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MEMORIA EXPERIENCIA PROFESIONAL Informe de actividades realizadas

In document I. PERFIL Introducción (página 76-81)

SERVICIOS ELÉCTRICOS TARIJA-SETAR”

IV. MEMORIA EXPERIENCIA PROFESIONAL Informe de actividades realizadas

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cost stunt

1 bon mot: You tag the perfect witty remark onto the end of your action, affecting all those who hear it that much more

deeply. If you can’t think of one, the rest of the players and GM quickly brainstorm options, and you choose among them. Word of your wit is likely to spread, for good or ill.

2 anD another thinG: You manage to weave a second thread of conversation into the primary interaction that called

for the test, if your description supports it. If relevant, you may make an additional test as part of your action, before anyone else has a chance to respond or make any tests or arguments of their own.

2 swaYthe crowD: Your interpersonal efforts are so effective that they spill over onto others in the area, and you affect

one additional person of your choice past the original target. You may use this stunt multiple times on the same roll. However, if the test that gave rise to this stunt was an opposed test you may not expand the effect to anyone who has a higher ability + focus total than the original target.

3 stunneD silence: You are so impressive that you leave all those who witness your display completely

dumbfounded and unable to speak for at least a full round. Outside combat this lasts, at the very least, long enough for your character to begin to do something else.

3 Jest: You turn a phrase, twist your expression, or make some other comic motion that leads those nearby to laugh, or at

the very least, stifle their snorts. Anyone nearby who wishes to avoid laughing must make a TN 11 Willpower (Self- Discipline) test, with the exception—at the GM’s discretion—of whomever you’ve made the butt of your joke.

4 flirt: Choose one character who’s present and immediately make an opposed Communications (Seduction) vs.

Willpower (Self-Discipline) test. If you win, that character becomes enamored with yours, assuming gender- preference compatibility. What exactly this means in the moment and how it might play out (or fall apart) in the long run are up to the GM (or the player, if this stunt targets a PC), and depend on how you continue to act, but if you’re successful, you’ve created an opening for romantic opportunities.

4 towerof will: Your success gives you a sense of your own brilliance and strength of character. For the rest of the

current roleplaying exchange you gain a +1 bonus to any opposed tests where an opponent tries to put you at an emotional disadvantage, such as by intimidating you, impressing you, bargaining with you, and so on.

5 enraGe: You twist the knife, delivering a provocation or insult in such a way that a single target you designate must

choose between either attacking you or storming away from the scene. If they choose to attack the assault need not be deadly, although that option is open to the enraged character. A slap or the throwing of the gauntlet may stand in as an “attack” just as well.

and so forth. In cases where you’re obviously fishing for stunt points, especially when you’re attempting tasks at which you’d obviously succeed, the GM has every right to disallow a test, and simply say that you’ve succeeded at your task.

For most tests, players will not know the target number they’re rolling for on a given test. They simply roll the dice, generate a total, and tell the GM what it is. The new rules for exploration and roleplaying stunts don’t change things by exposing tests’ target numbers.

Some new stunt descriptions refer to an “object of your test.” This refers broadly to an item or person being searched for, an NPC with whom a hero is interacting, or something similar. If an opposed test is being made, the object of the test is always the other party to the test. It will almost always be obvious what the object of a given test is, but whenever it’s not, the GM is the final arbiter. And keep in mind that the object of a test may be obvious to the GM but not the player. Most Perception tests are examples of this.

Some stunt descriptions say that some effect lasts “until the time or venue changes.” This means that the effect lasts until the focus of play jumps forward in time by any significant amount, or the focus of play changes to some other place. This phrase is meant to approximate the duration of a single encounter but be a little clearer to players (since the GM is usually the only one who worries about when encounters begin and end). However, note that when the GM is jumping back and forth between two different groups of PC who’re doing different things in different places in order to create drama and excitement, the change of the game-table’s focus on one sub-group of the party, and then another sub-group, shouldn’t count as a change of time or venue. It’s just clever technique.

For the avoidance of doubt, as with other stunts, roleplaying stunts can target Player Characters. Remember that all stunts are available to the GM’s NPCs, too. Turnabout is fair play, after all. This can be awkward, however, when roleplaying stunts seem to take away a player’s freedom to choose how his Player Character behaves. The GM should be circumspect in such cases, while players should also embrace the idea that good fun can arise from the adversity of their heroes being psychologically and emotionally affected by the characters they interact with, even in ways that they wouldn’t necessarily choose themselves. As always, the GM is the final arbiter of how things play out in whatever situations arise.

