rollenspiel:shadowrun:leverage_hack:talents
Unterschiede
Hier werden die Unterschiede zwischen zwei Versionen angezeigt.
Nächste Überarbeitung | Vorhergehende Überarbeitung | ||
rollenspiel:shadowrun:leverage_hack:talents [2012/07/23 21:06] – angelegt stefanohrmann | rollenspiel:shadowrun:leverage_hack:talents [2012/07/23 21:33] (aktuell) – [Open Talents] stefanohrmann | ||
---|---|---|---|
Zeile 1: | Zeile 1: | ||
====== Talente (Talents) ====== | ====== Talente (Talents) ====== | ||
+ | Characters are more than just their Roles and Attributes, and simply listing them out doesn’t give you a full picture of what the characters are capable of. Everyone in this business has one or two unique aspects that set him or her apart from the rest, and reducing someone to a “smart Grifter” or “strong Hitter” doesn’t capture that kind of nuance. When the Mark makes a mistake, Hardison always makes him pay. Eliot doesn’t let being outnumbered stop him. Sophie has a way of making the Mark give up information he otherwise wouldn’t. These abilities are represented by **Talents**. Talents are tricks a character knows—special knowledge or a knack for something that not everyone has. | ||
+ | ===== How Talents Work ===== | ||
+ | |||
+ | Mechanically, | ||
+ | |||
+ | ===== Primary Role ===== | ||
+ | |||
+ | Most Talents are related to specific Roles. At any given time, at least half your Talents must be associated with the Role that you have a d10 rating in. Some Talents have “Open” as their associated primary Role. These are called Open Talents (creative, no?) and they are associated with no particular Role. Open Talents count as non-associated Talents, for purposes of needing half associated with your primary Role. | ||
+ | |||
+ | ===== Activating a Talent ===== | ||
+ | |||
+ | Before you use a Talent, it must be **activated**—which is really just a fancy way of saying that there are only specific occasions, or sets of circumstances, | ||
+ | |||
+ | Some Talents are activated by narrative details. Examples of these details might include: other characters are in the same scene as you are; the action you’re undertaking depends on precise timing; you’re in direct and uninterrupted communication with the Crew. | ||
+ | |||
+ | Some Talents are activated by using a certain Role die in an action or by taking a certain type of action (such as a Notice action). These are very cut-and-dried, | ||
+ | |||
+ | ===== Effect ===== | ||
+ | |||
+ | The effects of Talents vary, but they fall into a few general categories. Some allow dice manipulation: | ||
+ | |||
+ | A lot of the effects tell you that you can add a die to your roll or include another die in your result. It’s important to see the difference between adding an extra die to your roll (which means add another die to the pool but you still only add the top two to get the result), and **including** an extra die in your result (which means including a third die when adding up your result, but keeping the size of your pool the same). | ||
+ | |||
+ | **Note:** Any time you get to add or include dice to your roll, this remains in effect for the whole of your action—including rerolls and escalating reactions. Once you’ve determined success or failure, the effect ends. | ||
+ | |||
+ | ===== Grifter Talents ===== | ||
+ | |||
+ | Here’s a list of example Grifter Talents. You can use them as-is or as inspiration for others. For guidelines on creating your own, see “Constructing Your Own Talents” on page 43. | ||
+ | |||
+ | ==== How YOU Doin’? ==== | ||
+ | |||
+ | You’re really good at seduction, but be careful—you never know how someone’s going to react. Flirting can backfire. | ||
+ | |||
+ | **Role:** Grifter | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** If you wish, add an extra d10 to your roll—but if you do, you must also add a d4. | ||
+ | |||
+ | ==== Master of Disguise ==== | ||
+ | |||
+ | **Role:** Grifter | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** First, you always gain an extra d6 to your roll to pass as someone you’re not when wearing a disguise. Second, provided you were disguised one time or the other (or both), the Fixer may not invoke any Complications or other bonuses against you to see through the disguise the second time. | ||
+ | |||
+ | ==== Slip of the Tongue ==== | ||
+ | |||
+ | You use the Mark’s words against him like a judo master. | ||
+ | |||
+ | **Role:** Grifter | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** You may ask the Fixer a question about the character you’re rolling against, which the Fixer must answer truthfully. The Fixer may answer vaguely, especially if the question requests finely detailed information (“What’s his Swiss bank account number? | ||
+ | |||
+ | ==== Social Center ==== | ||
+ | |||
+ | In social situations, things always seem to revolve around you. You know how to play that to your advantage. | ||
+ | |||
