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Quick Reflexes
FireTipos PhysicalInterpersonalDescrição
The duelist Bayushi Eiya, known as the Artist of Death, is renowned for three things: One: his intricate mask, said by some to cover a small scar that marks his only defeat and by others to conceal nothing at all. Two: his ruthless sword—his dueling style inflicts maximum punishment upon his opponent before delivering the final stroke. And three: the speed of his attack. A great calligrapher, he was inspired by the quick movements of his brush, each stroke seeming to seek out lines on its own. He transferred his art to the movement of his blade, and now possesses a fluid and terrible grace.
Efeitos
The following apply to a character with the Quick Reflexes distinction:
At the start of each scene, you can always grab an item within reach or reposition it a few paces within your environment. The GM is the final arbiter of how much you can prepare or how much distance you can achieve before the rest of the scene begins.
When performing a check for which you must act swiftly (such as a Meditation [Fire] check to generate initiative during a duel or a Survival [Fire] check to put together a makeshift weapon), you may reroll up to two dice.
Texto do livro
Core Rulebook · Chapter 2: Creating a Character › Specific Advantages › Specific Distinctions › Quick Reflexes (Fire) · p. 109
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The duelist Bayushi Eiya, known as the Artist of Death, is renowned for three things: One: his intricate mask, said by some to cover a small scar that marks his only defeat and by others to conceal nothing at all. Two: his ruthless sword—his dueling style inflicts maximum punishment upon his opponent before delivering the final stroke. And three: the speed of his attack. A great calligrapher, he was inspired by the quick movements of his brush, each stroke seeming to seek out lines on its own. He transferred his art to the movement of his blade, and now possesses a fluid and terrible grace.
Types: Physical, Interpersonal
Effects: The following apply to a character with the Quick Reflexes distinction:
At the start of each scene, you can always grab an item within reach or reposition it a few paces within your environment. The GM is the final arbiter of how much you can prepare or how much distance you can achieve before the rest of the scene begins.
When performing a check for which you must act swiftly (such as a Meditation [Fire] check to generate initiative during a duel or a Survival [Fire] check to put together a makeshift weapon), you may reroll up to two dice.
