Friday, February 8, 2013

Rules Notes and Updates - 9 February 2013

Basic Mechanics
(added item) A draw is defined as Mental, Physical or Social when it utilizes a Mental, Physical or Social skill.  Attributes do not determine the nature of the test.  Tests that are solely attribute driven (i.e. Resolve + Composure, memory draws, Initiative, etc) are not considered Mental, Social or Physical.  If you have a skill trick or ability that applies to, for example, social skills, it only applies to draws made using a social skill.

Skill Tricks
Weapon Smith: (added text) As an option, a character may create multiple items with one Willpower expenditure, as long as the total bonus does not exceed their Fate.

(added item) Incisive Mind (Investigation) - This skill trick requires a Willpower to activate for a scene or downtime action.  It may be activated with either Just a Red Herring or Pattern Expert, or both, for one Willpower per scene or downtime action.  Note this power will not directly identify a culprit, only explain what they did or how they committed an act.

(added item) Just a Red Herring (Investigation) - This skill trick requires a Willpower to activate for a scene or downtime action.  It may be activated with either Incisive Mind or Pattern Expert, or both, for one Willpower per scene or downtime action. This power will provide one clue, or eliminate one false lead per success on an Intelligence + Investigation draw.  

(added item) Pattern Expert (Investigation) - This skill trick requires a Willpower to activate for a scene or downtime action.  It may be activated with either Incisive Mind or Just a Red Herring, or both, for one Willpower per scene or downtime action. 

(added item) Light Fingers (Larceny) - This skill trick requires a Willpower to use.  Trained Observer allows another character make an opposed test, but without any bonuses from Trained Observer.

Merits From Non-Core Books
(added item) Alternate Identity (from Immortals, first two dots only, four dots are not setting appropriate)

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