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===Fallout=== *Fallout. There are several changes to Fallout. ** Fallout up to level 3 is as per the rules. ** At level 4-5, roll on the Flare table as per normal, but replace results 4-5 and 6 with the following *** 4-5 Lock: The Overcharged Attribute becomes locked. While the Lock is in effect, the affected Attribute must be allocated in combat as follows: ***** Heart: Defense ***** Fury: Attack ***** Magic: Support **** Furthermore, the Locked Attribute informs all of the characters actions. How they act, react, and deal with people should be colored by the Attribute. If they have a choice as to which Attribute they can use for a Challenge, they must use the Locked Attribute, if possible. If multiple Attributes are locked, they can choose among them. The Lock persists for one scene. **** Alternately, instead of suffering a Lock, you may take a Temporary Change (self), as normal. You can just invent your own Change, roll, or use the table for inspiration. *** 6 Hypercharge: The Overcharged Attribute becomes Hypercharged. All Challenges made with it automatically risk Overcharge. You also can't voluntarily roll a single die in Battle to reduce the Overcharge on a Hypercharged Attribute. If you use the Attribute to Use Magic for Non-Magic Tasks, you automatically transform. If you actually spend Overcharge for bonus dice on challenges using the Hypercharged Attribute, you roll additional dice, and gain additional Overcharge, on a 5-6 instead of a 6. The Hypercharge persists for one scene. In addition, their energy leaks into the environment around them, causing a Distortion, as per level 2, except that the Distortions effect Normal People around you, rather than yourself. If you're carrying 3 or more Overcharge on an already Hypercharged attribute, the Distortions are level 3. A person with multiple Hypercharged Attributes will behave as a mix of those, as best they can. **** Instead of Hypercharge, you may take a Temporary Change (Other), as normal. You can just invent your own Change, roll, or use the table for inspiration. *** You may spend 1 Oblivion Seed to immediately remove the effect of a Lock, Hypercharge, or Temporary Change, either on yourself, or another. *** If an attribute is already Locked, it becomes Hypercharged, and vice versa. If it's already Locked and Hypercharged, or if you have any two Temporary Conditions (i.e. a Change and a Lock, etc.) on the Attribute, treat it as level 6-7. ** At Level 6-7, roll 1d6. On a 1-3, the Attribute becomes permanently Locked; on a 4-6 It becomes permanently Hypercharged. *** Alternately, you can take a Permanent Change as per the rules. You can just invent your own Change, roll, or use the table for inspiration. *** If your Attribute is already Locked, it becomes Hypercharged as well, and vice versa. If your Attribute is already Locked and Hypercharged, or if you have any two Permanent Conditions (i.e. a Change and a Lock, etc.) on that Attribute, use the rules for level 8+ (Burst). *** You may spend 3 Oblivion Seeds to remove a permanent Lock, Hypercharge, or Change, either on yourself, or another. ** For levels 8 and above, follow the normal rules.
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