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imposterzilla — Assets 1
Published: 2009-04-21 15:51:36 +0000 UTC; Views: 120; Favourites: 0; Downloads: 1
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Description Future Wars Assets:

Acute Senses (2)
One or more of your character’s senses is better refined than normal. When you purchase this asset, choose a certain sense from the list below. This asset may be purchased multiple times to gain additional Acute Senses, but not purchased more than once to gain additional benefits for the same sense.

Acute Hearing: Your character has exceptional senses of hearing. He/she can tell the difference between very similar sounds, can also determine the direction of a sound’s source, etc. Your character gets a +1d10 to sound based-observation test skills.

Acute Sight: Your character has extremely acute vision that can allow him/her to pick out details a normal person would have missed. He/she gets +1d10 to all visual-based observation tests.

Acute Tactile Senses: Your character’s sense of touch is very well developed and can feel very subtle differences in texture, vibration, temperature that others without this would miss. Your character gets +1d10 to all touch based observation tests.

Acute Taste/Smell: Your character has a well defined sense of smell and taste that goes with it. Your character can distinguish between various scents, smell things that a normal human character may miss, and has a very indiscernibly scrutinizing palate. Your character gets a +1d10 to all scent and taste based tests.

Alluring (1)
Your character has something very exotic/captivating about him/her. It could be the fact they have a unique personality, are very beautiful, or are exotic. Your character gains +1d10 when it comes to Presence in an attribute test-except for Intimidation-against members of the opposite sex (Well depending on the target’s preference). When trying to intimidate a member of the opposite sex, your character suffers a -1d10 penalty. Other presence bonuses related to this asset give the character additional bonuses.

Alien Ally (2)
Your character is in league with another character of another species. This could gain your favor with a certain government, allow you to go into certain circles within this race, or get an insider’s knowledge about a certain species. The GM can figure out what sort of bonuses you would get. Best to work that out with the GM.

Ambidextrous (2)
A character with this asset does not favor one hand over the other and can utilize both equally well. This cancels out the Off-Hand test penalty for using two weapons if the character at least has an agility of seven.

Authority (1-4):
Characters have put in a place of responsibility. Depending on what you choose you can have varying types and amounts of authority. So work it out with your GM. Just make sure your character has a few abilities at Adept level so they may qualify to have this asset.

1. Supervisor, low-ranking military officer, store owner.
2. Private military contractor, regional manager, high-ranking non-commissioned military officer.
3. Low-ranking warranted military officer, colonial politician, or regional director
4. High Ranking commissioned military officer, national politician


Bio-modified (1-4):
In the future customized genes and gene rewriting have become common place amongst mostly human societies, but a few other species such as the Simeons (only can use Bio-modified 1-3) and Xiliens have done similar. This chart shows the degree of this process.
Bio-modified 1: You have + 1 to  two attributes, but they can’t go over the basic 11, unless otherwise stated.
Bio-modified 2: You have + 2 to  two attributes, but they can’t go over the basic 11, unless otherwise stated.
Bio-modified 3: You can get + 3 to two attributes, and they can go over the basic 11, however you also get the Watched (1) for free,
Bio-modified 4: You get + 7 to divide up amongst any attribute and you gain up to four traits that make your character different compared to the others of its kind.



Commendation (1-3):
Your character starts off with some note worthy distinction. Sometime before the story your character excelled or performed beyond someone else’s expectations and proved themselves to be very worthy of official notice.
1. A medal, ribbon, or certificate of achievement.
2. A minor award.
3. A major award that is rarely received.

Company Backed (3):
You work for a company that buys most of your equipment and funds your living, transportation, and various other expenses. The company does have limits and you may have to pay half of an expense if it’s way too gratuitous. Gm’s discretion will be exercised.

Conduit (4):
Your character has more Prana holding and siphoning capabilities than most. Your character may not personally know that or be able to use Prana, but they just do. Your character gets + 3 to Prana and they absorb +2 units of Prana from their environment in addition to the units they already can absorb. They still only can absorb one fourth of another being’s Prana that’s twelve ft. away from them.

Contact (1-3):
Your character knows folks: Sometimes just the janitor on a ship, sometimes a lieutenant in the UEF forces on a space colony, and sometimes possibly the Nebulan Galactic Community Council ambassador.
1: You know one or two contacts of low-ranking position. You get access to trivial information, rumors, and maybe some odds and ends supply wise.
2.You have two contacts of medium level position. You get access to practical knowledge and some more secretive knowledge. You can grab up some standard supplies. You also may be able to get one medium-level contact and two to three low-ranking contacts.
3. You have two contacts of high-ranking position. You probably will get very sensitive information and access to very unique or hard-to-come-by supplies. You also may be able to get one high-ranking contact, two or three medium contacts, and several low-ranking contacts.

Crack Shot (1):
You get an additional 1 die to hit an opponent with a firearm, and they get -3 on their roll to dodge.

Driven (2):
Your character will try to continue his or her mission no matter what adversity comes their way. They gain two extra die in a tenacity feat test in what the character considers a adverse situation.

Double Jointed (1)
Your character’s joints allow them to contort in bizarre ways and is extremely flexible. They gain an additional die to all tests that involve them escape being bound, getting through thin spaces, or something similar.
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