Documenti di Didattica
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Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
1st
+1
+1
+0
+0
2nd
+2
+2
+0
3rd
+3
+2
4th
+4
5th
Defense
Bonus
Reputation
Bonus
Talent
+1
+0
+0
Bonus
Feat
+2
+0
+1
+1
Talent
+2
+0
+2
+1
+1
Bonus
Feat
+3
+0
+5
+3
+1
+1
Talent
+3
+1
6th
+6/+1
+3
+2
+2
Bonus
Feat
+3
+1
7th
+7/+2
+4
+2
+2
Talent
+4
+1
8th
+8/+3
+4
+2
+2
Bonus
Feat
+4
+1
9th
+9/+4
+4
+3
+3
Talent
+5
+2
10th
+10/+5
+5
+3
+3
Bonus
Feat
+5
+2
Class Skills: The Strong heros class skills (and the key ability
for each skill) are:
Climb (Str)
Gamblin' (Wis)
Handle Animal (Cha)
Intimidate (Cha)
Knowledge (Current Events) (Int)
Profession (Wis)
Perception (Wis)
Ride (Dex)
Pulse one Unique Skill:
Sense Motive (Wis), or
Swim (Str) or Perform (Cha)
Also, the starting Origen Story and
Occupation you selected can provide
additional class skills to choose from.
Skill Points at Each Level: 2 + Int
modifier.
Class Features
All of the following are class features
of the Strong hero.
Talents
At 1st, 3rd, 5th, 7th, and 9th level,
the Strong hero selects a Talent
(From the available list of Talents in
a Section 2). Some Talents have
Prerequisites that must be followed,
while others provide a list to choose
from. As long as the hero qualifies,
he or she can select freely from any
and all Talent trees. No Talent can
be selected more than once unless
expressly indicated.
Some Talents are generated by Fate
or Luck, and require a Fate Chip to
activate.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level,
the Strong hero gains a bonus feat.
FAST HERO
The Fast hero wants above all to be quick and sure-handed.
The fast draw depends on the ability to throw a gun like
lightning and still take a true aim. Obviously, gunfighters of
every ilk are apt to choose the life of the Fast hero.
Fort
Save
Ref
Save
Will
Save
Class
Features
Defense
Bonus
Reputation
Bonus
1st
+1
+0
+1
+0
Talent
+3
+0
2nd
+2
+0
+2
+0
Bonus
Feat
+4
+0
3rd
+3
+1
+2
+1
Talent
+4
+1
4th
+4
+1
+2
+1
Bonus
Feat
+5
+1
5th
+5
+1
+3
+1
Talent
+5
+1
6th
+6/+1
+2
+3
+2
Bonus
Feat
+6
+2
7th
+7/+2
+2
+4
+2
Talent
+6
+2
8th
+8/+3
+2
+4
+2
Bonus
Feat
+7
+2
9th
+9/+4
+3
+4
+3
Talent
+7
+3
10th
+10/+5
+3
+5
+3
Bonus
Feat
+8
+3
Class
Level
Class Features
All of the following are class features of
the Fast hero.
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the
Fast hero selects a Talent (From the
available list of Talents in a Section 2).
Some Talents have Prerequisites that
must be followed, while others provide a
list to choose from. As long as the hero
qualifies, he or she can select freely from
any and all Talent trees. No Talent can
be selected more than once unless
expressly indicated.
Ride (Dex),
Taunt (Wis)
Bonus Feats
TOUGH HERO
Toughness is as much a state of mind as it is a physical
manifestation. The Tough hero can survive the most
treacherous trials, whether its a long and bloody fist fight, a trek
across the desert on foot with only a half canteen of water, or
the need to stay awake all night guarding the herd from rustlers.
Thus, just about any Occupation can benefit from taking a level
as a Tough hero. A gunfighter might prefer survive a bullet
Wound, a mountain man surviving the long winter, a gambler
could benefit from the ability to stay sharp while drinking
snakehead liquor during an all night poker tournament.
But regardless of the reason for choosing the Tough hero, a
character in this class values good health, fortitude and endless
endurance. Whether a lawman, a cowboy or a mountain man,
the Tough hero relies on steadfast endurance of mind, body
and spirit to achieve success and build a reputation.
