ACTIONS (continued)
MOVEMENT ACTIONS
Climbing
You can automatically climb stairs, a ladder, a knotted rope, or something similar, assuming you have Strength and Coordination of 2 or better (those with only 1 in either or both find climbing anything but a flight or two of stairs too difficult).
If you’re climbing a difficult or treacherous surface (a wall, for example), you have to make a Coordination test with the difficultly based on the surface you’re climbing. Failure means you fall and may suffer damage. Success means you climb the surface. Only one test is required when making long climbs.
Jumping (Supplemental)
The distance you can jump is based on your Strength: personal for levels 1-3, close for levels 4-6, extended for levels 7-8, and out to visual distance for levels 9-10. With a Strength test against your own Strength level and a major
success you can jump one extra step.
The leaping power allows you to jump much greater distances than your Strength allows.
Moving (Supplemental)
Your Coordination determines the distance you can cover in one page: personal for Coordination 1, close for Coordination 2-5, and extended for Coordination 6 or more sprinting speed). No test is required unless you’re moving over difficult or dangerous terrain, in which case you either have to slow down by one step or make a Coordination test (difficulty based on the terrain) to avoid slipping and falling.
Swimming (Supplemental)
Without a special power, a character covers only close distance each page while swimming.
Characters underwater must make a Strength test each page: failure means you’re unconscious and begin losing Strength levels. Moderate success means you’re winded and lose 2 points of Stamina. A major or better success means there’s no effect that page. Continue rolling once each page, with a cumulative +1 difficulty per page, until the character reaches breathable air.
OTHER ACTIONS
Exhaustion (Reaction)
Characters can move continuously for a number of pages equal to (Strength x 10) before running the risk of suffering from exhaustion. Make a Strength test: on a failure, the character collapses and must rest for at least ten minutes. On a moderate success, the character collapses and must rest for one minute. A major or better success means there’s no effect that page. The player continues rolling once each page, with a cumulative +1 difficulty level per page, until the character rests for at least one minute.
Inventing
You make Intellect tests to invent and modify equipment.
The GM sets the difficulty for making any necessary repairs or modifications to existing technology. So tuning up a car might be based entirely on the effort of your Intellect test, while fixing a time machine could be difficulty 6 or even higher.
If you have a level 6 or higher Intellect, or specialties giving you an effective level that high, the GM may allow you to perform stunts to whip-up temporary inventions to overcome problems in an adventure. So, for example, you might be able to modify a device to do something different, or make a temporary device, like short-term psionic shields that provide the Mind Shield power against a villain’s Mind Control, for example. In general, the level of the stunt is the difficulty of your Intellect test. The GM sets the requirements in terms of time and resources for the invention
Knowing (Reaction)
To see if your character knows a particular piece of information, make an Intellect test against a difficulty set by the GM based on how obscure the information is: success reveals the information, with greater levels of success providing more detail.
Common knowledge is based on your Intellect level without a test, using it as a benchmark of how much your character can be expected to know. Various specialties are useful in this regard, since they increase your effective Intellect level.
Languages
All characters can speak (and read and write) in their native language.
Assume everybody speaks the same language, unless there’s a dramatic need for the language barrier to arise.
An Intellect 4 character is fluent in one additional language. Each additional level of Intellect doubles the number of additional languages, and each level of the Languages specialty counts as a level of Intellect in terms of known
languages.
Lifting (Supplemental)
Your Strength level determines the amount you can lift.
You can increase the amount you can lift with a Strength test against your own Strength level; a major or better success lets you lift something one category higher for one page.
Learning
You also make Intellect tests to figure out puzzles and riddles and to learn about new things your character encounters.
Noticing (Reaction)
Make an Awareness test to notice things, from subtle clues to the villain trying to sneak up on you from behind. Noticing tests involving static things use a difficulty set by the GM while noticing what someone else is doing usually involves a difficulty based on the effort of their test. Success means you notice something, with higher levels providing more detail and accuracy.
Tests to notice things are often rolled in secret.
Searching
This is the active counterpart of noticing: you are searching, looking for particular things. Searching involves the same kind of test as noticing, except you can declare it a determined effort and it takes a bit more time to search than just to notice something; searching consumes an action, while noticing happens automatically.
Tracking
You can use Awareness to pick up on subtle signs people and vehicles leave behind in order to follow their trail and track them. This is considerably easier (or at least possible) if you have one or more Supersenses to pick up on signs other people can’t.
Performing
If you give a performance with the intent of impressing an audience, make a Willpower test, with the effort determining how impressive your performance is. The GM may apply a difficulty depending on the circumstances of your performance and the overall attitude of your audience.
Persuading
Make a Willpower test to persuade someone of your side of an argument. The difficulty is based on whether or not the subject is set against you. If they are, then the difficulty is their Willpower. If not, then the GM sets the difficulty based on how persuasive an argument you need to give.
If you’re arguing against someone else, you need to exceed their persuasive effort as well as achieving the difficulty. The outcome determines whether the subject disagrees, grudgingly agrees, or whole-heartedly sides with your case.