New Hyper-Personality Enhancements
Hyper-Personality is a very useful Power, but the following Enhancements make it even more useful, particularly in combat situations.
> Hard Glare (Enhancement)
Equivalent to the Hyper-Will Enhancement Hard Glare.
> Innocuous (Enhancement)
Description: Everyone knows that you couldn’t be responsible for that awful crime. They know that you’re a great girl, that you wouldn’t hurt a fly.
Game Mechanics (Innocuous):
- Enhancement Type: Miscellaneous.
- Cost to Use: None.
- Action to Use: None.
- Investigation rolls against the hero suffer a penalty equal to (Levels *3), or (Reputation -10), whichever is higher. The hero gains a +(Levels) Bonus to all Trickery rolls to disguise themselves as a random individual, but not as a specific person.
> Psychological Manipulation (Enhancement)
Description: Your keen knowledge of psychology allows you to manipulate others’ emotions against them. Your golden words can find the hidden virtue in the heart of a hardened criminal, or shatter the conscience of the guilty.
Game Mechanics (Psychological Manipulation):
- Enhancement Type: Attack.
- Cost to Use: Standard.
- Action to Use: Attack.
- Make an opposed PER + Notice vs. the target’s MDEF. If successful, the hero learns one of the target’s Motivations. If the hero can pose a Social Attack against the target as an ethical dilemma involving this Motivation, the target loses an additional 1d6 DET.
> Verbal Jab (Enhancement)
Description: You jolt the enemy with well-chosen, hurtful words. For a moment, they stumble, giving you the edge you need to hit with something more concrete.
Game Mechanics (Psychological Manipulation):
- Enhancement Type: Attack.
- Cost to Use: Standard.
- Action to Use: None.
- When you successfully taunt a target (see the Trickery Talent), the target suffers a penalty of (Levels *2) to CDEF and RDEF for 1d3 Rounds.