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=== Edeic Recall === | === Edeic Recall === |
Revision as of 09:03, 30 April 2010
Heroic Action Role-Play |
Edeic Recall
Limit Break
You have perfect recall; years afterwards, you can call up the precise words of a conversation or recall details of a room seen only at a glance. This allows you to analyze as scene from memory as though you were actually present there now. You can retroactively use the Spot skill to notice things you didn't think of looking for when you were actually there, which in turn might give more information from other skills such as Know. The game master can play up a small flashback from the time you learned the information recalled, which will often give some additional insight into your problem or your character's background.
The Limit Break refers to the act of remembering, it is not something you have to do to record the memory in the first place.
Investigator
Limit Break
You are a forensics expert, able to analyze clues and physical remains and create a coherent image of what happened at a scene you are investigating. Certain details might need to be verified in a lab, but you can get a general idea of what happened and clues to what kind of people were involved. As more information is added from witnesses and technical reports, you can flesh out your image of what happened. You can put all of this down into reports that other investigators can read and understand, and you can quickly skim such reports to find similar cases which can offer additional insights.
Deduction
Limit Break
You are an expert at applying logic to real-world situations. When you are speculating as to the best course of action or about the motivations of a given character, you can have the GM tell straight out you whether your speculation is correct or incorrect.
Lip Reading
Basic Action
You have the rather unique ability to decipher what people are saying merely from looking at their lips moving. As long as you can get a reasonably good view of a speaker's lips and know the language, you can get the gist of what is said. Certain parts may be obscure or missing, depending on your skill roll or the needs of the plot.
Ranger
Basic Action
You are a master of the wild. Finding food and shelter is easy for you. You can use the subtle clues of nature to find and avoid danger and track like a wolf. You can scrounge medicines and improvise basic gear from nature. You can predict and avoid natural hazards, like cold, rain, avalanches and so on. You can be a tour guide and help others to avid these dangers as well.
Tracking has a difficulty of one per hour old the trail is, minus one per creature in the group you are trailing; terrain and weather can modify this further. Another Ranger concealing tracks adds his skill your your difficulty. The other stunts mentioned are automatic.
Sensitive
Basic Action
When you use this power, you are aware if there are any active Magic, Spiritual, and Gift powers within ten meters times the result of your Spot roll. Within one meter per point rolled, you can pinpoint and identify such powers.
This cannot be used to spot things that are hiding, in order to pinpoint the supernatural, you must be able to see the mundane shell that holds it. If that is concealed, even by mystical means, all you can learn is how and what power is used; you cannot pinpoint its location.