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
Defense
Bonus
Reputation
Bonus
1st
+1
+1
+0
+0
Talent
+1
+0
2nd
+2
+2
+0
+0
Bonus
Feat
+2
+0
3rd
+3
+2
+1
+1
Talent
+2
+1
4th
+4
+2
+1
+1
Bonus
Feat
+3
+1
5th
+5
+3
+1
+1
Talent
+3
+1
6th
+6/+1
+3
+2
+2
Bonus
Feat
+3
+2
7th
+7/+2
+4
+2
+2
Talent
+4
+2
8th
+8/+3
+4
+2
+2
Bonus
Feat
+4
+2
9th
+9/+4
+4
+3
+3
Talent
+5
+3
10th
+10/+5
+5
+3
+3
Bonus
Feat
+5
+3
Class Features
All of the following are class features of the Tough hero.
Talents
At 1st, 3rd, 5th, 7th, and 9th level,
the Tough hero selects a Talent
(From the available list of Talents
in a Section 2). Some Talents
have Prerequisites that must be
followed, while others provide a
list to choose from. As long as the
hero qualifies, he or she can
select freely from any and all
Talent trees. No Talent can be
selected more than once unless
expressly indicated.
Some Talents are generated by
Fate or Luck, and require a Fate
Chip to activate.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th
level, the Tough hero gains a
bonus feat.
SMART HERO
Thats not to say that a Smart hero wont wear a Colt on his hip
without knowing how to use it. But most of the time, he would
rather it stay cleanly oiled in his holster, using it only when his
education, power of reason and clever plans dont figure.
Class
Level
Fort
Save
Ref
Save
Will
Save
Class
Features
Defense
Bonus
Reputation
Bonus
1st
+1
+0
+0
+1
Talent
+0
+1
2nd
+2
+0
+0
+2
Bonus
Feat
+1
+1
3rd
+3
+1
+1
+2
Talent
+1
+1
4th
+4
+1
+1
+2
Bonus
Feat
+1
+2
5th
+5
+1
+1
+3
Talent
+2
+2
6th
+6/+1
+2
+2
+3
Bonus
Feat
+2
+2
7th
+7/+2
+2
+2
+4
Talent
+2
+3
8th
+8/+3
+2
+2
+4
Bonus
Feat
+3
+3
9th
+9/+4
+3
+3
+4
Talent
+3
+3
10th
+10/+5
+3
+3
+5
Bonus
Feat
+3
+4
Appraise (Int),
Common Craft (Int),
Class Features
Diplomacy (Cha)
Gather Information (Cha)
Investigation (Int)
Knowledge (Pick any Three) (Int),
Linguistics (Int),
Profession (Wis),
Repair (Day-to-Day) (Int),
Sense Motive (Wis)
Pulse Two Unique Skills:
Demolitions (Int), or Treat Injury (Wis),
or Trade Craft (Int), or Research (Int),
Knowledge (Super Science),
or Pilot (Dex).
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the
Smart hero selects a Talent (From the
available list of Talents in a Section 2).
Some Talents have Prerequisites that
must be followed, while others provide a
list to choose from. As long as the hero
qualifies, he or she can select freely from
any and all Talent trees. No Talent can
be selected more than once unless
expressly indicated.
Some Talents are generated by Fate or
Luck, and require a Fate Chip to activate.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the
Smart hero gains a bonus feat.
DEDICATED HERO
Some heroes wouldnt know what to do without a specific cause
to live and die for. Such Dedicated heroes usually have a
particular devotion, a sense of destiny or a clear-cut purpose in
life.
These heroes are found everywhere; from the devout town
preacher intent on saving the populace from the sins of human
frailty; the squeaky clean lawman foresworn to protect the
innocent; or the proud Indian Brave, sworn to reclaim the
homeland of his tribe.
