Daredevil: Difference between revisions
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===Daredevil=== | |||
{{Advantage}}{{Mental}}{{Mundane}} | {{Advantage}}{{Mental}}{{Mundane}} | ||
{{15 points}} | {{15 points}} | ||
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''Example:'' A gang of thugs opens fire on you with automatic weapons. If you crouch down behind a wall and return fire from cover, Daredevil gives no bonuses. If you vault over the wall and charge the gunmen, screaming, it provides all of its benefits! | ''Example:'' A gang of thugs opens fire on you with automatic weapons. If you crouch down behind a wall and return fire from cover, Daredevil gives no bonuses. If you vault over the wall and charge the gunmen, screaming, it provides all of its benefits! | ||
===Supers: Daredevil=== | |||
{{15 points/level}} | |||
A lot of supers get a thrill out of combat and take reckless chances. This advantage is especially appropriate for teenage sidekicks; it helps make up for their not being fully trained in combat or the use of their powers. | |||
At the GM's option this can be a leveled trait, with an upper limit suited to the feel of the game. Two levels are appropriate for a four-color campaign; four levels suit a humorous campaign where suicidal idiocy in combat grants +4 to effective skill. | |||
[[Category:Supers]] |
Latest revision as of 20:31, 11 November 2014
Daredevil
15 points
Fortune seems to smile on you when you take risks! Any time you take an unnecessary risk (in the GM's opinion), you get a +1 to all skill rolls. Furthermore, you may reroll any critical failure that occurs during such high-risk behavior.
Example: A gang of thugs opens fire on you with automatic weapons. If you crouch down behind a wall and return fire from cover, Daredevil gives no bonuses. If you vault over the wall and charge the gunmen, screaming, it provides all of its benefits!
Supers: Daredevil
15 points/level
A lot of supers get a thrill out of combat and take reckless chances. This advantage is especially appropriate for teenage sidekicks; it helps make up for their not being fully trained in combat or the use of their powers.
At the GM's option this can be a leveled trait, with an upper limit suited to the feel of the game. Two levels are appropriate for a four-color campaign; four levels suit a humorous campaign where suicidal idiocy in combat grants +4 to effective skill.