1 for player characters and other Wild Cards, 0 for most NPCs
Increase or decrease by two up to 12. The value represents the dice that you are going to use in a roll, i.e. 4 = 1D4.
When icreasing above 12, increment by 1 so the formulas for Parry and Toughness still apply.
Drug addiction
Your warrior has an annoying or dangerous compulsion. A Minor Habit irritates those around her but isn’t dangerous. Maybe she picks her nose, can’t stop fiddling with her phone, says “y’know” in the middle of every sentence, or chews and smacks her gum loudly and often. Allies avoid her if possible.A Major Habit is a physical or mental addiction of some sort that is debilitating or possibly even deadly. This includes drug use, chronic drinking, or perhaps even an addiction to virtual reality in a high-tech setting.An addict who doesn’t get his fix must make a Vigor roll every 24 hours he goes without or take a level of Fatigue (see page 100). Once every 24 hours, a Healing roll with some sort of appropriate medicine removes one level of Fatigue for four hours. After that the Fatigue returns and can only be recovered with the addicting substance.
Aces are pilots and drivers who have a special affinity with their car, boat, plane, or other vehicle. They ignore two points of penalties to any Boating, Driving, or Piloting roll, and may spend Bennies to Soak damage for any vehicle they control or command, using the appropriate Boating, Driving, or Piloting skill instead of Vigor. Each success and raise negates a Wound.
| Advances | Rank | |:------------:|:-------:| | 0-3 | Novice | | 4-7 | Seasoned | | 8-11 | Veteran | | 12-15 | Heroic | | 16+ | Legendary |