Fort
Save
Ref
Save
Will
Save
Class
Features
Defense
Bonus
Reputation
Bonus
1st
+1
+1
+0
+1
Talent
+1
+1
2nd
+2
+2
+0
+2
Bonus
Feat
+2
+1
3rd
+3
+2
+1
+2
Talent
+2
+1
4th
+4
+2
+1
+2
Bonus
Feat
+3
+2
5th
+5
+3
+1
+3
Talent
+3
+2
6th
+6/+1
+3
+2
+3
Bonus
Feat
+3
+2
7th
+7/+2
+4
+2
+4
Talent
+4
+3
8th
+8/+3
+4
+2
+4
Bonus
Feat
+4
+3
9th
+9/+4
+4
+3
+4
Talent
+5
+3
10th
+10/+5
+5
+3
+5
Bonus
Feat
+5
+4
Class
Level
Class Skills: The Dedicated heros class skills (and the key
ability for each skill) are:
Common Craft (Int),
Handel Animal (Cha)
Gamblin' (Wis),
Investigate (Int),
Knowledge
(Pick any Two) (Int),
Perception (Wis),
Profession (Wis),
Sense Motive (Wis),
Ride (Dex)
Survival (Wis),
Treat Injury (Wis).
Taunt (Wis)
Pulse One Unique Skill:
Disguise (Cha), or
Linguistics (Int), or
Stealth (Dex),
Talents
At 1st, 3rd, 5th, 7th, and 9th
level, the Dedicated hero
selects a Talent (From the
available list of Talents in a
Section 2). Some Talents have
Prerequisites that must be
followed, while others provide a
list to choose from. As long as
the hero qualifies, he or she can
select freely from any and all
Talent trees. No Talent can be
selected more than once unless
expressly indicated.
Some Talents are generated by
Fate or Luck, and require a
Fate Chip to activate.
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th
level, the Dedicated hero gains
a bonus feat.
CHARISMATIC HERO
While there are a lot of ways to build a solid reputation, the
Charismatic hero does it without even trying. Relying on
personal magnetism, overall charm and superb communication
skills, Charismatic heroes have a way of connecting with others.
A Charismatic young merchant could set up shop just about
anywhere, selling her wares at top dollar; a gambler could ease
her way out of any mistaken accusations of cheatinglikewise
a fast-talking politician could secure a power base after a short
stint in a new settlement.
A Charismatic may be comely; she may possess that winning
smile, or might have a compelling voice or mannerism. By one
means or another, they appeals to many different people and
has the ability to make fast friends.
Key Ability: Charisma
Hit Die: 1d6
Action Points: Tough heroes gain a number of action points
equal to 5 + one-half their character level, rounded down, at the
beginning of character creation and every time they attain a
new level in this class.
Class Skills: The Charismatic heros class skills (and the key
ability for each skill) are:
Bluff (Cha),
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
Defense
Bonus
Reputation
Bonus
1st
+1
+1
+1
+0
Talent
+0
+2
2nd
+2
+2
+2
+0
Bonus
Feat
+1
+2
3rd
+3
+2
+2
+1
Talent
+1
+2
4th
+4
+2
+2
+1
Bonus
Feat
+1
+3
5th
+5
+3
+3
+1
Talent
+2
+3
6th
+6/+1
+3
+3
+2
Bonus
Feat
+2
+3
7th
+7/+2
+4
+4
+2
Talent
+2
+4
8th
+8/+3
+4
+4
+2
Bonus
Feat
+3
+4
9th
+9/+4
+4
+4
+3
Talent
+3
+4
10th
+10/+5
+5
+5
+3
Bonus
Feat
+3
+5
Carousing (Con)
Common Craft (art or
writing) (Int),
Diplomacy (Cha),
Gamblin' (Wis)
Gather Information (Cha),
Handle Animal (Cha),
Intimidate (Cha),
Knowledge
(Pick any one) (Int),
Perform (Cha),
Profession (Wis),
Taunt (Wis)
Talents
At 1st, 3rd, 5th, 7th, and 9th level, the
Charismatic hero selects a Talent
(From the available list of Talents in a
Section 2). Some Talents have
Prerequisites that must be followed,
while others provide a list to choose
from. As long as the hero qualifies, he
or she can select freely from any and
all Talent trees. No Talent can be
selected more than once unless
expressly indicated.
Some Talents are generated by Fate
or Luck, and require a Fate Chip to
activate.
Bonus Feats
Disguise (Cha), or
Slight of Hand (Dex), or
Escape Artist (Dex),
CURSED HERO
This Class should only be taken during character creation and
only with the GM's descression.
(Unless there is a good reason to discover latent powers).
Starting Powers:
[Animal Form]: Choose a type of animal, at GM's approval.
