians range from powerful wizards to vile cultists. They draw on raw supernatural energy to fuel their eldritch fires. This energy infuses the worlds in which they live, and is drawn forth with gestures, words of power, or ancient runes.
♦ARCANE SKILL: Spellcasting (Smarts)
♦STARTING POWERS: 3
♦POWER POINTS: 10
Those who invoke miracles draw their power from a divine presence of some sort, including gods, nature, or spirits. Their powers are usually invoked with a few words of prayer or by performing established rituals. Those who cast miracles are champions of their particular religions. They typically have Hindrances that pertain to their service, such as Vow or Obligation. They might also have Connections to others of their religion who can help them out when their divine energies wane.
♦ARCANE SKILL: Faith (Spirit)
♦STARTING POWERS: 3
♦POWER POINTS: 10
Weird scientists use strange and powerful inventions beyond the normal technological level of the setting. Such creations might be possible due to super fuels, alien discoveries, or the raw intellect of rare super-geniuses who push the boundaries of science.
A weird scientist’s Trappings (see page 150) must always include the item they’re associated with.
Weird scientists must have their devices at hand to activate their powers (but see Jury Rig, below).
Other characters can’t activate the inventor’s creations. While this may seem a bit strange narratively, the “magic”—and the Power Points—come from the inventor so he must be the one to activate it.
Creating devices for others is possible—it just requires an Arcane Device, see page 153 and the Artificer Edge (page 45).
The inventor can use his devices on others, of course, including administering drinks from his magical elixirs or giving them injections of some miraculous super serum he’s created.
Jury Rig:
Weird scientists must usually activate their powers through their assigned device, but they can improvise other ways if needed at a −2 penalty. This requires a decent rationale relative to the setting and the GM’s permission.
>Austin Coates