IV: Dang Details!

VIGOR BOONS 
Bruiser 
You are physically taller, larger and more intimidating than others of your Species. You must have a Vigor score of 3+ to possess this Boon. 
 
-You gain Knack on all attempts to bully or threaten someone using your imposing appearance. This allows you to use your Vigor score as a “Social” ability. You cannot attempt to Intimidate someone who has this Boon as well.  
 
-You gain Knack on any rolls where your large size might prove beneficial in a physical situation, such as playing tug of war (against someone without this Boon) or when you are battering down a door with your pure bulk. 
 
-You can spend a point of Spark to perform an impressive feat of pure brawn without rolling. You could batter down a sturdy door, hold up a heavy gate while your allies escape under it, or even bend rusty iron bars. The Director has final say on use of this ability, so you cannot hurl a bear into outer space, for example (only Dave can do that.) 
 
Scrapper 
You are no stranger to combat, and can tussle with the best of them. Whether you have been formally trained in martial arts or are simply a veteran of no-rules street fights, you excel in the fine art of delivering PAIN! 
 
-You gain Knack on any close combat rolls using Unarmed attacks or Melee weapons. 
 
Energized! 
You have a nigh-limitless reserve of Energy that you can call upon, and are always bounding about with excessive adrenaline.  
 
-Your Maximum energy Pool is now 125 instead of 100. 
 
-It costs 2 less Experience Points to increase your Energy Pool (lowering the cost from 5 to 3.) 
 
Tough as Nails 
Who needs armor? You’re either exceedingly inured to violence, or you’re too crazy to care, or both. Your skin is thick and tailor made for abuse! 
 
-You have a natural Armor Rating of 2. You can still use armor and shields if you really want to, but you would use whatever Armor Rating is highest, and you wouldn’t stack the bonuses from your tough hide. 
 
Sentinel 
You require far less sleep and nourishment to survive than normal.  
 
-You can get by with 6 hours minus your Vigor score of sleep per 24 hours without missing a beat. Therefore, someone with Vigor 2 requires only 4 hours of sleep every day to function normally. 
 
-You need only consume 1 point of Rations every other day.  
 
-You can hold your breath for an extended period of time as well, roughly three times longer than usual. 
 
Olympian 
You are no stranger to the rigors of physical activity and lead an active lifestyle. Possessing this Boon also means you have a fit and muscular physique to show for it. 
 
-You gain Knack on any rolls relating to any kind of physical sport, as well as rolls to climb, swim, or lift hefty objects.  
 
-You gain Knack on any ranged attacks made with heavy thrown weapons like large rocks, throwing hammers, or the like. 
 
Survivalist 
You’re at home in the wilderness, and can adeptly live off the land for as long as you choose.  
 
-You gain Knack on all rolls where your mastery of nature might prove beneficial, such as tracking someone through a forest.  
 
-You know which plants are poisonous and which are not, and can build a shelter with raw materials in about 2 hours.  
 
-You can make a foraging roll once per day, rolling a Vigor check (with Knack). Each Success you accrue nets you 5 Rations worth of food and water. This takes d6 hours. You may spend a point of Spark to reduce this time to 1 hour (you may choose to do this after you see the roll result). 
 
High Pain Tolerance 
You can take a licking and keep on ticking, and are “blessed” with an enhanced ability to push beyond pain. 
 
-You gain knack on all Vigor tests to take Wound damage.  
 
-Whenever you are suffering from Wound damage, any 6’s you roll still count as 2 successes. 
 
Poison Proof 
You can swim through a sewer while chain smoking a pack of Marlboros and not even cough in the process.  
 
-You gain Knack on all rolls where your resilience to chemicals or poisons might come into question (If you are using the Optional Rules for Environmental Contamination, this Boon grants Knack to rolls to resist that as well).  
 
-You are flat out immune to common poisons, like snake bites, scorpion stings, or even common poisons. This does not grant you immunity from GIANT spider poison, magical toxins, or rare and highly potent toxins, however, but you still do gain Knack on rolls to resist those dangers.  
 
-Your...curious constitution handles toxins admirably. You can function normally under the effects of any alcohols or drugs native to your setting, and you will never succumb to addiction, no matter how heavily you indulge. 
 
Second Wind 
You can dig down deep and tap into a reserve of latent power to see you through when the chips are down.  
 
-Once per day, you may take a Half Action to take a Second Wind. Roll a Vigor check with Knack. You regain 5 Energy + 5 for each Success that you roll. You may not take a Second Wind if you have 0 Energy. 
 
Indomitable 
You simply refuse to go down for the count, and it will take more than a few decisive hits to bring you low. 
 
-You may sustain one more Wound than normal. You are Knocked Out when you suffer a fourth Wound instead of a third.  
 
AGILITY BOONS 
Marksman 
You have good aim and prefer to dispatch foes from a distance.  
 
-You gain Knack on all rolls made with ranged weapons as long as the target is outside of five feet from you.  
 
