Post by Frederic Bourgault-Christie on May 16, 2006 22:57:53 GMT -5
General Note: All attribute based abilities get stronger at higher levels. Some are automatic, some require other attributes or classes or Merits or training. Some also seem similar to other abilities gained by particular Classes: In that case, the abilities may stack or they may not. This also includes the second version of abilities granted from Legendary or higher attributes.
Complete Fakeout: If one has an art or martial arts style dependent on frequent feints and fakeouts, this allows one to instantly do every feint they are capable of doing and completely diagnose a foe's weakness.
Dance Sideways: Use Keen to go across dimensions.
Impossible Block: Similar to Catch and Dodge.
Impossible Catch: One can catch energy beams, spells (even invisible hexes), psionics (even telekinesis), etc.
Impossible Dodge: This ability literally allows one to dodge retroactively or dodge a ubiquitous strike!
Impossible Parry: Similar to Catch and Dodge. (Notice that a "parry", in this context, means a type of block or defense that relies on an attack falling off the foe).
Shield of Vigilance (passive): By simply being so precise, one is able to dodge or catch all incoming shots from all directions, including hails of bullets, so much so that anything below Forbidden attacks will do very little!
Test Step: This ability allows one to attempt a motion or attack and with some degree of temporal alteration, extrapolation, etc. see what the effect would be. This is fantastic when dealing with mines or foes with effective defenses.
Thermodynamic Precision Avoidance: By being very precise and keen, one can resist both heat and cold. (See Reflex for a description of a similar move with a good metaphor).
Complete Fakeout: If one has an art or martial arts style dependent on frequent feints and fakeouts, this allows one to instantly do every feint they are capable of doing and completely diagnose a foe's weakness.
Dance Sideways: Use Keen to go across dimensions.
Impossible Block: Similar to Catch and Dodge.
Impossible Catch: One can catch energy beams, spells (even invisible hexes), psionics (even telekinesis), etc.
Impossible Dodge: This ability literally allows one to dodge retroactively or dodge a ubiquitous strike!
Impossible Parry: Similar to Catch and Dodge. (Notice that a "parry", in this context, means a type of block or defense that relies on an attack falling off the foe).
Shield of Vigilance (passive): By simply being so precise, one is able to dodge or catch all incoming shots from all directions, including hails of bullets, so much so that anything below Forbidden attacks will do very little!
Test Step: This ability allows one to attempt a motion or attack and with some degree of temporal alteration, extrapolation, etc. see what the effect would be. This is fantastic when dealing with mines or foes with effective defenses.
Thermodynamic Precision Avoidance: By being very precise and keen, one can resist both heat and cold. (See Reflex for a description of a similar move with a good metaphor).