levelling up

Mar 10, 2020 6:19 pm
OOC:
I keep forgetting how this is done :)
XP

* buy talent: spend 5x tier level. Must have +1 talent of the tier below to buy
* buy skills: lv x 5. +5XP penalty for non career skills

Heroic points
* each 50xp gained -> 1 point

DURATION Cost: 1 Ability Point
Your character’s Heroic Ability effect lasts for one additional turn for each purchase of Duration.

FREQUENCY Cost: 2 Ability Points
Your character can activate their Heroic Ability one additional time per session for each purchase of Frequency.

POWER Cost: Special
The first time you purchase this upgrade, it costs one ability point and your character's primary ability gains the improved effect. You may purchase this upgrade a second time at a cost of another two ability points to gain the supreme effect.

SECONDARY EFFECT Cost: 1 Ability Point
Add a secondary effect to your character’s Heroic Ability. When you purchase this upgrade, select one of the following secondary effects. You may purchase this upgrade a second time to choose a different effect, for a total of two secondary effects. As with the primary ability effect, you should work with the GM to come up with an exciting narrative explanation for each secondary effect. Even if the primary effect is instantaneous, the duration of the Heroic Ability matters for many secondary effects. Remember, a Heroic Ability lasts until the end of your character’s next turn, or longer if you take the Duration upgrade.
DEVASTATING While the ability is active, your character adds +2 damage to one hit of each of their attacks.
DIMINISH While the ability is active, enemies within short range add Bk to their skill checks.
DRAIN When your character activates their Heroic Ability and at the beginning of each of their turns it remains active, enemies within short range suffer 2 strain.
EMPOWERED While the ability is active, your character adds B to their skill checks.
EMPOWER ALLIES While the ability is active, allies within short range add B to their skill checks.
REJUVENATION When your character activates the ability and at the beginning of each turn they take while it remains active, your character heals 2 strain.
REJUVENATE ALLIES When your character activates the ability and at the beginning of each turn they take while it remains active, all allies within short range heal 2 strain.
RENEWAL When your character activates the ability, you may choose to generate a new PC Initiative slot. You may choose to use Cool or Vigilance for this roll. The new result remains for the duration of the encounter. The new Initiative slot is immediately available for use, but it does not allow any PC to take an extra turn during a round.
STORY Cost: 1 Ability Point Your character only needs to spend one Story Point to activate the ability. You can only purchase this upgrade once.
Mar 10, 2020 6:20 pm
OOC:
Can we get new heroic abilities and... is POWER the upgrade from base to improved and then to supreme?
Mar 10, 2020 6:27 pm
Thanks for this!

You only ever have one Heroic Ability, so no, you can't pick a second. And, yes, Power is the upgrade that improves the effects of the ability itself. For Foretelling, the Improved version lets you upgrade one skill check related to the question you asked (must be done while the ability is active), and the Supreme version lets you roll an NPC's skill check alongside the GM and then choose which dice results are used.
Mar 10, 2020 6:28 pm
So can you change your HA from what you have to Unleash per say? Personally I'd say no since your HA is unique to you (we all have different ones for that reason I figure). Via p79 Yes Power is that upgrade. Improved the first time buying Power (1AP) Supreme is the second time buying Power (2AP)
Mar 10, 2020 6:38 pm
If a player thinks they made a mistake in choosing a Heroic Ability and wanted to switch now, I'd be open to the idea. Y'all have been pretty judicious in their usage thus far, so it wouldn't really break anything story-wise.
Mar 10, 2020 7:09 pm
Foretelling probably needs wither good timing of longer duration to have useful power/secondary effects ;)
Mar 10, 2020 7:26 pm
Foretelling probably needs wither good timing of longer duration to have useful power/secondary effects ;)

I also found somewhere the uses for story points, which may be good to refresh:
* bump a check +G or G->Y
* Add a story element
* something else ... :(

[GM edit]

*Activate a talent or special ability that calls for it. :)
Mar 10, 2020 9:40 pm
OOC:
right! Like 2 SP for the heroic ability!

Last questions: now that I have the XP sorted out... can we have a skill ranked above it’s ability?
I’m assuming not, which leads to... how do we raise abilities?
Also... no buying health or strain is possible right?
Last edited March 10, 2020 9:49 pm
Mar 10, 2020 10:18 pm
CESN says:
OOC:
right! Like 2 SP for the heroic ability!

Last questions: now that I have the XP sorted out... can we have a skill ranked above it’s ability?
I’m assuming not, which leads to... how do we raise abilities?
Also... no buying health or strain is possible right?
So, you can totally raise a skill above its governing attribute. So, say, Brawn 2 but Athletics 5. In these cases, the higher-value number is your greens, and the lower-value number is how many yellows you upgrade to. So, Brawn 2, Athletics 5 = GGGYY.

To raise your Strain Threshold, take the Grit talent. It's ranked and give you +1 Strain Threshold per level.

To raise your Wound Threshold, take the Toughened talent. It's ranked and gives you +2 Wound Threshold per level.
Mar 11, 2020 2:48 am
Each ability can get a +1 from the talent Dedication once but its tier 5 so you need 2 t4, 3 t3, 4 t2, and 5 t1 first...
Mar 11, 2020 9:06 am
Tracking cats then:
[ +- ] Start
[ +- ] In the meantime...

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