Section 2 - Aftermath
- All characters use the “Godlike” Archetype (p. 102)
- Willpower is capped at 50
- Willpower may not be spent to “shake it off” or to “resist influence” (p. 51)
- Declaration Phase: At any time in the declaration phase you may choose to either change your declared action to a defensive action, or include a defensive action as part of a multiple action.
- Declaration Phase: If an enemy declares the use of a Talent power, you may AT THAT TIME choose to spend willpower to gain free gobble-dice against that incoming Talent at a cost of 2 willpower per gobble die. If in the die-rolling phase you get gobble-dice from a defensive set, they can combine with the willpower-fueled gobble dice. You may do this for every declared use of a Talent against you.
- When an enemy Talent targets you with a Talent power, you always know the general direction and distance of the origin of the power, even if the enemy is out of your sensory range.
- Gaining willpower via “Victory” (p. 50) does not have to be divided among all participants. Each participant can earn up to the defeated enemy’s base will based on how instrumental they were to the victory.
- The “Native Power” extra (p. 127) is not allowed unless you can somehow justify it to me. It is outside the scope of the setting.
- Loyalties/Passions are not tied to Base Will. All characters have 7 points to divide between Loyalties and Passions.
- The book does not explicitly state the benefits of Hyper-Skills at higher than 5 dice. Assume that they are narrower subsets of their governing Stats. For example, Dodge at 6 dice allows you to dodge bullets, just none of the other benefits of Coordination 6.
- “Nullify” does not have the intrinsic willpower-cost. The Contest of Wills rules above are sufficient.
- Minions are not restricted to covering fire only (p. 77). This rules seems to conflict with the rest of the Minion combat rules.
- It is theoretically possible to add additional Extras or Flaws to a power in the course of game play. It has to be done during an In-Game Development expenditure (p. 57). In addition to the cost of the new die, you have to spend enough Willpower to make up for the new difference in cost of all your existing dice. The additions have to be thematically appropriate to your Talent, and a reasonable extension of your growing power.
- In-Game Development (p. 57) merely gives you the opportunity to expand your power in emergency situations, it does not obviate the need to spend XP. Whenever you use In-Game Development, note the amount of willpower spent. That is the amount of “XP-Debt” that you have accrued. All reserve XP and subsequent XP you earn must be spent to pay off the debt. You can-not use In-Game Development so long as you have any xp-debt on your character.
- The “No Willpower No Way” Intrinsic to the “Godlike” Archetype trumps the Duration, Endless, and Permanent Extras. When you have no willpower, you lose access to all Talents. Contrary to the description in the Permanent extra, Talents go away when you die (some apocryphal tales notwithstanding).
- Due to the fiddly nature of the system, I reserve the right to alter, tweak, or outright disallow certain power builds.