Capítulo 1. Conocimiento y epistemología de la virtud
1.3. El conocimiento desde la epistemología de la virtud
Cost: 2 points/Level Relevant Stat: Body Type: Technological
The Ground Speed Attribute allows the character to move at high speeds over land. Ground Speed is mainly intended for characters such as robots or super-beings (or vehicular mecha) who can move at very swift speeds. The Speed Attribute on page 72 offers an alternative that is more suited to characters who can simply run very quickly. A flyer whose only high-speed ground movement is during its landing or take off does not have to acquire Ground Speed — this capability is subsumed in the Flight Attribute.
The default top speed for a character (or mecha) that does not possess the Ground Speed Attribute (but does not possess any ground mobility Defects) is 20 kph. Ground Speed allows considerably higher velocity.
GUN
BUNNY
Cost: 1 point/Level Relevant Stat: None (Combat Value)
Type: Normal
The Gun Bunny Attribute allows a character to perform over-the-top feats involving firearms, bows, throwing weapons, cannons, or other ranged weapons. Each Level gives the character one Gun Bunny ability. Players can rename this ability to reflect their own particular specialization or preference (“Bow Bunny”, “Gun Master”, etc.).
• Dead Eye
The dice-roll penalties that the character suffers are greatly reduced when firing at pinpoint targets such as partial armour, weak points, or vital spots, or when shooting at longer-than-usual ranges. This ability is useful for snipers and assassins.
Each penalty is reduced by 3 (to a minimum of 0). Thus, attacking a vital spot (+4 penalty) would become +1, while firing at double range (+2 penalty) would be +0.
• Lightning Draw
The character can draw a gun from a holster, pocket, or jacket and fire in the same round without penalty. Otherwise, it requires one combat round to ready his or her weapon.
• One Bullet Left
The character will always have a single bullet in his or her gun, even after an extended fire fight. In games using “dramatic ammunition” rules, a character with this Attribute has a single bullet left in the gun when the GM declares that it is out of ammunition, which may be used as he or she chooses.
• Portable Armoury
The character will always have easy access to any weapon required for a particular task, including illegal weapons and accessories not available to the general public. The actual weapons and accessories must still be acquired via the Personal Gear Attribute (page 62), but remarkably, the character can access them whenever he or she needs them instead of being forced to return to where they are normally stored. Characters with Personal Armoury may also make field modifications on their weapons, switching gun modifications such as laser sights or scopes as needed at any time, instead of having to bring them to a workshop or gun shop as usual.
• Steady Hand
This is the ability to use the Gun Combat, Heavy Weapons, or other ranged attack Combat Skills with ease
A T T R IB U T E S
while the character is on a moving vehicle or otherwise engaged in complex stunts. This greatly reduces the penalties a character normally suffers for firing from a moving vehicle, performing acrobatics, or otherwise attacking while in motion. Each penalty is reduced by 3 (to a minimum of 0). A character with this Skill may also use weapons in conjunction with the Acrobatics Skill, and may aim while they are moving.
• Two Gun
The character can effectively shoot two pistols (or throw two knives, or use any other one-handed ranged
weapon attack) at once against the same or different targets. The character uses the normal Two Weapons rules (page 156), but the penalty for doing so is reduced by 3 (to a minimum of 0).
• Weapons Encyclopedia
A character has the ability to recall the vital statistics and important quirks of practically all known ranged weapons. This includes, but is not limited to, its general level of reliability, as well as all vital statistics like ammunition capacity, calibre, model year, possible outfitted accessories, etc. Characters without this ability will only have such information on weapons they actually own or use regularly and will need to successfully roll a Mind-based Military Science (Hardware Recognition) Skill check to recall important details. In addition, Weapons Encyclopedia also includes knowledge on acquiring weapons, so characters will have a -3 bonus on any Urban Tracking or Business Management Skill checks needed to locate or buy legal or illegal weapons.
Players who wish to use Gun Bunny abilities should refer to Chapter 4: Expanded Combat for more detailed rules for called shots, two weapon attacks, and similar manoeuvres.
HEALING
Cost: 4 points/Level Relevant Stat: Body or Soul
Type: Paranormal, Technological
Characters with this Attribute can heal another individual’s injuries (but not their own) and, at high levels, repair massive trauma such as lost limbs or organs. In anime, characters with healing power include holy individuals, psychic healers, and sorcerers, while mecha may be equipped with high-tech medical bays with similar abilities.
Healing can only be performed on a willing or unconscious subject. It requires total concentration during which time neither the subject nor the healer may perform any other actions.
L
EVEL1
Up to 20 Health Points can be restored, at a rate of 2 points/minute.L
EVEL2
Up to 40 Health Points can be restored, at a rate of 4 points/minute.L
EVEL3
Up to 60 Health Points can be restored, at a rate of 6 points/minute.L
EVEL4
Up to 80 Health Points can be restored, at a rate of 8 points/minute.L
EVEL5
Up to 100 Health Points can be restored, at a rate of 10 points/minute.L
EVEL6
Up to 120 Health Points can be restored, at a rate of 12 points/minute.HEALING
L
EVEL1
The character has one Gun Bunny ability.L
EVEL2
The character has two Gun Bunny abilities.L
EVEL3
The character has three Gun Bunny abilities.L
EVEL4
The character has four Gun Bunny abilities.L
EVEL5
The character has five Gun Bunny abilities.L
EVEL6
The character has six Gun Bunny abilities.GUN BUNNY A T T R IB U T E S
The maximum number of Health Points that a Healer can restore to a particular person in any given day is shown below. This cannot be exceeded, even if multiple healers work on a subject (in which case, the combined Health Points restored cannot exceed the maximum Health Points the highest Levelled healer could restore). The subject must have at least a full day’s rest before he or she can benefit from any additional healing over and above this.
A character with Healing Level 4+ can cause a subject to regenerate lost body parts or organs, such as a severed hand. One with Level 5+ can restore massive damage, such as putting a character together who was literally cut in half. No healer can repair someone who was blown to bits, disintegrated, or dead for more than a few minutes, however.
A subject must normally be alive to benefit from Healing. A character with Healing Level 3+ may, however, revive someone who is “clinically” dead (serious injury, heart stopped) but not actually brain dead. A character is considered “dead” if his or her Health Points are reduced to -20 or less. A healer can revive a mortally wounded character, however, if he or she can bring the subject’s Health Points back up from beneath -20 to a positive value within five minutes. This grace period can be extended indefinitely if the subject’s remains have been somehow placed in suspended animation.