You can shapeshift into that animal form and remain in it
indefinitely (DC 20 Control Shape).
[Claws and Teeth]: Your can take on the Hybrid form of half
animal half man for a single scene. While in this form you
gain the natural attacks of the chosen animal and your Speed
increases by +10 ft. (DC 25 Control Shape).
[Unnatural
Healing]:
While
shapshifted, normal attacks only deal
subdual damage to you. You gain
Regeneration 1. You can only be
harmed by energy attacks and a
specific occult substance (chosen by
GM). Unfortunately this healing and
alternate form come at a price: you
cannot return to human form unless
you eat the fresh heart of another
human.
Wendigo / Upir/ Vampire: Unlike the
Southern Undead, it wasn't a birth
right for you; one of these creatures
killed you and brought you back to life
with an unstoppable hunger.
Ability Mods: +4 to a single ability
score
(This is addition to the other starting
stat boost)
Starting Powers:
[Resistance to Piercing and Bludgeoning Damage]: Piercing
and Bludgeoning Damage barely affects you. Whenever you
suffer Piercing or Bludgeoning damage, you suffer only 1
point of damage instead.
[Tireless]: Your character never needs to sleep, eat, is
immune to pain, poison and disease. You suffer only 1/2 the
normal penalties for a failed Fort save.
[Unnatural Healing]: You now have an endless hunger for the
flesh and blood of the living. Whenever you gorge yourself on
Profession (Wis),
Starting Flaws:
Survival (Wis),
Stealth (Dex),
Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Class
Features
Defense
Bonus
Reputation
Bonus
1st
+1
+1
+1
+1
Power
+1
+2
Starting Powers:
2nd
+2
+2
+2
+2
Bonus
Feat
+2
+3
3rd
+3
+2
+2
+2
Power
+2
+4
4th
+4
+2
+2
+2
Bonus
Feat
+3
+5
5th
+5
+3
+3
+3
Power
+3
+6
6th
+6/+1
+3
+3
+3
Bonus
Feat
+3
+7
7th
+7/+2
+4
+4
+4
Power
+4
+8
8th
+8/+3
+4
+4
+4
Bonus
Feat
+4
+9
9th
+9/+4
+4
+4
+4
Power
+5
+10
10th
+10/+5
+5
+3
+5
Bonus
Feat
+5
+11
Powers
At 1st, 3rd, 5th, 7th, and 9th level, the Cursed hero selects a
Talent (From the available list of Powers in Mont Cook's World
of Darkness.pdf). Some Powers have Prerequisites that must
be followed, Please work with GM to choose these Powers.
Disguise (Cha)
Bonus Feats
At 2nd, 4th, 6th, 8th, and 10th level, the Cursed hero gains a
bonus feat.
Section 2.
Wild West Talents
UNIVERSAL FATE TALENTS
Untouchable [Fate]
That the best you can do?
Through a combination of indomitable courage, swift reflexes
and uncanny luck, you can face down gun-wielding maniacs
with only your bare hands and have a better chance of
surviving and even winning the fight than your guntoting companions.
Prerequisites: Daring template; Dodge, Mobility.
Benefit: By spending a Fate Chip; Whenever you begin
combat and are not armed with a ranged weapon, you receive
a bonus to your AC against all ranged attacks equal to your
Destruction facet (minimum +1). This benefit does not apply
if you toss your firearm to the ground once the fight starts,
and it goes away once you pick up a ranged weapon in the
course of the encounter.
Celebrity [Fate]
They my your story far and wide
You are a living legend, capable of amazing acts, the thing of
myth and fantasy made real... or at least, that is what people
say.
Prerequisites: Charisma +16
Benefit: Add +2 to your heros Reputation Score.
Furthermore, you can create the "Tale" of how and what you
are so well known for.
Its nice to have a reputation as a gentleman, when it comes
to talking to the ladies. If your rep is for how fast you are on
the draw, its likely to bring lots of youngsters gunning for
you. If your rep is about good deeds, then expect criminals to
dislike and distrust you.
Your "Tale" of fame doesn't need to be truthful either, just
sound real good.
+4
ranks
or
possess
the
Fates Favored may be selected more than once, but only the
character has access to a new Hero Class Talent.
Destiny [Fate]
Your hero is fated for greatness; his legend will loom large in
the Weird West.
