Post by Justin KG on Oct 6, 2016 3:13:03 GMT -8
These bonuses are what you get on top of being able to get that shiny sixth dot without pattern bleeding. All bonuses require the expenditure of a Willpower point to activate. These traits are great, but ultimately mundane, so magick will often win against them.
Strength: Make a Feat of Strength using your Strength score as successes instead of rolling Willpower at difficulty 9.
Dexterity: Double your movement speed for a scene.
Stamina: For one round, extend your next empty health box by your Stamina score. No matter how many of those boxes are filled at the beginning of your next turn, the box is considered spent with the greatest type of damage done (minimum Bashing).
Charisma: Recover a failed or botched social check by yourself or an ally. If recovering for an ally, you become the focus of the conversation.
Manipulation: Your Manipulation automatically deducts itself from attempts to penetrate a single deception. On the downside, it is possible at times to fall for your own lies.
Appearance: Your Appearance score counts double for the purposes of a First Impression for a scene allowing for larger dice pools at critical social gatherings.
Perception: Roll your perception as a sixth sense. You may look for something specific, but even if it isn't there, you will still get information that you may find useful.
Intelligence: You may make a research roll without long study with successes capped at your Intelligence rating.
Wits: A number of times equal to your Wits score you may preempt an action with one of your own. This would allow you to go first on the initiative order in combat or yell at your cabal mate before he says something incredibly stupid. A use of this will also allow you to act during an ambush scenario even if you would not normally be able to do so.
Strength: Make a Feat of Strength using your Strength score as successes instead of rolling Willpower at difficulty 9.
Dexterity: Double your movement speed for a scene.
Stamina: For one round, extend your next empty health box by your Stamina score. No matter how many of those boxes are filled at the beginning of your next turn, the box is considered spent with the greatest type of damage done (minimum Bashing).
Charisma: Recover a failed or botched social check by yourself or an ally. If recovering for an ally, you become the focus of the conversation.
Manipulation: Your Manipulation automatically deducts itself from attempts to penetrate a single deception. On the downside, it is possible at times to fall for your own lies.
Appearance: Your Appearance score counts double for the purposes of a First Impression for a scene allowing for larger dice pools at critical social gatherings.
Perception: Roll your perception as a sixth sense. You may look for something specific, but even if it isn't there, you will still get information that you may find useful.
Intelligence: You may make a research roll without long study with successes capped at your Intelligence rating.
Wits: A number of times equal to your Wits score you may preempt an action with one of your own. This would allow you to go first on the initiative order in combat or yell at your cabal mate before he says something incredibly stupid. A use of this will also allow you to act during an ambush scenario even if you would not normally be able to do so.