Example

A noble has hired the rogue Gerhard to stop a secret society among the local populace from trying to oust him as their liege. Gerhard has infiltrated a clandestine meeting of the group but he still doesn’t know who, among those assembled, is the agitator behind the move- ment. The GM assigns Gerhard’s player to make a Communication (Investigation) test to try to figure it out as he talks to those present and observes their body language.

The GM secretly sets the target number for this test at 13. Gerhard has Communication 2 and possesses the Investigation focus. He rolls 4, 3, and 3, with the 4 being the dragon die result. His total is thus 14, which exceeds the target number. The GM tells the player that Gerhard was successful. Since doubles were rolled, the test generates stunt points equal to the dragon die result of 4.

Gerhard’s player has lots of options.

He considers using the “that makes me wonder” stunt in order to try to learn something else about the members of the secret society or the place where they’re meeting at the same time he’s on the lookout for the ringleader. However, he knows that the bann is very anxious to learn what Gerhard can find out as soon as possible. Given that, he decides to spend 2 SP on “speedy search.” He decides to spend his leftover points on “and another thing.” He tells the GM that while he’s talking to the conspirators to try to figure out who’s in charge, he’ll be interjecting the idea that he thinks the secret society should move slowly in opposing his employer, since taking action too quickly could result in half- baked schemes that will fall apart before they can come to fruition. Gerhard figures that slowing down the group’s plots will make his benefactor happy and give him more time, and that his rationalizations will make sense to the plotters.

Because Gerhard was successful at the test, the GM reveals the identity of the shadowy individual who seems to be behind the society, a local cooper with political ambitions. The GM tells Gerhard’s player that he manages to make that deduction before the meeting is even half done, giving him the option to slip away imme- diately, if he wants to. It will be up to the GM to figure out how to weave Gerhard’s sugges- tions that the society should slow things down into the unfolding story, but since the stunt was paid for, the GM takes it as given that the idea was communicated effectively and without exposing Gerhard to suspicion.

a Ability Advancements ... 34 Ability Focuses ... 38–39 Ability Options ... 25–26 Acid Flask ... 53, 55 Actions ... 75–76 Adder’s Kiss ... 53, 54 Advantageous Positioning (stunt) ... 78

Aequitarians ... 60

Affliction Hex (spell) ... 64

All-out Attack (action) ... 75

Ancestors ... 21

And Another Thing (stunt) ... 78

Andruil the Huntress... 23

Animal Training (talent) ... 39

Antivan Wayfarer (background) ... 26

Arcane Shield (spell) ... 64

Arcane Warrior (specialization) ... 45

Arcane Warrior (talent) ... 45

Archery Style (talent) ... 40

Armor Training (talent) ... 40

Artisan Caste ... 14

Assassin (specialization) ... 45–46 Assassin (talent) ... 45

Aura of Might (spell) ... 64

B Backgrounds ... 26–34 Bard (specialization) ... 46 Bard (talent) ... 46 Berserker (specialization) ... 46–47 Berserker (talent) ... 46 Blood (focus) ... 39

Blood Mage (specialization) ... 47

Blood Mage (talent)... 47

Blood Magic ... 64

Blood Sacrifice (spell) ... 64

Blood Wound (spell) ... 65

Bon Mot (stunt) ... 78

Brewing (focus)... 39 C Casteless ... 16 Champion (specialization) ... 47 Champion (talent) ... 47 Chant of Light ... 20 Chantry, the ... 19–21 Chasind Wilder (background) ... 27

Chirurgy (talent)... 40 Circle of Magi ... 59–61 Classes... 34–37 Command (talent) ... 40 Commons, the ... 19 Crafting (focus) ... 39