+ | **Role:** Grifter | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** You may share (give or accept) Plot Points with that other Crewmember. No more than 3 Plot Points may change hands through the use of this Talent per scene. | ||
+ | |||
+ | ==== Takes One to Know One ==== | ||
+ | |||
+ | You can spot a liar better than anyone. Mostly because you’re pretty good at lying yourself. | ||
+ | |||
+ | **Role:** Grifter | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** Add a d8 to your Notice Action to sense a lie. | ||
+ | |||
+ | ==== Wanna Buy a Watch? ==== | ||
+ | |||
+ | You’re good at crude, street-level cons. Inelegant, but petty criminals pull this stuff for a reason—it works. | ||
+ | |||
+ | **Role:** Grifter | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** You gain an extra d6 on the roll, assuming you’re targeting an allegedly sophisticated and savvy Mark not in a street setting. If it is a straight-up street con, it’s a d8 rather than d6. | ||
+ | |||
+ | ===== Hacker Talents ===== | ||
+ | |||
+ | Here’s a list of example Hacker Talents. You can use them as-is or as inspiration for others. For guidelines on creating your own, see “Constructing Your Own Talents” on page 43. | ||
+ | |||
+ | ==== Are You Gonna Log In or Whistle Dixie? ==== | ||
+ | |||
+ | You’re a 104-key-slingin’ cowboy, and it’s high noon. Draw. | ||
+ | |||
+ | **Role:** Hacker | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** Your expertise at real-time dueling with other Hackers gives you an additional d8 in your roll. | ||
+ | |||
+ | ==== Can You Hear Me Now? ==== | ||
+ | |||
+ | You’re an expert at cracking communication systems. | ||
+ | |||
+ | **Role:** Hacker | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** You gain an extra d8 on the roll. | ||
+ | |||
+ | ==== Do You Have That Thing I Gave You? ==== | ||
+ | |||
+ | You’re a gadgeteer, and you share the wealth. | ||
+ | |||
+ | **Role:** Hacker | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** Give another member of the team an extra d8 on any roll by reminding them of the sweet piece of gadgetry you gave them. You must describe how the gadget will help in the current situation. If you use this for somebody during their Flashback Action (see Flashbacks, page 76), increase the die to a d10. | ||
+ | |||
+ | ==== Over-The-Shoulder Hacker ==== | ||
+ | |||
+ | You have a knack for learning phone numbers, PINs, and passwords just by casually watching someone manipulate a phone or keyboard. | ||
+ | |||
+ | **Role:** Hacker | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** You automatically succeed when you attempt to access the same system that you watched the Mark or Supporting Character access (unless they change their password, of course). If they dialed a phone, you memorize the number and can easily look it up next time you get the chance. Either way, the Mark doesn’t notice you observe him. | ||
+ | |||
+ | ==== PDQ Rembrandt ==== | ||
+ | |||
+ | You have an artist’s eye, and you’re quick about it. | ||
+ | |||
+ | **Role:** Hacker | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** You complete the task in a fraction of the usual time: hours rather than days, or minutes rather than hours. | ||
+ | |||
+ | ==== Shut Down All The Garbage Mashers on the Detention Level ==== | ||
+ | |||
+ | You’re an ace at manipulating the physical environment. | ||
+ | |||
+ | **Role:** Hacker | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** You permanently negate that Location Trait, removing it from play for the remainder of the Job. | ||
+ | |||
+ | ===== Hitter Talents ===== | ||
+ | |||
+ | Here’s a list of example Hitter Talents. You can use them as-is or as inspiration for others. For guidelines on creating your own, see “Constructing Your Own Talents” on page 43. | ||
+ | |||
+ | ==== Badass ==== | ||
+ | |||
+ | No help? No problem—you know how to fight when you’re outnumbered. | ||
+ | |||
+ | **Role:** Hitter | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** Remove one of the dice the Fixer gains from outnumbering you. | ||
+ | |||
+ | ==== Everything is a Weapon ==== | ||
+ | |||
+ | You can use anything that isn’t bolted down, and some things that are, as weapons. | ||
+ | |||
+ | **Role:** Hitter | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** Step up the Asset die rating by one (d12 maximum). | ||
+ | |||
+ | ==== Haymaker ==== | ||
+ | |||
+ | You drop your guard and swing for the fences. Be careful—even if you connect, you might be off balance. | ||
+ | |||
+ | **Role:** Hitter | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** For the next beat in this Fight Action, step back your : | ||
+ | |||
+ | ==== I Can Kill You With My Mind ==== | ||
+ | |||
+ | You’re not just tough; you’re smart, and you fight that way. | ||
+ | |||
+ | **Role:** Hitter | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** Add your : | ||
+ | |||
+ | ==== Only Suckers Fight Fair ==== | ||
+ | |||
