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Join Date: Oct 2015
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Wanted another set of eyes to double-check that my modifiers are correct, but this is the last of the Adept abilities that I have under consideration. Any alternate name ideas would also be welcome.
Adept Reaction: Combat Reflexes [15] (adept -10%) [=13.5->14] Adept's Dexterity: Dexterity [20] (adept-10%, costs 2 fatigue points -10%, requires IQ roll -10%=-30%) [14, less Basic Move 5=9/level] Adept's Strength: Hard to Kill [2/level] passive, no roll or FP needed (adept -10%) [2/level] with Strength [10/level] (adept -10%, costs 2 FP, requires IQ roll -10%=-30%) [7, less HP 5=2/level] totaling [5/level] Adept's Swiftness: Basic Speed [5 per 0.25] (adept -10%, requires Will roll -5%, costs 2 FP -10%=-25%) [3.75 rounded up to 4/level] Eagle Eyes: [7/level] Acute Vision [2/level], Night Vision [1/level], Telescopic Vision [5/level] (adept -10%, requires IQ roll -10%, requires 2 FP -10%/extended duration *60 +60%=4%, total=-24%) Hardened Ears: Protected Sense (ears) [5] (adept -10%, requires IQ roll -10%=-20%) [4] I was thinking of trying to fold the skill to activate this with the resistance roll, but I'm not sure if that's possible or preferable. Hardened Eyes: Protected Sense (eyes) [5] (adept -10%, requires IQ roll -10%=-20%) [4] Hardened Osmia: Protected Sense (taste and smell) [5] (adept -10%, requires IQ roll -10%=-20%) [4] Hypersomia: [2,4,6,14 for levels 1-4, 2/level after] Levels 1-3 Acute Taste and Smell [2/level] (adept -10%) [2/level], Level 4 replaces acute senses with Discriminatory Smell [15] (adept -10%) [14], Level 5 adds Acute Taste and Smell [2/level] and could keep going but I think I'll cap it at 5 levels. Infravision: Infravision [10] (internal -10%, requires IQ roll to activate -10%, costs 2 FP -10%/extended duration*60+60% reduces the value of Cost FP to 4%=total -24%) [7.6 rounds up to 8] Lasts 1 minute per fp charge. Leap: Super Jump [10/level] (adept -10%) passive, no roll or FP needed [9] Sharp Ears: [2,4,6,14,20, 2/level after] Levels 1-3 Acute Hearing [2/level], Level 4 replaces with Discriminatory Hearing [15] (adept -10%) [13.5 rounds up to 14], Level 5 adds Subsonic Hearing [5] (adept -10%, requires IQ roll -10%, requires 2 FP -10%/extended duration*60+60%=-4%, =-24%) [3.8 rounded up to 4] and goes back to adding Acute Hearing [2/level] for a total of [6] on level 5 and [2/level] beyond for GMs wanting to let it go (I'm capping mine at 5). Swift Parry: Enhanced Parry (all weapons) [10/level] (adept -10%). Passive, no roll or FP needed. [9/level] Tactile: level 1 only has Sensitive Touch [10] (adept -10%) [9], level 2 adds Vibration Sense [10] (adept -10%, costs 2 FP -10%/extended duration*60+60%=-4% total =-14%) [8.6 rounded up to 9] This is another one that I'd like to fold its skill roll into the perception check so I don't have a bunch of different rolls, but not sure if that would be good and balanced. |
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| Tags |
| power, psionic, telepathy |
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