01.01 Result Point Feats
Version 1.0
Attack Result Points
In combat, Result Points from an Attack Skill Test can be used in a number of ways to enhance damage. The default way is to add additional (non-Wild) dice to damage. However, as an option, a play can buy into one or more of the following Feats.
Result Points Cost | Effect | Description |
---|---|---|
1+ | Party Pool | Add one Character Point to the Party Pool |
1 | Add Die | Add one non-Wild Die to the Damage |
1 | Wild Die Flip | Turn one existing non-Wild Damage Die into a Wild Die. A player can spend on Result Point to convert any single non-Wild Die of Damage into a Wild die. |
1+ | Party Pool | Add one Character Point to the Party Pool |
1+ | Knockback | You can move yourself or the target of your attack 1 Space in any direction for each |
1 | Rapid Reload | You can immediately reload a Range weapon that requires reload time. |
2 | Add Wild Die | Add one Wild Die to Damage (like a Character Point) |
2 | Battlefield Awareness | The GM can give you as a Free action to make a Moderate (2) Perception test. With a success, gain a +2 bonus to your next attack. |
2 | Knock Down | You knock your enemy prone. Any character making a melee attack against a prone foe gains +3 bonus on the attack roll. |
2 | Defensive Stance | Your attack sets you up for defense. You gain a +1 bonus to Defense until the beginning of your next turn. |
2 | Disarm | Your attack may disarms the target with your melee attack. The Target must, as an action, make a Strength: Athletics vs Moderate (2) + any extra Result points you wish to invest. If he fails, you knock your enemy’s weapon Spaces equal to the Result Points invested away in a direction you choose. If the target has already acted, the Target is automatically disarmed. |
2 | Taunt | You insult or distract one opponent of your choice within 5 Spaces of you. As a Free Action, you must make a Trick Interaction Attack. See Interaction for results. |
2 | Intimidate | You strike a threatening pose, challenging an opponent of your choice within 5 Spaces of you. As a Free Action, you can make a Intimidation Interaction Attack. See Interaction for results |
2 | Maneuver | Your attack sets you up with a good maneuver. As a Free Action, you can make a Maneuver Interaction Attack. See Interaction for results |
3 | Pierce Armor | You find a chink in your enemy’s armor. The target’s armor rating is halved (rounded down) vs. this attack. |
3 | Lightning Attack | You can make a second attack against the same enemy or a different one within range and sight. You must have a loaded Ranged weapon to make a Ranged Attack. You can not spend Result Points on Feats on the second attack. It can only count as extra damage. |
3 | Set Up | You create an opening an ally can exploit. Pick an ally. On their next turn, the ally receives a +1D bonus on the ability test of their choice. This decision must be made before the dice are rolled. |
4 | Dual Strike | Your attack is so strong it affects two targets. Pick a secondary target. This target must be adjacent to you if you are using a melee weapon or within 3 Spaces of your primary target if you are using a missile weapon. Apply the test result of your original attack roll to the secondary target (in other words, you only make one attack roll and apply it to both opponents). If you hit the secondary target, roll your normal damage for them, also. |
4 | Seize the Initiative | Your attack changes the tempo of the battle. You move to the top of the initiative order next round. You do not have to roll initiative, your initiative is automatically 1 point higher than the highest roll next turn. |
Skill Feats
Many Skills have individual uses for Result Points. See Skill descriptions for those. Additionally, the GM is free to create his own uses for Result Points in skills if the situation warrants it. Investigation and gathering information is one of the more common uses of skills. These include Persuasion, Investigation, Scholar, Device : Computers, etc.
Information Gathering Feats
Result Points Cost | Effect | Descriptions |
---|---|---|
1+ | Party Pool | Add one Character Point to the Party Pool |
1 | Advantage | You make your discovery that gains you an advantage in some fashion or another. GM must give you additional information about the situation that gives you an Advantage. |
2 | Efficient Search | If resources of any kind are typically consumed in the course of your test, you use only half as much as would be normal. This include time. |
3 | Further Discoveries | You may immediately make another Skill test, at no additional cost in time or resources, to discover more information about your surroundings, or the object of your test. This bonus test must use a different focus from the first test, however, and doubles on this bonus test do not give rise to Result Points. The two tests are assumed to transpire simultaneously, not one after the other. If there is nothing additional to discover the Feat is wasted, but the GM will not prevent you from choosing this Feat even when there is nothing additional to learn. |
3 | Focused Research | You receive a +1D bonus to further tests to examine or perceive additional aspects of the object or subject of your test for the rest of the Session. |
4 | Ready for Battle | If your investigations eventually lead to combat within a short amount of time, you receive a +1D bonus on your initiative roll. |
4 | Learned Something | Choose a related Skill to the subject or object of the investigation that you do not have. For the rest of the session, gain a Rank 1 in that skill for the rest of the Session. |
Roleplay Interaction Feats
Result Points Cost | Effect | Description |
---|---|---|
1+ | Party Pool | Add one Character Point to the Party Pool |
1 | Clever Quip | You tag the perfect witty remark onto the end of your interaction. This Taunt causes the character it was directed to to to make a Moderate (2) Willpower Test or suffer a -1D to his next interaction Test. |
1 | Last Word | You manage to weave a second string point into your last statement in an interaction. This Trick causes the character it was directed to to to make a Moderate (2) Willpower Test or suffer a -1D to his next interaction Test. |
2 | Sway the Crowd | Your interaction efforts are so effective that they spill over onto others in the area, and you affect one additional person of your choice past the original target. You may use this Feat multiple times on the same roll. |
3 | Leave them Speechless | You are so impressive that you leave all those who witness your display completely dumbfounded and unable to speak for at least a full round. Outside combat this lasts, at the very least, long enough for your character to begin to do something else. |
3 | Jest | You turn a phrase, twist your expression, or some other comical motion leads those nearby to laugh, or at least stifle their snorts. Anyone nearby who wishes to avoid laughing must make a Moderate (2) Willpower (Resolve) test or be distracted for a period of time.. |
4 | Seduce | Choose one character who is present and immediately make an opposed Presence: Persuasion (Seduction) vs. Willpower: Resolve Test. If you win, that character becomes enamored with yours. What exactly this means in the moment and how it might play out are up to you and the GM, but if you’re successful, you’ve created an opening for romantic opportunities. |
4 | Force of Will | Your success gives you a sense of your own brilliance and strength of character. For the rest of the current roleplaying exchange you gain a +1D bonus to any opposed tests where an opponent tries to put you at an emotional disadvantage, such as by intimidating you, impressing you, bargaining with you, and so on. |
5 | Enrage | You twist the knife, delivering a provocation or insult in such a way that a single target you designate must choose between either attacking you or storming away from the scene. If they choose to attack the assault need not be deadly, although that option is open to the enraged character. A slap or the throwing of the gauntlet may stand in as an attack just as well. |
Party Pool
This is an option that is available to all Players that gained Result Points that they can not use right away. If the GM allows, the character can allocate their Result Points as Character Points to the Party Pool. This Party Pool is a collective Character Point Pool available to all players to use during play – 1 point can be used as a Character Point at any time. Once the session is over, this pool is evenly divided up by the characters as Character Points on the character sheet.