Mega-Wits

The Wits Trait measures the character’s ability to think on her feet and react quickly to a certain situation. It also reflects a character’s general cleverness. Characters with low Wits ratings are thick and mentally lethargic, or maybe gullible and unsophisticated. By contrast, characters with high Wits Traits almost always have a plan immediately and adapt to their surroundings with striking expedience. Characters with high Wits also manage to keep their cool in stressful situations.

Mega-Wits is one of the most disturbing Mega-Attributes for normal humans to deal with. Watching a nova pick up a truck or outrace bullets just seems sort of surreal after a while, but witnessing someone who is always 20 moves ahead is disconcerting

## **Mega-Wits Enhancements**

Enhancements that characters with Mega-Wits can learn include the following.The user receives one enhancement per dot in the relevant Mega-Attribute.

* **Analyze Weakness***(Lvl 1)***:** The user can ignore  ****[ ⤊WIT ]**** of  against a single combatant.
* **Analyze Weakness***(Lvl 2)***:** The user can ignore  ****[ ⤊WIT ]**** of  against all combatants.
* **Analyze Weakness***(Lvl 3)***:** The user can ignore  ****( ⤊WIT )**** of  against all combatants.

* **Autopilot:**  ****[ ⤊WIT ]**** to find safety no matter how hurt, drugged, or deeply asleep you are.

* **Base Model:** This dot cost 4xDot as opposed to the normal 5xDot. Stacks with ***Unholy Attribute**.*
* **Clandestine** *(Lvl. 1)***:** The user receives **+** to all forms of espionage.
* **Clandestine** *(Lvl. 2)***:** The user receives **+** to all forms of espionage.
* **Clandestine** *(Lvl. 3)***:** The user receives **+** to all forms of espionage.
* **Combatre** *(Lvl. 1)***:** Each turn spent fighting an enemy grants a **+1** to damage when initiative is higher.
* **Combatre** *(Lvl. 2)***:** Each turn spent fighting an enemy grants a **+1** to defense when initiative is lower.
* **Combatre** *(Lvl. 3)***:** Each turn watching a single enemy fight grants the *Lvl. 1* or *Lvl. 2* bonuses.
* **Day Trader:**The user can maintain their resource dots while only working a few minutes a day.
* **Deduction:** The user can understand technical information at an equal  **[ ⤊INT ]** user.

* **Demoralize****:** **[ WIT ]** *vs*  **[ RES ]****+**  **[ COM ]** To force enemy to degeneration on the spot.
* **Emulation****:**The user can completely profile and mimic a person after a few days of observation.

* **Goat Getter:****[ WIT ]**vs **[ RES ]****+**  **[ COM ]**Opponents receives (Net Successes) penalty to all actions.
* **Machinations of my Mind:** The StoryTeller will act as the users subconscious while plotting and scheming.
* **Mental Prodigy** *(Lvl 1)***:** The user receives **+** to all roll that uses the defined mental skill.
* **Mental Prodigy** *(Lvl 2)***:** The user receives **+** to all roll that uses the defined mental skill.
* **Mental Prodigy** *(Lvl 3)***:** The user receives **+** to all roll that uses the defined mental skill.
* **Mind Restoration:**  ****[ ⤊WIT ]**** to restore memory loss, brainwashing, and sever trauma.
* **Omega-Wits****:** You can now use **[ WIT ]** as the primary attribute for dual-attribute pools
* **Puzzler** *(Lvl. 1)***:** The user receives **+** to all rolls to solve enigmas.
* **Puzzler***(Lvl. 2)***:** The user receives **+** to all rolls to solve enigmas.
* **Puzzler***(Lvl. 2)***:** The user receives **+** to all rolls to solve enigmas.
* **Last Great Pitch:** The user receives **+** on any attempts to make a deal.
* **Unimpressionable:** The user can ignore all forms of social intimidation. Decisions are made by player.