Criminal Genius (Daredevil Knack)
"Don't worry boys...the cops don't have enough on us to convict and they know it."
In a major crime there are at least 35 things that can go wrong. Most people aren't smart enough to think of 5 but you are. You routinely clean up after yourself at a crime scene to the point where it's automatic and in fact you almost never leave behind traces of your presence for the authorities to find. Whether you are a criminal or a maverick cop or P.I. who must occasionally work outside the law. you are almost never caught. and even if you are they never have enough to convict you.
System: This knack functions much like Perfect Privacy. The user is allways careful to use gloves and rarely leaves behind footprints,hair follicles, and other incriminating evidence. Their mask never slips during the robbery and people might have trouble identifying the culprit even if they saw him outright. Uninspired investigators will be completely unable to solve cases where a Criminal Genius is involved. Inspired investigators will still be able to make rolls normally but with a penalty to the roll based on the Criminal Genius's Reflective Facet
Note that this Knack does not protect the Criminal Genius from being observed, photographed, or being caught red-handed.
Prerequisite: The Criminal Genius has to be
pretty sharp about crime and criminals. He must possess Investigation
or Savvy of at least 3
Doughboy (Daredevil knack)
<Thud> "You call that a punch?"
Not all pulp types are paragons of physicallity. in fact some are downright gruesome. This Knack simulates the possibility of a Daredevil who isn't exactly svelte, and yet manages to find some positive effect.
System: This knack confers 2 Bashing levels of Soak and 1 Lethal Soak and 1 extra level of Bruised damage. The Daredevil is also incapable of sinking in water or quicksand. All that fat is naturally bouyant.
Prerequisite: A daredevil who enjoys the
protection confered by the Doughboy Knack is unfortunately unable to
have a dexterity attribute better than 2
Dance of Death (Daredevil Knack)
"You have insulted my honor and have abused the hospitality of my kumpania. <Snikt, Snikt> Prepare to bleed. Gajo!"
You have learned how to enter an ecstatic combat trance that gives you very quick reflexes as long as you are using a pair of matched short hand to hand weapons. Originaly discovered by gypsies, this knack has spread to many different cultures
System: The user spends a point of Willpower and for the rest of the scene ignores penalties based on multiple actions as long he doesn't go over two. If he goes over two actions those penalties are at standard difficulty. The weapons that the user weilds must be short one handed weapons (stilletos,knives,ballisong blades, Straight razors, nothing longer than a short sword, Sais, Jittes,or other small clubbing/defensive weapons would also be permissible.) These weapons must also be matched in weight and balance. If the dancer throws his weapons during a combat round and has additional weapons of a similar sort on his person he may re-arm himself as a reflexive action.
While its obvious that this a way for a character to have two attacks per round it also enables the character to reserve a defensive (block, dodge, dive for cover) action for use at any time. It also enables a character to move, attack and move again in a single round.
This knack does not stack with Untouchable and GM's are cautioned to be careful about allowing this to be stacked with One Man Army as well.
Prerequisite: The Character must have at
least 3 dots in Dexterity or Melee to use this knack.
Target's Luck (Daredevil Knack)
<Krack> Jeezus! Tommy! Punch it! It's a hit!
Mafia history is filled with many abortive attempts on mobster's lives. Many times these attempts have failed not because of canniness on the target's part but because of sheer dumb luck. The target oftens seems to be asleep when he's actually not and often bends over to pick up a silver dollar when a snipers bullet would have taken his head off.
System: The user adds his Intuitive facet score as a difficulty penalty to the first attack in any scene that is directed at him. This means that he is rarely hit by the first shot. and may seek cover or return fire as appropriate. This operates even if the character is completely unaware of his assailant. Snipers and Mesmerists with Cloud the Mind will still have trouble hitting him with their first attack.
Prerequisite: Characters must have an
awareness of 3 or better. Gm's should note that characters with this
knack and a middling amount Intuitive facet are virtually impossible
to Ambush or surprise.
Relentless (Daredvil Knack)
Unh...Hey...Where do you...<pant>...think you're going...Unh...This fight isn't over...yet.
Maybe you've got the tenacity of a bulldog, or maybe you've got the constitution of a prizefighter or a psychopath. Either way, it's very hard to put you down for the count.
System: you gain 2 bashing soak and 1 lethal soak. In addition, you never have to roll to see whether you are stunned in combat. For the cost of 1 inspiration you may also ignore wound penalties all the way down to incapacitated for the rest of the scene. However you may only initiate this expenditure after you have been damaged. This goes equally well for combat as it does for fending off frostbite.
Prerequisite: The character must have a
Willpower of 6 or better
Gal Friday/ Pal Friday (Daredevil Knack)
"I've got your messages, your mail is on your desk. I forged your name on a check to cover the gas bill you forgot to pay, I located Hassan Kasim's secret base, and i picked up your dry cleaning, Did i do good?"
While this Knack isn't exactly proper for most Characters, it is a staple of the Inspired sidekick. You know you boss (or master) so well that often times you are able to anticipate his needs and fulfill them before he asks.