Benefit: Any time a Fate Chip is used in your characters
presence that would cause your character harm; you can
counter it by spending a Fate Chip to negate its effect.
No Mercy
This isnt called the Savage West for nothing, partner.
This Talent lets you make every bullet, blade, and attack
count. The character may spend a Fate Chip to reroll damage
from one of his successful attacks. The Talent applies only to
a single type of attack: Fighting, Shooting, Throwing,
explosives, est., but you may take the Talent multiple times
to cover all your bases (No Mercy: Swords, No Mercy:
Shotguns, etc.).
The reroll applies to any one damage roll, not multiple
damage rolls from a single attack (such as a Sweep attack).
STRONG TALENTS
Enhanced Impact [Fate]
Wha-pow! CRASH!
Your attacks stagger victims back several feet in pain and
shock. This can offer a tactical advantage (opening the range
between you and a closing opponent), or even be fatal if your
foe is driven into something harmful. However you use it,
Enhanced Impact sure looks impressive.
Prerequisites: Strong Hero; Strength +16, Power Attack.
Benefit: Choose one type of attack (unarmed combat or a
specific weapon). When using that type of attack, you can
spend a Fate Chip; Attacks of this type that strike a target
deal damage as normal and also have a chance of pushing
the target back. This functions as per the bull rush maneuver
(see Special Attacks in Chapter 8: Combat of the Players
Handbook), except that you do not provoke an attack of
opportunity and do not make the initial move into the
defenders square.
Ignore Hardness:
objects hardness.
Ignore
hardness,
improved
ignore
Melee Smash:
melee damage.
Uncanny Dodge 1:
Dexterity bonus to Defense regardless of being caught flatfooted or struck by a hidden attacker. (The hero still loses his
or her Dexterity bonus to Defense if the hero is immobilized.)
Prerequisites: Evasion
Evasion:
Uncanny Dodge 2:
Defensive Roll:
lethal attack to take less damage from it. When the Fast hero
would be reduced to 0 hit points or less by damage in combat
(from a ranged or melee attack), the Fast hero can attempt to
roll with the damage.
FAST TALENTS
Greased Lightning [Fate]
Faster than a striking snake? Yeah, mightve heard that a
time or two.
When your hero reaches for his Guns, folks rarely have time
to blink, much less draw him down. You can snatch insects
out of the air and ambushes never catch you off-guard. Some
say hes the fastest gun in the West. That may not be true;
but he's still quick, real quick.
Prerequisites: Fast Hero; initiative modifier +3.
Benefit: By spending a Fate Chip; Treat any initiative roll
result of 15 as a 6 instead. Also, you retain your Dexterity
bonus to AC even if caught flat-footed or attacked by an
unseen foe.
A Fast hero spends 1 action point to use this talent. Once the
point is spent, the hero makes a Reflex saving throw (DC =
damage dealt). If the save succeeds, he or she takes only half
damage. The Fast hero must be able to react to the attack to
execute a defensive rollif the hero is immobilized, he or she
cant use this talent.
Since this effect would not normally allow a character to make
a Reflex save for half damage, the Fast heros evasion talent
doesnt apply to the defensive roll.
Prerequisites: Evasion, uncanny dodge 1.
The Fast hero can increase his or her natural base speed.
The Fast hero gains the ability to improve his or her innate
defensive talents as the hero attains new levels.
TOUGH TALENTS
Resilient [Fate]
Hospital? Nah; just give me a couple of raw steaks and a big
glass of orange juice, and Ill be fine.
Youre not any less likely to be critically injured than anyone
else, but you bounce back from even the gravest wounds or
illnesses short of death itself in a matter of days.
Prerequisites: Constitution 14; Toughness or Endurance.
Benefit: By spending a Fate Chip; you heal double the
normal number of hit points per day 2 hit points per level
per day of rest, 4 hit points per level per day of bed rest or
ordinary rest with doctors care, 8 hit points per level per day
of bed rest with doctors care. If you do not take the
minimum full nights rest and you dont suffer any hit point
loss in the following day, you heal the standard 1 hit point per
level.
Normal: Characters heal 1 hit point per level per day in which
they take at least 8 hours of full rest and 2 hit points per level
per day which is spent fully in bed rest. These amounts
double under the care of a doctor who makes successful Heal
checks.
