Not much to say about this one, though that may just be down to continuing frazzlage from the move. In fact, it's short enough I'm not even going to LJ-cut it. Sorry, those who'd gotten used to that easier means of skipping these things. 8-)
1924
[Aberrant] Dr. Primoris writes in his journal about the way heroic Inspiration works to protect its bearers from what would otherwise be certain death.
"I am convinced that the ones who survive again and again are more than human," Donighal writes, "even if they seem completely normal. One outrageous coincidence in a lifetime is more than enough for most, but these adventurers often do six impossible things before sunrise..." Most daredevils explain their luck simply in terms of the old saying "Fortune favors the bold."
Primoris speculates that this may be exactly the explanation for heroic Inspiration (what the
d20 version calls "daring Inspiration"). "The impossible does not generally follow these people as it does those of my ilk, but the improbable is their constant bedfellow. Their minds subconsciously manipulate the pseudoaether; in turn, it manipulates reality in small ways in the adventurer's favor."
In mechanical terms, this is represented by "dramatic editing" the ability to tweak a scene in ways that help the character. This costs Inspiration points (the energy that fuels the Knacks of Adventure!'s player characters). Any Inspired can do this, but daredevils usually have more Inspiration to spare for it, since their heroic Knacks ("daring feats" in d20) don't require Inspiration to fuel them the way psychic and dynamic ("quantum") Knacks do.