Differences on 4R Alpha remarks by Niels B
* Firearms damage:
Bullets adding characteristics in more modern settings.
Think AP bullets adding penetration.
Also maybe creating a seperate category for firearm damage type (F?) to be able to distinguish sharp vs fast (Spear vs Kevlar opposed to bullet vs Kevlar)
* Armor:
Specifically the leather jacket:
Works against Slashing weapons, which inherently deal Lethal damage (Otherwise it would be a Bludgeon). Yet increases B soak versus those weapons and has no function vs Bludgeons. Seems contrary.
* Technique:
Instill Terror
((Found the already written out ones under Intimidation instead, but keeping this for reference))
Prerequisites: Expression 3, Emotive Expression, Emotional Speech
When focussing on Anger, you get an extra bonus die to convey the things that might happen to them if they let you down. This also allows you to substitute Expression for Intimidation when using only expression (no force) to convey the threat.
Alternatively:
When focussing on Fear, you get an extra bonus die to convey the power a third individual wields and the consequences of letting *them* down.
Also grants an additional aid die when assisting an intimidate roll and allows assistance based on expression rather then intimidation.