EditAcuityAcuity Stunts focus on heightened intelligence, cognitive abilites, and awareness. Acuity does not require a special skill, it relies on standard skills; particularly Observation and Intuition. Acuity is linked very strongly to the Intelligence characteristic; to make the most use of the SFX a character should have a higher than average Intelligence. EditIntelligent
EditHyper-Intelligence| Hyper-Intelligence | | Recharge: * | | Stress: 1 | | Open, Acuity, Ongoing, Rally, React | | None | | Prereq: Intelligence 5+ | | You may only play this card at the beginning of an encounter or during a Rally step. | Play this card and put a # of tokens equal to your Intelligence rating on it. While this card has tokens on it, whenever you have to make an Intelligence based check you may remove a token from this card and add to your dice pool. You may only remove up to SR # of tokens in a single Round. | | Return this card to your action deck when it has no tokens remaining, or immediately before a Rally step begins, or at the end of the encounter; whichever comes first. | | Acuity: add SR # of additional tokens when you play this card. The stress cost is waived. |
EditUltra-Intelligence| Ultra-Intelligence | | Recharge: 0 | | Stress: 2 | | Open, Acuity, React | | None | | Prereq: Intelligence 8+, not strained or distressed | | When a Intelligence check is required, you may play this card instead. | | Do not roll a Intelligence check. You are considered to have rolled SR # of success and a serendipity for the required check. | | You may use this card once per session per SR. | | Acuity: regain 1 stress. |
EditIrrepressible Intelligence| Irrepressible Intelligence | | Open, Acuity, Passive | | None | | Prereq: Intelligence 4+ | | This card is always considered to be in play. | | When the Baffled condition is applied to you, remove (SR x 2) # of counters from the condition prior to it taking effect; if there are no more counters remaining then the condition has no effect on you and is immediately discarded. | Acuity: you add to all Intelligence based checks. | | | | | | | | | | | | |
EditFocused Intelligence| Focused Intelligence | | Recharge: (2 + SR) | Stress: 1; | | Open, Acuity, Ego, Ongoing | | Prereq: Willpower 3+, Intelligence 3+, Discipline trained, Intuition trained; not encumbered; Prepare | | Discipline (Wp) | If you are engaged with an opponent add to your dice pool. | | 1: while this card is recharging you gain +1 Intelligence. | | 5: while this card is recharging you gain +2 Intelligence. | | +: Add 1 recharge token from this card; this may be used many times. | | -: Remove 1 recharge token from this card; this may be used many times. | | Ego: waive the Prepare requirement and stress cost | | Acuity: add SR # of recharge tokens to this card |
EditUnconvinced| Unconvinced | | Recharge: 4 | | Stress: 1 | | Open, Acuity, React | | Prereq: Intelligence 4+ | | None | | If you are targeted by an effect that can deceive or trick you, you may play this card. | The attacker adds SR # of to their dice pool. | Acuity: regain 1 stress; add an additional to the attacker's dice pool. | | Stress 1: Remove 1 recharge counter from this card; this may be used many times. |
EditDoes Not Compute| Does Not Compute | | Open, Acuity, Passive | | None | | Prereq: Intelligence 4+, Intuition trained. | | This card is always considered to be in play. | | You are difficult to fool or manipulate and are adept and finding flaws in faulty logic. | All Social actions used against you add to their dice pool. | | SR2: You gain +1 Psyche. | SR3: You add to Intuition checks. | SR4: You add to Technology and Engineering checks if you have them trained. | | SR5: You gain +1 Psyche. | Acuity: All Social actions used against you add SR # of instead. | Intelligence 7+: All Social actions used against you add an additional to their dice pool. |
EditBig Picturer| Big Picturer | | Open, Acuity, Passive | | Prereq: Intelligence 3+, Intuition trained | | This card is always considered to be in play. | | You see the "big picture" and "think outside the box". | SR1: You add to Intuition checks. | SR2: As (SR1) and you add to Science checks. | SR3: As (SR2) and you add to Engineering checks. | SR4: As (SR3) and you add to Observation checks. | SR5: As (SR4) and you add to Technology checks. | Acuity: You add instead of for all ratings. |
EditGive Direction| Give Direction | Stress: 1;  | | Open, Acuity, Passive | | Leadership (Int) | | Prereq: Intelligence 4+, not strained or distressed, target able to hear you. | | As an action you can verbally convey concise instructions to another character telling them how to do a specific task, granting the target a bonus if they follow your direction. | 1: If the target takes the action you have described within the current encounter or scene, the target may suffer 1 stress to add SR # of to their check if the check relies on a Basic Skill. | 3: As (1), and the target can take the action you have described even if the check relies on an Advanced Knowledge Skill that they lack but you have acquired (which they normally would not be able to attempt). For instance, if you have the Technology Skill acquired but the target does not, using this Stunt you can instruct them on a particular action and they can make an untrained Technology check to attempt that action, adding SR # of to the check. | | Acuity: You may base all of your Leadership checks on Intelligence vs Fellowship. |