Creation Magic (talent) ... 40

Creators ... 22

Crow Poison ... 53, 54 Crow Poison, Concentrated ... 53, 54 Cryptography (focus) ... 39

d Daze (spell)... 64

Death Magic (spell) ... 65

Deathroot Extract ... 53, 54 Death Syphon (spell) ... 65

Decompose (spell) ... 66

Detect Darkspawn (focus)... 39

Diamond Quarter ... 19

Dirthamen the Keeper of Secrets .... 23

Dispel Magic (spell) ... 66

Dream Sending (spell) ... 66

Dual Weapon Style (talent) ... 41

Dueling (focus) ... 39

Dueling Group ... 48

Duelist (specialization) ... 47–48 Duelist (talent) ... 47

Dust Town ... 19

Dwarf Duster (background) ... 27–28 e Efficient Search (stunt) ... 78

Elemental Mastery (spell) ... 66

Elgar’nan the Eldest of the Sun ... 22

Enrage (stunt) ... 78

Entropy Magic (talent) ... 41

Envenom (stunt) ... 52

Exalted Marches ... 21

f Fade Shield (spell) ... 66

Falon’Din the Friend of the Dead ... 23

Fen’Harel the Dread Wolf ... 23

Fereldan Craftsman (background) ... 28

Fire Bomb ... 53, 55 Fire Crystal ... 55

Flaming Weapons (spell) ... 66

Fleshrot ... 53, 54 Flirt (stunt) ... 78

Force Field (spell) ... 67

Forgotten Ones ... 23

Formari ... 60

Free Marches Burgher (background) ... 29

Freeze Bomb ... 53, 55 Frostrock ... 55

Frost Weapons (spell) ... 67

Frozen Lightning ... 55

G Gaining Levels ... 35

Ghilan’nain the Mother of Halla ... 23

Glyph of Preservation (spell)... 67

Glyph of Sealing (spell) ... 67

Glyph of Warding (spell) ... 67

Grease (spell) ... 68

Grenades ... 53, 55 Grenades (focus) ... 39

Grey Warden (class)... 37

Grey Wardens ... 4–9 History ... 5–6 in Ferelden ... 8 Methods ... 8 Organization ... 6–8 Philosophies ... 8 Playing ... 9 Recruitment ... 7

Group Heal (spell)... 68

Guard Up (action) ... 75

H Hale’s Dust ... 53, 54 Harrowing ... 62

Heroic Aura (spell) ... 68

High-Born Dwarf (background) 29–30 Horror (spell) ... 68 Horsemanship (talent) ... 41 i Imperial Chantry ... 21 Invigorate (spell) ... 68 Isolationists ... 60 J Jest (stunt) ... 78

June the Master of Crafts ... 23

K Kaboom! (stunt) ... 52

l Legion of the Dead ... 22

Lethal Blow (stunt) ... 76

Levitate (spell) ... 68

Libertarians ... 60

Lifestone ... 55

Life Ward (spell) ... 69

Lightning (spell) ... 69

Linguistics (talent)... 41

Lore (talent) ... 41

Low-Born Dwarf (background) ... 30

Loyalists ... 61 Lucrosians ... 61 Lyrium Dust ... 55 m Magebane ... 53, 55 Magebane, Concentrated ... 53, 55 Mage (class) ... 35–36 Magical Mishaps ... 61 Main Gauche ... 48

Mana Cleanse (spell) ... 69

Marrow Lock ... 53, 55 Memories ... 17 Memory (spell) ... 69 Merchant Caste ... 16 Miner Caste ... 15 Music (talent) ... 42

Mythal the Great Protector ... 23

n Nevarran Adventurer (background) . 31 Noble Caste ... 13

Noble Houses... 13

o Object of your Attention, the (stunt)... 78

Order of Templars ... 62–63 Capabilities ... 63

Garrisons... 63

Initiation ... 63

Training ... 63

Orlesian Exile (background) ... 32

Orzammar ... 9–19 Assembly, the ... 17 Caste System ... 12–16 Culture ... 12–18 History ... 9–12 Honor... ... 15 P Paragons ... 12 Paralyze (spell) ... 69 Poison ... 53–55 Poison Lore (focus) ... 39

Poison-Making Mishaps ... 51

Poison-Making (talent) ... 42

Poison Research Mishaps ... 50

Poisons ... 49–52 Journeyman ... 54 Learning ... 49–50 Maste.r ... 55 Novice. ... 54 Preparing ... 50 Texts... ... .. 51 Using... 52