+ | You’re not above launching ambushes, throwing sucker punches, and kicking guys when they’re down. | ||
+ | |||
+ | **Role:** Hitter | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** Add a d8 to your roll. If the Fixer gives you an Opportunity when he tries to raise the stakes, step the die up to a d10 on your next roll; otherwise, step it down to a d6 for the rest of the Fight Action. | ||
+ | |||
+ | ==== Put That Gun Away ==== | ||
+ | |||
+ | Heavily armed opponents don’t scare you. | ||
+ | |||
+ | **Role:** Hitter | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** You disarm your opponent(s), | ||
+ | |||
+ | ==== Tactical Eye ==== | ||
+ | |||
+ | You’re a good one to have around in a fight, even if you’re not the one doing the fighting. | ||
+ | |||
+ | **Role:** Hitter | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** When the opposition gives you or another Crewmember an Opportunity, | ||
+ | |||
+ | ==== Threat Assessment ==== | ||
+ | |||
+ | You can size ‘em up. | ||
+ | |||
+ | **Role:** Hitter | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** You identify any of the Supporting Character’s Traits rated at d10. If you spend a Plot Point and have a bit of time to study the Supporting Character, you also identify any Traits at d4. | ||
+ | |||
+ | ===== Mastermind Talents ===== | ||
+ | |||
+ | Here’s a list of example Mastermind Talents. You can use them as-is or as inspiration for others. For guidelines on creating your own, see “Constructing Your Own Talents” on page 43. | ||
+ | |||
+ | ==== Archangel ==== | ||
+ | |||
+ | You keep tabs on the activity of the Crew, and like an unseen guardian angel you make sure people who need a hand get one. | ||
+ | |||
+ | **Role:** Mastermind | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** Any Crewmember you’re in contact with (including yourself) can spend Plot Points to give a die to any other member of the Crew you’re in contact with (also including yourself). | ||
+ | |||
+ | ==== Master Plan ==== | ||
+ | |||
+ | Unexpected problem? Think you didn’t plan for that? Think again. | ||
+ | |||
+ | **Role:** Mastermind | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** For each Opportunity the Fixer gives you, you may turn a 1 of your own into a 2. | ||
+ | |||
+ | ==== Sea of Calm ==== | ||
+ | |||
+ | When everything goes to hell, that’s when you step up and pull the team together. | ||
+ | |||
+ | **Role:** Mastermind | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** The next Crewmember (that you’re in contact with) to make a roll may add your : | ||
+ | |||
+ | ==== Stay On Target ==== | ||
+ | |||
+ | You encourage your Crew to ignore distractions and keep their goal in mind. | ||
+ | |||
+ | **Role:** Mastermind | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** You nullify that Complication, | ||
+ | |||
+ | ==== The Bigger They Are ==== | ||
+ | |||
+ | Your favorite technique for getting things done is to get the Mark to do himself in, using his own strengths against him. | ||
+ | |||
+ | **Role:** Mastermind | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** You take that Complication die and add it to your own roll as an Asset. Step it up by one if your description of how it helps you rather than hurts you involves a quick flashback scene. | ||
+ | |||
+ | ===== Thief Talents ===== | ||
+ | |||
+ | Here’s a list of example Thief Talents. You can use them as-is or as inspiration for others. For guidelines on creating your own, see “Constructing Your Own Talents” on page 43. | ||
+ | |||
+ | ==== Aerialist ==== | ||
+ | |||
+ | You can work several stories above anything you can easily stand on without breaking a sweat. | ||
+ | |||
+ | **Role:** Thief | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** Add a d8 to any roll made under such circumstances. Also, spending a Plot Point nullifies Locationbased Traits related to being up high, swinging from a rope, etc., that work against you for the duration of the scene. | ||
+ | |||
+ | ==== Perfect Timing ==== | ||
+ | |||
+ | Folks set their watches to you. | ||
+ | |||
+ | **Role:** Thief | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** Gain an extra d8 to your roll. Oh, and you never need a watch to know what time it is. | ||
+ | |||
+ | ==== Pickpocket ==== | ||
+ | |||
+ | No wallet, keycard, or mobile phone is safe from you. | ||
+ | |||
+ | **Role:** Thief | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** Add a d8 to your roll. | ||
+ | |||
+ | ==== Safecracker ==== | ||
+ | |||
+ | You’re aces at opening locks and cracking safes. | ||
+ | |||
+ | **Role:** Thief | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** You gain an extra d8 on the roll. | ||
+ | |||
+ | ==== Silent Entry ==== | ||
+ | |||
+ | Whether it’s because you’re a contortionist, | ||
+ | |||
+ | **Role:** Thief | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** Turn every d4 in your pool into a d6, for this roll only. For each Opportunity the Fixer gives you, convert a 1 in your own roll into a 2. | ||
