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Investigative skills refresh between each case
(or breakpoint, for longer cases)
Health refreshes 2 pts/day of restful activities.
Athletics, Driving, Hand­to­Hand, Piloting,
Shooting and Weapons refresh after 24 hrs
since last use.
Other general abilities and Stability refresh as
investigative abilities.
Paranormal
operation
Trust
abilities
refresh
after
Seriously wounded: Convalesce in hospital
#days = ­Health. 1/2 Health day after that, full
health day after that
Spend 1 hour at safe haven to refresh 3 gnrl
abilities (not Health, Stability)
each
If a character lives his drive, refresh 1­2 pool
pts from any general ability (1/session/player)
Cover and Network do NOT refesh
refreshes
after
each
operation
Symbol
­
A
few
minutes
of
meditating/revering your symbol gives 1
Stability back. 1/session
Solace ­ 6 hrs of interaction with solace gives
2 Stability 1/session
Solace ­ 1 full day of interaction gives full
refresh of Stability
Gear Devil
­ Req. Drive/Pilot 8+. Narrative
refreshes 3 pts to Drive/Pilot. 4 pts if well
done. 1/Chase
Parkour
­ Req. Athletics 8+. Narrative
refreshes 3 pts Athletics. 4 pts if well done. 1/
foot chase
Invoking an investigative ability during a
chase might give a partial refresh on chase
ability
At the end of session where Place of Safety is
inviolate refresh 1 Stability
If get to Place of Safety unobserved, refresh
Stability completely
Addictive disorder (Burn Mode) ­ Refresh 2
Stability by engaging in addiction
If a spend gives an impressive result, regain
1d6 pts
Martial Arts
­ Req. Hand­to­Hand/
Weapons 8+. Narrative refreshes 3 pts to
Hand­to­Hand/Weapons. 4 pts if well done.
1/fight
Technothriller
Monologue
­
Req.
Shooting 8+. Narrative refreshes 3 pts to
Shooting. 4 pts if well done. 1/fight
Tactical Fact Finding
­ If GM added to (or
before) cbt, finding a tactical fact gives a
refresh in specified ability
Medic
­ 2 Health per pt of Medic. Max
healing = level before last wound. Recepient
must be Hurt. If self 1 Health per pt.
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