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=Abilities= Origin Abilities: Retry a skill check with no penalty up to 4 times per session, +3 insight bonus to Fortitude, +5 ft. Speed, Request 1 Caliber II medical assistance Resource without check or action die, +3 insight bonus to Athletics and Medicine Class Abilities: Connected: You’ve come to know a wide variety of people in your travels. You may spend 1d6 hours and 1 action die seeking out an individual with whom you’ve dealt in the past. This NPC operates like an acquaintance-grade contact whose consultant possesses 1 skill of your choice (see page 458). The contact’s starting disposition toward you is Friendly, but he must be compensated for all services rendered at a cost of $100 per hour of assistance, plus the cost of any gear or materials belonging to him that are consumed or destroyed in the process (though you may reduce this cost with a Streetwise/Haggle check — see page 164). You may use this ability even in a remote area, so long as there are at least 40 people within a 25-mile radius at the time (e.g. the ability may even be used in an Antarctic research base near the South Pole, or a nomad camp in a vast desert, presuming the bases are occupied by 40 or more people, or there are native villages nearby). All Over the World: You’re familiar with foreign lands — and have the skills to escape when your knowledge fails you. At Level 1, each time you fail an Athletics or Cultures check and don’t suffer an error, you still succeed as long as the check DC (or your opponent’s check result) is equal to or less than your class level + 20. If more than 1 grade of success is possible, you achieve only the lowest possible positive result. Bookworm I: You have unparalleled research skills and can just ‘walk up to the right part of a library’ or ‘flip open a book to the right page’ with spooky accuracy. At Level 2, you may reduce the amount of time required to make an Investigation/Research check to 1/2 standard (minimum 5 minutes). Bonus Feat: At Levels 3, 5, 7, 9, 11, 13, 15, 17, and 19, you gain 1 additional Basic Combat or Chance feat. Uncanny Dodge I: Your senses are unnaturally sharp, allowing you to react to danger far faster than others. At Level 4, you retain your Dexterity bonus to Defense (if any) even when flat-footed or being attacked by an invisible adversary (though you still lose your Dexterity bonus to Defense when held). Uncanny Dodge II: At Level 8, you never become flanked. Rugged: At Levels 6, 9, 12, 15, and 18, your Constitution score rises by 1. Feats: Boxing Basics: You’re a formidable pugilist, able to dish out and absorb incredible punishment. Benefit: You gain 2 additional wound points and the following stance and trick. Closed Stance (Stance): While in this stance, you may end your movement in an opponent’s square. While you and your opponent remain in the same square, you are considered adjacent to each other. Further, while you remain in the same square as your opponent, you gain DR 2/— against the opponent’s attacks, as well as a +2 bonus with your unarmed damage against the opponent. Finally, the opponent may not take bonus 5-ft. steps. Double Jab (Trick): As a half action, you may make 2 unarmed Standard Attacks, suffering a –2 penalty with each attack check and inflicting 2 fewer points of damage per die rolled (minimum 1 point of damage per die). Firefighter Training: You’re unfazed by fire, facing it down with the bravest rescue heroes. Prerequisites: Science (Engineering) 3+ ranks. Benefit: When exposed to extreme heat, you must make Fortitude saves only half as often. Further, when you suffer stress damage from fire, the damage decreases to 1/2 standard (rounded down). Also, each visual range penalty you suffer due to smoke decreases to 1/2 standard (rounded down). Finally, you gain a +4 insight bonus with Reflex saves made to avoid catching fire, as well as with Fortitude saves made against smoke inhalation. Iron Will: You have a legendary strength of will. Benefit: Your base Will save bonus increases by +3. Further, your Constitution and Wisdom scores are each considered 3 higher when determining your subdual and stress damage thresholds. Need for Speed: You like going fast… really fast. As fast as possible, really. Benefit: You suffer no penalty with Maneuver checks for traveling faster than 1/2 your vehicle or mount’s maximum MPH. Submission Basics: You’re intimately familiar with ground fighting and savage pins. Benefit: When you use a Cheap Shot trick as part of a successful unarmed attack, the target’s penalties are doubled. Further, you gain the following stance and trick. Prone Stance (Stance): While in this stance, you gain a +1 bonus with all skill checks made as part of a Grapple action and suffer no penalties with attack checks for being prone. Further, any effect that would cause you to become sprawled instead makes you prone. Finally, becoming prone does not return you to normal stance. Snap! (Grapple Trick): When you inflict your standard unarmed damage upon an opponent currently pinned by you, you may also try to break a limb of your choice. The opponent must make a Fortitude save (DC 10 + 1/2 the damage inflicted) or suffer a broken limb critical injury (see page 332). Submission Moves: If someone slips into your grasp, they never leave without something to show for their trouble. Prerequisites: Base attack bonus +3 or higher. Benefit: You gain the following grappling tricks. Bone Grind (Grapple Trick): You may inflict 1 point of temporary Strength or Dexterity damage upon 1 opponent currently held or pinned by you (your choice of attribute). This may not reduce the target attribute below 1/2 standard (rounded up). Joint Lock (Grapple Trick): You may inflict a –4 penalty with all skill checks made to escape upon 1 held or pinned opponent. Reversal (Grapple Trick): While pinned, you may become held to make your opponent pinned. Survivalist: You’re right at home in the great outdoors. Benefit: You gain a +2 insight bonus with all skill and Knowledge checks made with Athletics and Survival. Further, your base threat range with these skills becomes 19–20.
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