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Facilitators are benefits or advantages that make things a little easier for a character. They are effectively the opposite of hindrances. Some facilitators grant a flat bonus to a character, while others modify something else, such as a Stunt, in an advantageous way. Character's do not have to have any facilitators; they exist to help define edge cases or concepts.

Characters generally pay for facilitators with creation points during character creation, but can also gain new facilitators after play starts with advances. Facilitators always require GM's approval. Advances spent on facilitators are non-Archetype advances and do not count towards Tier completion.

Some sample facilitators are provided, but players and GM's are encouraged to be creative.

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Example Facilitators

Wealthy: superheroes don't really buy much (their abilities, even "gear", are modeled as Stunts), but "money" is a useful pretext for various social encounters. Each 1 advance a character spends on the Wealth facilitator grants Image to any social situation where having or spending money would be helpful. A character can spend up to 5 creation points or advances on Wealth.

Base: some superheroes have a base to hang out in and call home. The more advances invested in a base the better it is. Characters on a team can pool any advances they have spent on a base together to collectively have a bigger base than they could support individually; characters can also choose to keep their own private cave...er...base if they prefer. Bases are primarily just a useful pretext and venue for roleplaying, but can have a larger role in the story if the players and GM prefer. A base can potentially grant a character dice bonuses on some checks wherever it seems appropriate; for instance a base with a fully stocked garage might grant a bonus on Repair or Tech checks, while a base with an infirmary might grant a bonus to Medicine or Recovery checks.
  • 1 point: a small personal pad with basic amenities.
  • 2 points: a larger and / or more furbished base; a very small superteam could coexist but it would be crowded. It has all the amenities to satisfy a character's typical needs. Security measures are limited if any.
  • 3 points: spacious and respectably equipped base with room for one or two esoteric areas like a specialized lab, a super gym, an underground jet hanger, and other such niceties. It can have some reasonable super-defenses, but the characters who reside therein are still the real security. A staff of one or two is a possibility.
  • 4 points: a well equipped base that is everything a 3 point base is, and more. It has multiple esoteric areas, posh living accommodations, a full scale "war room" or equivalent, and other such luxuries. It might be in an exotic locale. Security features are good enough to keep out the riff raff; only serious threats can make it through. A staff of 5 or even more is doable.
  • 5+ points: each additional point dials the grandiosity up a notch. Better security. Alien hyper-technology. On an asteroid. At the bottom of the sea. On the far side of the moon, in the neighborhood with an oxygen based atmosphere. In another dimension. And so forth. This kind of base is almost always due to an aggregation of points from multiple characters on the same superteam, and also will tend to feature prominently in the campaign as a reoccurring plot element.

Privileged Position: a character might have a title, rank, special position, or other social artifact that grants them special privileges, though it may also come with some requirements as well. The more important the rank, the more advances it should be worth, but only if it actually advantages the character in some way. A player and GM can negotiate an appropriate cost and any associated benefits for a given rank.

Tireless: one of your Stunts is less tiring than normal. Pick one of your Stunts that has a Fatigue cost and decrease its cost by Fatigue: 1. This costs 1 creation point or advance. This facilitator can be taken multiple times, applied to a different Stunt each time.

Stress-less: one of your Stunts is less stress-full than normal. Pick one of your Stunts that has a stress cost and decrease its cost by Stress: 1. This costs 1 creation point or advance. This facilitator can be taken multiple times, applied to a different Stunt each time.

Frequent: One of your Stunts is available more often than normal. Pick one of your Stunts that has a Recharge time and decrease its Recharge by 1. This costs 1 creation point or advance. This facilitator can be taken multiple times, applied to a different Stunt each time.

Prolonged: One of your Stunts lasts long than normal. Pick one of your Stunts with the Ongoing Trait and increase its Recharge by 3. This costs 2 creation points or advances. This facilitator can be taken multiple times, applied to a different Stunt each time.

Effortless: one of your Stunts is a staple for you and can be counted upon. Pick one of your Stunts and decrease its cost by Fortune: 1. This costs 1 creation point or advance. This facilitator can be taken multiple times, applied to a different Stunt each time.

Easy: one of your Stunts is easier to use than normal. Pick one of your Stunts that has a check with additional difficulty and decrease its difficulty by Image. This costs 2 creation points or advances. This facilitator can be taken multiple times, applied to a different Stunt each time.

Reliable: One of your Stunts is regular as clock work. Pick one of your Stunts that requires a check. You gain ImageImage to your dice pool with that Stunt. This costs 1 creation point or advance. This facilitator can be taken multiple times, applied to a different Stunt each time.

Just Wing It: Pick one of your Stunts that has the Prepare requirement; it no longer requires Prepare and you add ImageImage to it's dice pool. This costs 1 creation point or advances. This facilitator can be taken multiple times, applied to a different Stunt each time.

Unpredictable: One of your stunts works in unpredictable ways. Pick one of your Stunts that has a check. You gain ImageImage to your dice pool with that Stunt. This costs 1 creation point or advance. This facilitator can be taken multiple times, applied to a different Stunt each time.

Contemplative: One of your Stunts requires peace of mind and serenity to use. Select one of your Stunts; it cannot be used unless you are in a Defensive stance.You can convert a number of additional characteristic dice to Defensive dice equal to the Stunt's Rating, even beyond your maximum Defensive stance depth. Note that this does not add additional dice to the dice pool; it only allows more characteristic dice to be converted. For instance, a character with 6 Willpower currently at Defensive (2) using a Contemplative Stunt with a Rating of 3 based on Discipline (Wp) would normally start with ImageImageImageImageImageImage based on their current stance. However, as the Stunt is Contemplative, the dice pool would instead be ImageImageImageImageImageImage after three more characteristic dice are converted to defensive dice due to this facilitator. This costs 1 creation point or advances. This facilitator can be taken multiple times, applied to a different Stunt each time.

Impetuous: One of your Stunts requires boldness of action and acting in the moment without hesitation. Select one of your Stunts; it cannot be used unless you are in an Offensive stance. You convert a number of additional characteristic dice to Offensive dice equal to the Stunt's Rating, even beyond your maximum Offensive stance depth. Note that this does not add additional dice to the dice pool; it only allows more characteristic dice to be converted. For instance, a character with 6 Agility currently at Offensive (2) using a Impetuous Stunt with a Rating of 3 based on Coordination (Ag) would normally start with ImageImageImageImageImageImage based on their current stance. However, as the Stunt is Offensive, the dice pool would instead be ImageImageImageImageImageImage after three more characteristic dice are converted to offensive dice due to this facilitator. This costs 1 creation point or advances. This facilitator can be taken multiple times, applied to a different Stunt each time.

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