+ | |||
+ | ==== Steady Hands ==== | ||
+ | |||
+ | Unexpected trouble doesn’t rattle you. | ||
+ | |||
+ | **Role:** Thief | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** You may reroll one of your own dice for each Opportunity the Fixer gives you. | ||
+ | |||
+ | ===== Open Talents ===== | ||
+ | |||
+ | Here’s a list of example Open Talents that are not affiliated with any particular Role. You can use them asis or as inspiration for others. For guidelines on creating your own, see “Constructing Your Own Talents” on page 43. | ||
+ | |||
+ | ==== Chewing the Scenery ==== | ||
+ | |||
+ | **Role:** Any | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** You may add your primary Role die to your roll. | ||
+ | |||
+ | ==== Hawkeye ==== | ||
+ | |||
+ | You have the eyes of a hawk and the ears of a fox. | ||
+ | |||
+ | **Role:** Any | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** Gain an extra d8 to your roll. Spend a Plot Point to make it a d10. | ||
+ | |||
+ | ==== I Just Work Here ==== | ||
+ | |||
+ | You’re good at pretending to be a faceless worker bee, deflecting attention from yourself. | ||
+ | |||
+ | **Role:** Any | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** If you later need to pose as someone else or try a Face Action, the Mark (or anybody connected to him) won’t remember your face. If, in the original scene, something happened to remove your veil of anonymity (you’re introduced to him, you noisily spill a tray of drinks, or you, I dunno, stab him with a fork) then all bets are off. | ||
+ | |||
+ | ==== Johnny (or Jenny) On-The-Spot ==== | ||
+ | |||
+ | You have a knack for being where you need to be, and bringing your A-game when you get there. | ||
+ | |||
+ | **Role:** Any | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** You can place yourself in any scene that didn’t already have you there, and you give an extra d6 to the next roll that you or your Crew makes in that scene. You can’t activate this Talent if you’re heavily engaged elsewhere. | ||
+ | |||
+ | ==== Opportunist ==== | ||
+ | |||
+ | **Role:** Any | ||
+ | |||
+ | **Activation: | ||
+ | |||
+ | **Effect:** When the Fixer gives you an Opportunity, | ||
+ | |||
+ | ===== Constructing Your Own Talents ===== | ||
+ | |||
+ | To build your own Talents, think about the four main aspects of Talents. It’s probably most useful to consider them in this order. | ||
+ | |||
+ | ==== Effect ==== | ||
+ | |||
+ | This is what the Talent does. Effects fall into a few broad categories. | ||
+ | |||
+ | **Manipulate Dice:** Allow a reroll, allow nullifying player-rolled 1s, etc. | ||
+ | |||
+ | **Adding Dice to a Roll:** If the effect happens frequently, make it a d6. Less frequently, a d8. Rarely, a d10 or even a d12. It might allow the addition of another Role’s die or another Attribute’s die to the roll. In rare cases, allow adding a third die to the total. | ||
+ | |||
+ | **Manipulate Plot Points:** Allow sharing of Plot Points among Crewmembers under certain circumstances. | ||
+ | |||
+ | **Manipulate Complications: | ||
+ | |||
+ | **Allow Extra Benefits From Certain Actions:** See the benefits of Threat Assessment, Badass, or PDQ Rembrandt as examples. | ||
+ | |||
+ | Make the effect meaningful without being overpowering; | ||
+ | |||
+ | ==== Activation ==== | ||
+ | |||
+ | This is the set of circumstances that allows the Talent to be used. It should be narrow enough that it won’t come up every time a player makes a roll on a given Role, but not so narrow that it will only come up once every few Jobs. Talents are meant to be used. The sweet spot is that players should be able to break out one of their Talents two, maybe three times per Job. Similar to effects, activation criteria fall into some broad categories. | ||
+ | |||
+ | **Narrative: | ||
+ | |||
+ | **Mechanical: | ||
+ | |||
+ | **Plot Point Spend:** If the effect is a particularly powerful one that the Fixer thinks the player should not be doing over and over, requiring the expenditure of a Plot Point is a good way to limit it. Restricting the Talent to be activated only once per scene can accomplish the same thing. Talents activated by things like Fixer granting Opportunities can limit the Talent’s activation, but not as reliably as a Plot Point. | ||
+ | |||
+ | ==== Role ==== | ||
+ | |||
+ | The Role should reflect the type of character that tends to do this sort of thing. Some Talents are appropriate for almost any character type (see Opportunist), | ||
+ | |||
+ | ==== Name ==== | ||
+ | |||
+ | Finally, the Talent’s name is more important than it might appear on the surface. The name should be evocative and memorable. Cool names beg to be used, and Talents are created to be used. |
rollenspiel/shadowrun/leverage_hack/talents.1343070399.txt.gz · Zuletzt geändert: 2012/07/23 21:06 von stefanohrmann