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Acuity

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Acuity
   Intelligent
      Hyper-Intelligence
      Ultra-Intelligence
      Irrepressible Intelligence
      Focused Intelligence
      Unconvinced
      Does Not Compute
      Big Picturer
      Give Direction
   Keen
      Maximum Intelligence
      Stroke of Genius
      Deductive Reasoning
      Social Engineering
      Headscrew
      Psychological Assault
      Threat Analysis
      Seize The Initiative
   Perceptive
      Alertness
      Hardened Senses
      Night Vision
      Scrutiny
      Observant
      Find Weakness
      Deception Sense
      Situational Awareness


Acuity 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.

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Intelligent

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Hyper-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 Image 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.

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Ultra-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.

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Irrepressible 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 Image to all Intelligence based checks.
 
 
 
 
 
 

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Focused Intelligence

Focused Intelligence
Recharge: (2 + SR)
Stress: 1; Image
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 Image 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

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Unconvinced

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 Image to their dice pool.
Acuity: regain 1 stress; add an additional Image to the attacker's dice pool.
Stress 1: Remove 1 recharge counter from this card; this may be used many times.

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Does 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 Image to their dice pool.
SR2: You gain +1 Psyche.
SR3: You add Image to Intuition checks.
SR4: You add Image 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 Image instead.
Intelligence 7+: All Social actions used against you add an additional Image to their dice pool.

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Big 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 Image to Intuition checks.
SR2: As (SR1) and you add Image to Science checks.
SR3: As (SR2) and you add Image to Engineering checks.
SR4: As (SR3) and you add Image to Observation checks.
SR5: As (SR4) and you add Image to Technology checks.
Acuity: You add Image instead of Image for all ratings.

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Give Direction

Give Direction
Stress: 1; Image
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 Image 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 Image to the check.
Acuity: You may base all of your Leadership checks on Intelligence vs Fellowship.


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Keen

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Maximum 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.

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Stroke 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.
 
 
 
 
 
 

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Deductive 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 Image to all Intelligence based checks.
Intelligence 8: You add Image to all Intelligence based checks.
 
 
 

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Social 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 Image to all Intuition based checks.
Intelligence 8: You add Image to all Intuition based checks.
 
 
 

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Headscrew

Headscrew
Recharge: (5-SR)
Image
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.
 
 
 
 
 

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Psychological Assault

Psychological Assault
Image
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.

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Threat Analysis

Threat Analysis
Recharge: (SR+3)
Stress: 1, Image
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 Image to Image for all checks made targeting the opponent.
3: As (3), and while this card is recharging, add Image 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.

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Seize The Initiative

Seize The Initiative
Recharge: (8-SR)
Image
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.

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Perceptive

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Alertness

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 Image to Observation checks.
SR2: As (SR1) and you add Image to Ranged Skill checks.
SR3: As (SR2) and you add Image to Coordination checks.
SR4: As (SR3) and you add Image to Intuition checks.
SR5: As (SR4) and you add Image to Athletics checks.
Acuity: You add Image to SR1 and SR4
Fitness: You add Image to SR3 and SR5

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Hardened 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.

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Night 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 Image penalties for darkness from your Observation checks.
Acuity: You may convert up to SR # of Image, Image, or Image to Image in your Observation Skill checks when looking into darkness.
 
 
 
 
 
 
 
 
 
 

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Scrutiny

Scrutiny
Recharge: (5-SR)
Image
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.
 
 
 


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Observant

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.
 
 
 
 
 

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Find Weakness

Find Weakness
Image
Acuity, Toggle
Intuition (Int) vs Target Resilience (To)
Prereq: Intelligence 3+, Intuition trained, able to see and hear target clearly.
1: You gain Image 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 Image or Image to Image 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.


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Deception 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 Image to Intuition checks vs Charm or Guile and effects based on them. Charm or Guile based effects opposed by your Intuition add Image 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 Image 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 Image to checks related to detecting invisible and altered form targets.

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Situational 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 Image 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 Image 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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