EditKeen
EditMaximum Intelligence| Maximum Intelligence | | Acuity, Passive | | None | | Prereq: Intelligence 5+ | | This card is always considered to be in play. | | You have the potential for superhuman intelligence. | | This Stunt allows you to raise your Intelligence Maxima after character creation. | | You have +SR Intelligence Maxima. | | This does not alter your Intelligence rating, only your Maxima. | | I.e. if you had Intelligence Maxima 5, and you had Maximum Intelligence (3), your effective Intelligence Maxima is 8. |
EditStroke of Genius| Stroke of Genius | | Recharge: 0 | | Acuity, React | | None | | Prereq: Intelligence 5+, not strained or distressed | | When you roll a serendipity, you may play this card. | | You convert one serendipity in a check result into (SR+1) # of successes. | | You can only use this card SR times per session. | | | | | | | | | | | | |
EditDeductive Reasoning| Deductive Reasoning | | Acuity, Passive | | Prereq: Intelligence 4+, Intuition trained | | Each Act, put SR # of tokens on this card. Unused tokens from previous Acts do not accumulate. | | You are capable of deducing major clues from even the smallest of leads. | | During Story Mode you may remove a token from this card to compel the GM to give you a significant clue or insight into the story's plot. You may ask for this information to be granted privately if you do not desire to share this information directly with other players or prefer to present it in character yourself. | Intelligence 6: You add to all Intelligence based checks. | Intelligence 8: You add to all Intelligence based checks. | | | | | | |
EditSocial Engineering| Social Engineering | | Recharge: (5-SR) | | Stress: (5-SR) | | Acuity, React | | None | | Prereq: Intelligence 4+, Intuition trained, not distressed or strained. | | If you are required to make a Skill check based on Fellowship you may play this card. | | You may base your check on Intelligence rather than Fellowship. If you do so and the check fails, add a number of recharge counters to this card equal to the number of failures in the check's results. | Intelligence 6: You add to all Intuition based checks. | Intelligence 8: You add to all Intuition based checks. | | | | | | |
EditHeadscrew| Headscrew | | Recharge: (5-SR) |  | | Acuity | | Intuition (Int) vs Discipline(Wp) | | Prereq: Intelligence 4+, target is able to hear you clearly. | | You use your sharp wits to play head games with a target until they beg for mercy. | | 1: The target suffers (SR / 2) stress, rounded up. | | 4: The target suffers SR stress. | | Intelligence 6+: The target suffers (Intelligence - 5) additional stress. | | | | | | | | | | |
EditPsychological Assault| Psychological Assault | | | Acuity | | Intuition (Int) vs Discipline(Wp) | | Prereq: Headscrew (5), target is able to hear you clearly. | | You abuse psychoanalysis techniques to inflict psychological trauma. | | 1: The target suffers 1 Grit. | | 4: The target suffers 2 Grit. | | 6: The target suffers 3 Grit. | | 8: The target suffers 4 Grit. | | 10: The target suffers 5 Grit. | | Intelligence 6+: If you succeed the target also suffers (Intelligence - 5) stress. |
EditThreat Analysis| Threat Analysis | | Recharge: (SR+3) | Stress: 1, | | Acuity, Ongoing | | Observation (Int) vs Target Guile (Fel) | | Prereq: Intelligence 4+, Observation trained. | | You may select an opponent that you are able to see and hear clearly, and play this card. | 1: While this card is recharging, you may convert up to SR # of to for all checks made targeting the opponent. | 3: As (3), and while this card is recharging, add to all checks the opponent makes targeting you. | | +: Regain 1 stress. | | !: You may move your stance one step in any direction; this may be used multiple times. |
EditSeize The Initiative
| Seize The Initiative | | Recharge: (8-SR) | | | Acuity, React | | Observation (Int) or Leadership (Int) vs Target Coordination (Ag) | | Prereq: Intelligence 4+, Observation trained, Leadership trained, able to see the target clearly. | | If you have not yet taken an action in the current turn and an opponent is about to claim an initiative token to take an action, you may play this card. | | 1: You seize the initiative; swap the initiative token the target was going to use for your superteam's next available initiative token. After this Stunt resolves you or any member of your superteam sharing the Scene with you can claim the initiative token and take an action. | | !!: The opponent's initiative token isn't just swapped, it is also expended and cannot be used for an action this Turn. | | Fortune 1: you may remove a recharge token from this card. This may be used multiple times. |
EditPerceptiveEditAlertness| Alertness | | Open, Acuity, Fitness, Passive | | Prereq: Intelligence 3+, Observation trained | | This card is always considered to be in play. | | You pay attention and have keen situational awareness. | SR1: You add to Observation checks. | SR2: As (SR1) and you add to Ranged Skill checks. | SR3: As (SR2) and you add to Coordination checks. | SR4: As (SR3) and you add to Intuition checks. | SR5: As (SR4) and you add to Athletics checks. | Acuity: You add to SR1 and SR4 | Fitness: You add to SR3 and SR5 |