Acid Resistance:
Cold Resistance:
Electricity Resistance:
Remain Conscious:
SMART TALENTS
Gadgeteer
Hand me that whatch-a-macallit, then push the button on
the doohickey when I give you the go-ahead!
Intuition and a good deal of mechanical sense give you the
uncanny ability to operate any piece of machinery you
encounter. You may not always know exactly what youre
messing with, but you know how to make it do well,
whatever its supposed to do. Youre also no slouch when it
comes to improving on standard technology. Coming up with
technological breakthroughs is as easy as falling off a log
and you could probably figure out how to improve on that,
too.
Prerequisites: Daring template; Intelligence 13, Wisdom 13,
Inspiration
Benefit: You can operate any simple device (five or fewer
controls) within one round of seeing it. Complex machinery
requires a few minutes of inspection. This feat does not grant
familiarity with the principles behind the device, just an
operators familiarity with the controls and settings.
Savant:
his or her Smart level when making checks with that skill. A
Smart hero can take this talent multiple times; each time it
applies to a different skill.
Computer Use, Craft (any single skill), Decipher Script,
Demolitions,
Disable
Device,
Forgery,
Investigate,
KnowlTalent (any single skill), Navigate, Repair, Research,
Search.
Linguist:
Exploit Weakness:
hero can designate one opponent and try to find ways to gain
an advantage by using brains over brawn. The Smart hero
uses a move action and makes an Intelligence check (DC 15)
with a bonus equal to his or her Smart level. If the check
succeeds, for the rest of the combat the Smart hero uses his
or her Intelligence bonus instead of either Strength or
Dexterity bonus on attack rolls as the hero finds ways to
outthink his opponent and notices weaknesses in his
opponents fighting style.
Check ResultBonus
9 or lower
+0 (Check failed)
10-14
+1
15-24
+2
25 or higher +3
This bonus can be applied to all skill checks and attack rolls
made by the Smart hero and his or her allies, but the bonus
only lasts for the first 3 rounds after making the plan. After
that time, reduce the bonus by 1 point (to a minimum of +0)
for every additional round the situation continues, as the
vagaries of circumstance begin to unravel even the best-laid
plans.
Prerequisites: One talent from the Research Talent Tree.
DEDICATED TALENTS
Plan:
Healing Touch 1:
Healing Touch 2:
Empathy:
surroundings. The hero adds his or her base Will saving throw
bonus to Listen or Spot checks to avoid surprise.
Healing Knack: The hero has a knack for the healing arts.
The hero receives a +2 bonus on all Treat Injury skill checks.
CHARISMATIC TALENTS
Dramatic Entrance [Fate]
Whoa; get a load of her!
Youve got it and even if you dont know quite what it is,
everyone else sure does. Whether its your stunning features,
Master of Dissimulation
[Fate]
Charm:
Favor:
Prerequisites: Charm.
The Charismatic hero has the ability to acquire minor aid from
anyone he or she meets. By making a favor check, a
Charismatic hero can gain important information without
going through the time and trouble of doing a lot of research.
Favors can also be used to acquire the loan of equipment or
documents, or to receive other minor assistance in the course
of an adventure.
A Charismatic hero spends 1 action point to activate this
talent. To make a favor check, roll a d20 and add the
characters favor bonus, equal to the characters Charismatic
level. The GM sets the DC based on the scope of the favor
being requested. The DC ranges from 10 for a simple favor to
as high as 30 for formidable and highly dangerous, expensive,
or illegal favors. A Charismatic hero cant take 10 or 20 on
this check, nor can the hero retry the check for the same (or
virtually the same) favor. Favors should help advance the plot
of an adventure. A favor that would enable a character to
avoid an adventure altogether should always be unavailable
to the character, regardless of the result of a favor check.
The GM should carefully monitor a Charismatic heros use of
favors to ensure that this ability isnt abused. The success or
failure of a mission shouldnt hinge on the use of a favor, and
getting a favor shouldnt replace good roleplaying or the use
of other skills. The GM may disallow any favor deemed to be
disruptive to the game.
Captivate:
Prerequisites: Charm, favor.
Fast-Talk:
Dazzle:
Taunt:
Coordinate:
Inspiration: