Qabals of the New Dark Age
For your convenience, you can return to the Main Rules page here.
For your convenience, you can return to the Section Eleven here.
You can also get to other parts of section eleven:
II. Templates & Musts
VII. Fear & Perseverance
I have detailed some Extras below (under Powers & Stunts). Apart from specifically defined Extras, you are empowered to write your own Extras, but what you write is subject to approval. In some cases, instead of defining Extras, I have instead provided guidelines on how to write (mostly under Magic). Unlike the Pirates Code, these guidelines are not suggestions.
When you write an Extra, it must have the following:
1. Permission. This is not my permission, but something from your Template or Background that gives access to the Extra.
2. Cost: TANSTAAFL. The Cost defines how you pay for the Extra. Most of the time, this cost will be one or more points of Refresh. However, minor Extras may be purchasable for one a skill point. Alternatively, the Extra may give you access to a new skill, which you can advance normally, following the usual pyramid restrictions.
3. Detail. You should describe how the Extra works, including what it can and cannot do. If the Extra can be advanced (i.e. made more powerful by spending additional points of Refresh), this should be included in the detail.
One last caveat about Extras. Please do not attempt to create a game-breaking Extra. All you will be doing is setting yourself up for disappointment, or if you happen to get some use of the Extra before the nature of what you created is discovered & nerfed, odds are that you will be subtracting from the enjoyment of others.
Here are some sample Extras (which are allowed for play).
Permissions: you must have a Stunt that allows you to create concoctions.
Costs: skill ranks in Mad Science.
Concoctions function similar to potions (see DFRPG) in both creation & use. At the start of any adventure, you can only have as many Concoctions as your Resources, and the strength of your Concoctions are limited by your Mad Science. While you can produce astounding effects, you cannot produce magical effects. You begin each adventure with a full complement of Concoctions. If you have access to a quality workspace (and a scene), you may create an additional concoction (one per scene you are absent from); if you already have your resource limit of Concoctions, then the strength of your Concoction is limited to your Resources skill (if that is lower than Mad Science). Creating a Concoction takes at least one scene, possibly longer if the effect is particularly strong.
Permissions: you must have a Stunt that allows you to create Experiments.
Costs: skill ranks in Mad Science.
Unlike Concoctions, there is no upper limit on what is possible with Experiments with the exception that an Experiment cannot produce a magical effect. Some Experiments may duplicate or imitate magical effects, while others may produce supernatural effects. (Of course, these Experiments are usually a gross violation of the natural world and are subject to Corruption rolls.)
Every Experiment has two phases: Planning and Implementing.
Planning an Experiment requires a Mad Science roll. This is the maximum number of shifts the experiment may produce. As always, Aspects may be created, declared, tagged & invoked, and you may accept future compels when generating this total.
Once this number is set, you must roll a Resources or Resolve (the lower) total equal to or greater than the Planning number to succeed on the Experiment. As with the Planning, you can freely use Aspects.
It should be mentioned that the GM may assign a penalty to Planning or Implementation if he feels the experiment does not suit the setting.
At first glance, it may seem that it is difficult to create truly spectacular Experiments. This is by design. Experiments can be game-changing or game-breaking; therefore, they need to be difficult.
Finally, most Experiments take multiple scenes (or adventures) to create, although a PC is not forced to go slowly.
Extra: Medical Treatment
Permissions: Anyone can attempt medical treatment.
Costs: skill ranks in Medicine (which may be 0)
There are two types of Medical Treatment: First Aid & Medical Attention. First Aid can be used in combat situations but Medical Attention requires a place where the doctor or medic can work uninterrupted.
To perform First Aid, roll Medicine. If you achieve shifts equal to or greater than the level of the Consequence, you have succeeded. Success means that whoever inflicted the Consequence does not receive the Free Tag for inflicting it.
To provide Medical Attention, roll Medicine. Success will downgrade the severity of the Consequence (Severe to Moderate, Moderate to Minor.) A Minor consequence which is reduced becomes a Temporary Aspect which will last until the end of the next scene. It takes 4 shifts to reduce a Minor consequence, 10 shifts to reduce a moderate, and 16 shifts to reduce a Severe. Any Consequence may only be reduced once by Medical attention. A “Broken Arm” can become a “Splinted Arm”, but the “Splinted Arm” cannot be reduced past that (except by normal healing, i.e. Time). It takes a scene to provide Medical Attention.
If you do not have the Doctor Stunt and fail when performing Medical Attention, you increase the level of severity of the Consequence you were treating.
Only one Medical Attention roll may be made per physical consequence.
It is important to note that Physical Consequences will not begin to go away until either First Aid or Medical Attention is received. Finally, a Consequence must receive Medical Attention soon after it is received in order to gain the benefit of the Medical Attention (usually within a scene or two of receiving it). Otherwise, Medical Attention only begins the healing process.
Extra: Psychological Treatment
Permissions: Anyone can attempt psychological treatment.
Costs: skill ranks in psychology (which may be 0)
Unlike Medical treatment, there is no “First Aid” for Mental consequences. Psychological Treatment is different from Medical Attention in that you must use Empathy to diagnose the problem first. The difficulty is 2 shifts greater than the level of the Consequence. Once that is done, you may try to treat the Consequence. Treating the Consequence works like Medical Attention.
If you do not have the Psychologist stunt, then failure increases the level of severity, except that a Consequence cannot be made worse than Severe. When you fail to treat a Severe Consequence, the patient gains a new minor Consequence which you cannot treat.
There is no time limit to treat a Mental Consequence. (In fact, it is usually easier to treat it later rather than sooner as you have more time to create Aspects to use to treat the Consequence.)