You can see the weak points in objects, in people, and even in the way people think, plan, and dream. Those flaws are always apparent, even when you don’t want to see them. If you don’t hold your tongue, you risk leaving a trail of angry and embittered people in your wake. Your burden of knowledge makes it difficult to stay in relationships long, so you cherish those who you call friends, even their flaws (though you try not to call those out too often). Some believe that your ability is the power of fate and that one day, you will find the flaw in reality itself, and transcend.
Connection: Choose one of the following. 1. Pick one other PC. Through a quirk of fate, you cannot sense that character’s flaws.
2. Pick one other PC. You recently
discovered that if they stand near you when you attempt to use your abilities to sense the flaw in others, your abilities sometimes don’t work. Other times, they seem to work better than ever. You’re not sure what’s going on.
Finds the Flaw in All Things GM Intrusions: Sometimes the flaw in oneself is recognized. It’s difficult not to blurt out flaws noticed in an ally. Pointing out a foible or failing can easily create a long-term enemy.
Sharp-eyed, page 83 Find the Flaw, page 83
composure that puts people at their ease when they’re around you.
Connection: Choose one of the following. 1. Pick one other PC. This character begins the game having known you in a leadership role in the past.
2. Pick one other PC. They know a secret of yours, and you desperately hope that they don’t tell anyone.
3. Pick one other PC. They believe that your intervention saved a community they were part of or have heard of, and they are grateful. They’re mistaken, but you haven’t disabused them of their belief.
4. Pick one other PC. You secretly believe that they distrust your motives. Whether they do is up to that character to decide. Additional Equipment: One medium ranged weapon.
Minor Effect Suggestion: The next time you attempt to influence the same target, the difficulty of the task is decreased by one step.
Major Effect Suggestion: The foe is influenced by your ability for twice as long as normal.
Tier 1: Natural Charisma. You are trained in all social interactions, whether they involve charm, learning a person’s secrets, or intimidating others. Enabler.
Good Advice (1 Intellect point). You have a clear mind for determining the best way to proceed. When you give another character a suggestion involving their next action, the character is trained in that action for one round. Action.
Tier 2: Lead from the Front. No one is going to allow themselves to be governed by someone not willing to lay it on the line themselves. Thus, you constantly test yourself, which toughens you. You gain 3 new points to divide among your stat Pools however you wish. Enabler.
Hard Choices. Sometimes, you believe that you’ve got to lie to those who trust you for their own good. You are specialized in deception tasks. Enabler.
Tier 3: Punish The Guilty. To govern means to punish those who disobey the rules or who otherwise betray the trust of the people, as represented by you. You deal 1 additional point of damage with every attack you make. Enabler.
disguises, and recognizing fallacies, flawed arguments, and bad plans is reduced by two steps. Enabler.
Tier 4: Flaw of Worldly Works (5 Intellect points). You see where objects are most likely to break. The difficulty of any task that would normally depend on brute force (but which you accomplish with an apparently light touch) is decreased by three steps. Examples include opening a barred door or a locked container with a deft touch instead of smashing it, shifting a heavy object without lifting it, opening a hole in a solid barrier by finding a keystone, and so on. Enabler. Tier 5: Flaw of Mortal Flesh (6+ Intellect points). You recognize where flesh fails. With a swift and sudden attack, you strike a foe in a vital spot. If the target is level 3 or lower, it is killed outright. For each two levels of Effort you apply, you can increase the maximum level of the target by 1. Action.
Tier 6: Flaw in Everything (3 Intellect points). You see flaws in everyone and everything, so much that you usually veil your flaw-finding eye. However, sometimes you raise that veil, if for just a moment. Usually, you see the flaw in others, but sometimes you see the flaw in yourself. When you use this ability, the task you’re attempting is modified by two steps in your favor. However, the difficulty of all defense tasks you attempt until your next turn is modified by one step to your detriment. Enabler.
GOVERNS
Someone’s got to lead these people, but everyone who’s tried has screwed up, abdicated, or worst of all, led people down a path that you’re certain is dangerous. So now it’s your time, even if you come from a position of not wanting to take on the role. But people seem drawn to you. They tend to listen when you talk. You might as well put that ability to good use. If you don’t step up, you’re convinced the situation will continue to degrade. You might have to resort to a few underhanded tricks; if so, maybe it’s not the first time you’ve had to lie to protect others. Most people can’t handle the truth.
You are probably a somewhat striking person, whether because you’re taller than normal, are attractive, or affect an attire and Governs GM Intrusions:
Someone begins spreading rumors that the governor is weak, unfit to lead, or corrupt. A vote of no-confidence is called. Supplies for the community are stolen.
know if they would be interested in the rigorous training and practice required.
2. Pick one other PC. This character once accidentally wrecked your computer.
3. Pick one other PC. You promised this character you would ease their debts by hacking the places where they owe money and adjusting their balance downward.
4. Pick one other PC. Something about that character interrupts your flow. If they’re next to you while you are attempting a coding-related task, the task’s difficulty is one step higher.
Additional Equipment: You have an expensive portable computer of your choice.
Minor Effect Suggestion: The network security measures or linked cameras are blinded for one round.
Major Effect Suggestion: The network and all nearby connected machines power down for several rounds, up to one minute. Tier 1: Perfect Hack (3 Intellect points). You persuade a networked machine, computer, connected server, or similar information- relaying appliance to do your bidding. You can discover an encrypted password, break through security on a website, briefly turn off a machine such as a surveillance camera, or disable a robot with a moment’s worth of fiddling. Action.
Computer Programming. You are trained in using (and exploiting) computer software, you know one or more computer languages well enough to write basic programs, and you are fluent in various network protocols. Enabler.
Tier 2: Network Tap (4 Intellect points). You can ask the GM one question and get a very short answer. Action.
Tier 3: Expert Hacker. The more you practice hacking, the more proficient you become. You gain 3 additional points to your Intellect Pool and +1 to your Intellect Edge. Enabler. Tier 4: Captivate or Inspire. You can use
this ability in one of two ways. Either your words keep the attention of all NPCs that hear them for as long as you speak, or your words inspire all NPCs (of your choosing) that hear them to function as if they were one level higher for the next hour. Action. Tier 5: Confidence. Governors inspire confidence, and confidence comes from real ability. You gain 6 new points to divide among your stat Pools however you wish. Enabler.
Tier 6: Deep Reserves. When others are exhausted, you can push through. Once each day, you can transfer up to 5 points among your Pools in any combination, at a rate of 1 point per round. For example, you could transfer 3 points of Might to Speed and 2 points of Intellect to Speed, which would take a total of five rounds. Action.