System: The player may add his or her Intuitive facet score to any rapport related rolls that involve a particular person to whom they have pledged allegiance. This means that many times they know what the character needs many times before the character does and usually has it on hand before it's asked for.(within reason of course.) A sidekick with this knack will know that a scratch on the nose and a certain tone of voice means "Get ready to toss me the holdout pistol in the small of your back."
Users of this knack who have an intuitive facet higher than 3 occasionally catch prescient flashes whenever their special person is in danger (Storytellers discretion) they will also know inescapably if their friend/boss/master dies. Granted, your secretary Della might not be a lot of help half a continent away while your plane is flaming out over the belgian congo. But she'll know if you live. and she might be able to organize a search party.
If there is a downside to this power. it is that your sidekick becomes impossible to intimidate or lie to. They know you far to well for that.
Prerequisite: Characters with this knack
must have a Rapport score of 3 or better.
Kali's Embrace (Heroic Knack)
"I shouldn't be alive at all. I was without food and water for days and it was freezing of course...but i wasn't without cards to play."
You have learned the secret of suspending the body's natural processes and appearing to almost all tests to be nothing more than a corpse. You even appear dead to mental probes and only certain types of super scientific devices might be able to discern that you are still alive. this knack is most often used to play possum but also has some use in order to survive inclement conditions until you can be rescued. ( like locked in a sarcophagus underwater or trapped in an avalanche or mine cave in.)
System: This Knack come from assiduous study of one of three fields; Martial Arts,Legerdemain,or Survival. The Daredevil puts himself into a cataleptic trance which requires a certain amount of time to do. 5 Minutes requires a basic skill roll, 5 turns requires 2 successes, 1 turn requires 4.
The daredevil appears to all current medical tests to be completely deceased. His mind appears to be blank to Brain Skimming and his body appears to be cooling to Aetheric Vision. While breathing is not completely ceased it is so shallow as to be imperceptible. The Daredevil remains aware of everything that goes on around him with the perceptual apparatus he has available to him. (If someone throws a sheet over him or shuts his eyes, he's out of luck for sight.) The body is effectively in a state of suspended animation and can only heal during this time. (a positive boon to anyone who also possesses the knack Resilient.) The time that a Daredevil can maintain this state is determined by his Reflective Inspiration:
1) = 1 Scene
2) = 1 Hour
3) = Stamina x Hours
4) = 1 Day
5) = Stamina x Days
The Daredevil may return to full animation by rolling on his skill which takes the same amount of time as entering the trance as above.
Example: The Amazing Bandini manages to cheat death by asphyxiation by putting himself into a trance and making his roll. Since he's in a hurry before the poison gas fills the chamber, he elects to move the process along and thus requires 2 successes to go speedily down into that good night. Later when he's unobserved, he restarts his heart and respiration and wakes up feeling refreshed. Since he's in no hurry he only requires a basic skill roll. If however he heard the sound of a coroner's bone saw, he might elect to go for 4 successes. (time to spend some willpower.)
Botches on the roll usually mean that the Daredevil is trapped in the suspended state for a time that would be four times as long as his Reflective inspiration indicates. If Bandini botches his roll, it's just barely possible he could wake up at his own funeral or even trapped in his coffin.
Prerequisite: The daredevil must
have a 3 or better in Martial Arts, Survival, or Legerdemain in order
to perform this hard to learn and arcane knack.
Dumb Luck (Heroic Knack)
"Geez. I didn't even know the ninja was there...The water pipe must've fallen right on him"
You have a particular talent for squirming out from under the Hammer of Destiny. While you don't go around regularly winning the lottery your friends wonder how you managed to survive for so long.
System: Once per game session, you may roll your inspiration score when making an expenditure for dramatic editing or a cliffhanger. For each success you score on the inspiration roll, you save 1 point from the expenditure. However, Dramatic editing and Cliffhanger use will allways cost at least 1 Inspiration.
Example:Joey Raffles is surprised at dinner with his girl by some tough guys. Since joey usually eats here and chooses this table. He tells the GM that he's taped an automatic to the underside of the table for situations just like this. The GM rules that this is a major onscreen effect and will cost 3 Inspiration. Having only 2 left in his pool, he elects to use Dumb luck. He rolls his permanent inspiration and gets 2 successes on his roll. Thus his dramatic editing costs only 1 point.
Prerequisite: God protects fools,
the oblivious, and those who are slow on the uptake. As such you must
choose one of your mental attributes. This attribute may never go
over 2. if they do, through superscience or some other agency, then
Dumb luck is suspended until they return to regular levels. If the
players buys additional permanent attribute dots for the chosen
traits, he permanently loses this knack.(and gets no points for it.)
Master of Circles (Heroic Knack)
"Boss ,you don't understand. Fighting that guy was like fighting each other.."
Your martial arts prowess is such that you have the learned the secret of redirecting the energy of attacks. back upon the attackers or onto their friends. In hand to hand combat you have the uncanny ability to take one attack and turn it against the attackers.
System: You have the ability to throw attackers and to direct the energy of one attacker into another one. You are at no Multiple action penalties to do this and may default to this option at any time with a successful Wits+ Martial Arts roll. The Daredevil must be standing and have both of his hands unencumbered in order to use this knack. Redirected attacks use the Daredevil's strength not the attacker's.