EditHardened Senses| Hardened Senses | | Open, Acuity, Awareness, Passive | | Prereq: Observation trained, Resilience trained | | This card is always considered to be in play. | | You are harder than normal to blind. | | When the Blinded condition is applied to you, remove SR # of tokens from the condition before it takes effect. If there are no more tokens remaining on the condition you do not suffer any affect at all and the condition is discarded immediately; if there are any other associated effects contingent upon you being affected by the Blindness condition they also have no affect. | | Hardened Hearing: You may spend 1 character point or advance as a Facilitator to extended this protection to also apply vs the Deafened condition. | | Acuity: remove (SR x 2) # of tokens vs SR # of tokens. |
EditNight Vision| Night Vision | | Open, Acuity, Awareness, Passive | | Prereq: Observation trained | | This card is always considered to be in play. | | You have superior night vision. | You remove up to SR # of penalties for darkness from your Observation checks. | Acuity: You may convert up to SR # of , , or to in your Observation Skill checks when looking into darkness. | | | | | | | | | | | | | | | | | | | | |
EditScrutiny| Scrutiny | | Recharge: (5-SR) | | | Acuity | | Observation (Int) vs Target Guile (Fel) | | Prereq: Intelligence 4+, Observation trained, not strained or distressed, able to see and hear target clearly. | | 1: You discern one significant fact about the target or a clue as to their intentions, motivation, or true nature, at the GM's discretion; the information learned should be substantially better than Observation alone would provide. | | 3: As (1), but you discern two facts. | | 5: As (1), but you discern three facts. | | 7: As (1), but you discern four facts. | | 9: As (1), but you discern five facts. | | | | | | |
EditObservant| Observant | | Acuity, Awareness, Passive | | Prereq: Observation trained | | This card is always considered to be in play. | | You are extremely perceptive and pay close attention. | | SR1: If you are required to make an Observation check, you may opt to not make a check and instead take a # of automatic successes equal to the # of times you have trained the Observation skill, and 1 serendipity. | | SR2: You have +1 initiative. | | SR3: you have +1 DEF | | SR4: If you are required to make an Intuition check, you may instead make an Observation check. | | SR5: Once per session per SR, you may reroll one of your Observation checks. | | | | | | | | | | |
EditFind Weakness| Find Weakness | | | Acuity, Toggle | | Intuition (Int) vs Target Resilience (To) | | Prereq: Intelligence 3+, Intuition trained, able to see and hear target clearly. | 1: You gain to all attacks made against the target while this Stunt is toggled on. | | 2: As (1) and while this Stunt is toggled on, all of your attacks against the target gain Pierce (1) | 3: As (2) and while this Stunt is toggled on, the target converts up to SR # of or to in the dice pools of effects targeting you. | | 4: As (3) and while this Stunt is toggled on, all of your attacks against the target do +1 damage | | !: You discern an Anathema the target has, a flaw or counter to the targets effects, or a similar vulnerability (if the target has any). | | While this Stunt is toggled on you suffer 1 stress at the beginning of your turn. At any time you can toggle this card off and return it to your hand. |
EditDeception Sense| Deception Sense | | Open, Acuity, Awareness, Passive | | Prereq: Intuition trained | | This card is always considered to be in play. | | You can detect when someone is lying to you. This only works vs organic opponents. | You add to Intuition checks vs Charm or Guile and effects based on them. Charm or Guile based effects opposed by your Intuition add to their dice pools. | | SR2: You gain +1 Psyche vs effects based on Charm or Guile. | SR3: If you successfully resist an opponent's Charm or Guile based effect, for the remainder of the scene or encounter that opponent adds SR # of to their Charm or Guile based dice pools when targeting you. | | SR4: You gain +1 Psyche vs effects based on Charm or Guile. | | SR5: You gain +1 Psyche vs effects based on Charm or Guile. | Acuity: You add to checks related to detecting invisible and altered form targets. |
EditSituational Awareness| Situational Awareness | | Acuity, Toggle | | Prereq: Intelligence 4+, Observation trained, Discipline Trained | | You pay attention and have keen situational awareness. | SR1: While this Stunt is toggled on opponents attempting to avoid your notice add to their dice pools unless you are incapacitated or unable to detect them due to circumstance. | | SR2: While this Stunt is toggled on you have +1 DEF. | | SR3: While this Stunt is toggled on you do not lose your DEF vs opponents even if surprised, unless you are unconscious or impeded. | SR4: While this Stunt is toggled on you add to Melee Skill checks. | | SR5: You may opt to remove 1 recharge token from any non-Ongoing React Stunt you play immediately upon playing it; if no more recharge tokens remain return the card to your hand after the React resolves. | | While this Stunt is toggled on you suffer 1 stress during your beginning of turn phase. At any time you may choose to toggle this Stunt off and place 6-SR recharge tokens upon it. |
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