Press the Attack (action) ... 75

Primal Magic (talent) ... 42

Provings ... 18

Q Quick Reflexes (talent)... 42

Quiet Death ... 53, 55 Qunari Beresaad (background) . 32–33 Qun (focus) ... 39 Qun, the ... 24 r Rapier ... 48 Rejuvenate (spell) ... 70 Religion ... 19–24 Dwarven ... 21–22 Elven... ... 22–23 Human ... 19–21 Qunari... 24 Rivaini... 24

Repulsion Field (spell) ... 70

Resources at Hand (stunt) ... 78

Revival (spell) ... 70 Right of Annulment ... 63 Rogue (class) ... 36 s Scouting (talent) ... 43 Servant Caste ... 16

Shape Earth (spell) ... 70

Shaperate ... 17

Shapers... 17

Shelter (spell) ... 70

Shock Bomb ... 53, 55 Single Weapon Style (talent) ... 43

Smith Caste ... 14

Smithing (focus) ... 39

Specializations ... 44–48 Unlocking ... 45

Speedy Search (stunt) ... 78

Spells ... 64–71 Stacked ... 65

Spider Venom ... 53, 54 Spider Venom, Concentrated .... 53, 54 Spiked Buckler ... 48

Spirit Healer (specialization) ... 48

Spirit Healer (talent) ... 48

Spirit Magic (talent) ... 43

Spring (spell) ... 70

Stand Firm (action) ... 75

Stay Aware (stunt) ... 76

Stone, the ... 21

Stunned Silence (stunt) ... 78

Stunts ... 76–79, 78 Combat ... 76

Exploration ... 76, 78 Roleplaying ... 76, 78 Surfacers ... 16

Sway the Crowd (stunt) ... 78

Sylaise the Hearthkeeper ... 23

t Talents ... 39–44 Tal-Vashoth (background) ... 33–34 Taunt (stunt) ... 76 Templar (specialization) ... 48 Templar (talent) ... 48

That Makes Me Wonder (stunt) ... 78

Thievery (talent) ... 43

Threaten (stunt) ... 76

Thrown Weapon Style (talent) ... 43

Tower of Will (stunt) ... 78

Trade Focuses ... 39 Tranquil, the ... 62 Trap-Making (talent) ... 43 Traps ... 56–58 Additional Effects ... 57 Disarming ... 58 Materials Cost ... 56 Setting ... 56–57 Triggering ... 58

Two-Hander Style (talent) ... 44

u Unarmed Style (talent) ... 44

Upper Hand, the (stunt) ... 78

W Warrior Caste ... 13

Warrior (class) ... 36–37 Weapon and Shield Style (talent) ... 44

Weather Weaving (spell) ... 71

Wind Weaving (spell) ... 71

With a Flourish (stunt) ... 78

Wrack (spell) ... 71

Exploration Stunts

SP CoSt Stunt

1 AdvAntAgeouS PoSitioning: You make your discovery from

an advantageous position of your choice. That position, however, can’t be more than 2 yards away from the place that would normally lead to your discovery. You may wait until the GM describes what you’ve found, if relevant, before you choose.

2 effiCient SeArCh: If resources of any kind are typically

consumed in the course of your test, you use only half as much as would be normal.

2 SPeedy SeArCh: You complete your test in half the time it

would otherwise take.

3 thAt MAkeS Me Wonder: You may immediately make

another Perception test, at no additional cost in time or resources, to discover more information about your surroundings, or the object of your test. This bonus test must use a different focus from the first test, however, and doubles on this bonus test do not give rise to stunt points. The two tests are assumed to transpire simultaneously, not one after the other. If there is nothing additional to discover the stunt is wasted, but the GM will not prevent you from choosing this stunt even when there is nothing additional to learn. 3 the objeCtofyour Attention: You receive a +1 bonus to

further tests to examine or perceive additional aspects of the object of your test until the time or venue changes. 4 the uPPer hAnd: If your discoveries lead to combat within

a moment or two you receive a +3 bonus on your initiative roll.

4 reSourCeSAt hAnd: Choose a focus that you don’t have,

that falls under the same ability as the test you’re making. You are considered to have that focus until the time or venue changes. The GM may require you to explain how this bonus arises from the environment and deny it if you can’t make a reasonable suggestion.

4 WithA flouriSh: The manner of your success is impressive to

those who are nearby to watch you. You have a +1 bonus to opposed tests against them until the time or venue changes.

In document I. PERFIL Introducción (página 76-81)

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