Example: Shinji is attacked by White Eyebrow's Goons. on the first turn, One of his beefy mooks rushes directly at Shinji. Shinji elects to throw the beefy mook, Instead of having to grab him and then throw him as a multiple action on his turn, Shinji makes a Wits+Martial arts throw and defaults to the Throw. The Angry Mook who had beaten Shinji on initiative goes sailing through the air.
On the next turn, Shinji has two slower mooks to deal with. One tries to slash him with his knife. With a standard Dex+Martial Arts roll, He catches the wrist of his attacker and twists him into his compatriot.
Prerequisite: The Daredevil must
have have a Wits and Martial Art score of 3 or better in order to
have this knack.
Chi Stimulation (heroic Knack)
" OW! that really....Feels good...Hey, I can move my arm!"
You've learned the ways of chakras, and meridians. You can help others with the ancient arts of Chi Healing but only for a short time. Chi Healing only goes so far and is no substitute for bed rest and convalesence. However in a pinch it can be just the thing to keep yourself or your compatriots going.
System: The Daredevil must posses either Martial arts or Medicine. The Daredevil spends a point of willpower and the rolls Stamina+ Martial Arts or Stamina+Medicine. For each success, he may heal 1 level of bashing damage up to the level of his stamina. Any additional successes that are recieved on the roll will also heal the patient but only temporarily. These phantom levels fade after sleep. The Chi Healer may also heal Lethal Damage for each 2 successes on the roll, again up to the level of his stamina. the same rules apply to phantom damage. Any damage sustained after the healing comes off of phantom levels first. (this happily makes it less likely for the player to die in his sleep...) Even if the player fails the roll, the subject is stabilized and suffers no further blood loss or other worsening of condition. A botch, however, inflicts one additional level of bashing damage on the patient. No subject may benefit from this power more times in 24 hours than he has points of Stamina. This of course includes the user himself.
Prerequisite: The Daredevil must have a Martial Arts or a Medicine score of 3 or better to use this knack.
Monolith (heroic knack)
"You're not going to move me. you're going to have to go through me."
Whether through sheer bulky mass or through Chi rooting techniques, You have the ability to withstand being knocked off your feet by anything short of force majeur. Even in an earthquake, you tend to stay on your feet.
System: Your Character is rendered immune to sweeps, throws, and similar attempts to bear him off his feet. Attacks that do less than 5 dice of damage(after soak) don't even require a dexterity check in order to stay on his feet. The player can calmly be hit by gunfire and still maintain his footing...assuming it doesn't kill him of course.
Prerequisite: Daredevils must
possess a willpower of 6 or better AND a Stamina of 3 or better.
Sense Memory (Heroic Knack)
"Aw Bruno, C'mon, You know i never forget a face."
You have a the ability to memorize things via disparte forms of sensory input. Perhaps your character is a professional "Nose" in the perfume industry or has the weird ability to recall perfectly any song he's heard once. While you may not be eidetic like a stalwart can be, you might have the ability to vividly recall the scores of every cubs game ever played. Maybe you can identify wines by taste or you can reassemble a bolt action rifle in the dark. It's up to you.
System: The Daredevil player must choose a sense that is affected and typically, they ought to choose a body of sensory knowledge that they are well versed in. It's not out of line for a character to choose a particular field to devote himself to the study of. (like Sherlock Holmes did with his study of tobacco's) and this knack may be purchased multiple times to indicate a character who has honed his sensory apparatus to a razor's edge. When using the sense in question the daredevil may add his Reflective facet as additional dice to any Perception or Intelligence rolls involving the use of that sense.
Example: Randall Kramer has found his best friend murdered in the parlor. Taking in the scene of the crime as the police are arriving, He detects a slight aroma. Moving closer to the body he sniffs his friend's neck and with a successful Int+Style Check. Identfies the aroma as a mix of Jasmine and Honeysuckle...In a heartbeat's time he remember's that same scent was worn by Madame Wu's assasin, the Jade Dagger! He begins scanning the room for an asian woman of about shoulder height and the hunt is on.
Prerequisite: The Daredevil must have a three or better in the skill he wishes to apply sense memory to. A person desiring a sense memory of music must have 3 or better in Performance. Many smell and taste fields fall under Style or Investigation by default.
Greased Lightning (Heroic Knack)
"Holy Crap! I'm out of here!"
Whether you are a trained athelete who knows how to pour on the speed or you are a skeevy little guy who has been running from trouble all your life, you really know how to book it when it comes down. People are often shocked by your running speed and if you aren't carefull you might end up on a Wheaties box somewhere.
System: For the expenditure of a point of Willpower. The Character effectively doubles his running and sprinting speed. This effectively doubles the area that a character can half move and attack. Not only is this knack appropriate to very athletic characters but it is also appropriate for villians who need an extra burst of speed to get away. The effect lasts for as many turns as the characters has dots of Stamina +Endurance.
Prerequisite: The Character must have either a Dex of 3+ or an Athletics of 3+ in order to have this knack.
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