-If the target is in Melee range with you, then your attack rolls with ranged weapons do NOT gain Knack. (It is harder to shoot at someone when you are wrestling for control of your weapon)  
  
-You gain Knack on all attack rolls using light throwing weapons like darts or small throwing knives. You do not have Knack when throwing heavy projectiles (take the Olympian Boon for that.) 
 
Lightning Reflexes 
You react to danger promptly and can move with rapid swiftness once the bullets start flying.  
 
-Whenever you roll Initiative, you re-roll all 1’s.  
 
-Due to your fast hands, you can also draw or stow any weapons or shields you use faster than normal. If a weapon takes a Full Action to draw or stow, it takes a Half-Action for you. If a weapon takes a Half-Action to draw or stow, you may do so as a Free Action. 
 
Stealthy 
You move like a shadow in the night, and I am certain that you are an honest, upstanding citizen with absolutely no malice in your heart whatsoever. 
 
-Due to your sneaky nature, you gain Knack on all rolls made to avoid detection or hide.  
 
-You gain the Ambush ability, making any attack against an unwitting opponent deal Code Red (7) damage, no matter what the damage value of your weapon actually is. It costs a point of Spark to use this ability, and your opponent must be ignorant of danger and not on alert. 
 
Criminal 
You’re not opposed to bending the law here or there to make a way for yourself in the world.  
 
-You gain Knack on all rolls to pick pockets, hotwire cars, pick locks, forge documents, crack safes, palm objects, or cheat at dice or cards.  
 
-Those with this Boon have undoubtedly brushed up against the law a time or two in the past, and are most likely known to local authorities for their grifting ways. You at least have some manner of criminal record. 
 
Acrobat 
Your movements are fluid and you can contort your body in a variety of impressive ways and positions.  
 
-You gain Knack on any rolls where this increased flexibility might be of use, like escaping bonds, wriggling into tiny places, maintaining balance in difficult situations, or even putting on shows of your Acrobatic prowess to impress and entertain others.  
 
-You gain the Flash Dodge ability, which allows you to spend a point of Spark whenever you are hit in combat to immediately roll an Agility test with Knack. Each success you gain on this roll negates one Success of the attack roll made against you. 
 
Dual Wielder 
You’ve mastered the art of using both hands to deadly effect in combat.  
 
-You can take a Full Action to take one attack with each weapon you are holding. You can only Dual Wield weapons that deal Code Yellow damage or lower due to their relatively light weight. 
 
Navigator 
You are adept at the controls of vehicles native to your setting. 
 
-You gain Knack on any rolls made to operate any sort of vehicle that requires manual dexterity to pilot. In Fantasy settings, options may be limited to Horse Carriages, Sailboats and Gnomish Flying contraptions, but in more modern Settings, this Boon allows you to feel just as comfortable in the cockpit of a jet plane as you would be behind the wheel of a car. 
 
Fluid Strikes 
You’ve learned to make the most of your pinpoint-accurate strikes and keen aim in a fight.  
 
-You may now use Agility to make Close Combat attack rolls instead of Vigor. Keep in mind that if you want Knack on close combat attack rolls, you still need to invest in the Scrapper Boon. 
 
Moving Target 
You are tremendously light on your feet and always keep moving in a fight, making you harder to hit than normal.  
 
-In combat, any attack dice that come up 6’s against you count as 1 success instead of 2. This ability loses its effect when you are reduced to less than 10 Energy. 
 
Speed Demon 
You enjoy a lengthy stride and can cover far more ground than usual.  
 
-Your speed increases by 10 Feet.  
 
-It only costs you 3 points of Spark instead of 5 to take an Extra Action. Remember, no matter what, you can only take one Extra Action per turn. 
 
Whirlwind 
You can unleash a flurry of blows on unsuspecting opponents, reminding them that speed kills. 
 
-Once per battle, you may use the Torrent of Strikes ability by spending a point of Spark before you attack. Your attack difficulty becomes 6, but should you succeed, you can immediately make another attack at difficulty 6 at any target within 10 feet of you. You may keep making attacks in this fashion until you miss, up to a maximum of your Agility score. You may use either close or ranged attacks for this ability. 
 
SMARTS BOONS 
Bookworm 
You’re a hard-core dork and spent the majority of your formative years hunched over a book in a library somewhere. Between relentless schoolyard beatings and locker-stuffings, you have managed to memorize all the literary greats! You can quote all the classics and cite all the preeminent thinkers of your age. This bra-bomb better work, Nerdlinger! 
 
-You gain Knack on all rolls involving Academic study, book learning, culture, literature and the Humanities.  
 
-You gain the Fast Learner Ability. At the end of every adventure, roll a Smarts test. If at least one of the dice rolled comes up as a 6, then you immediately gain 1 bonus point of Experience. Multiple 6’s on this roll do not give you more Experience points, you greedy goose! 
 
-For simplicity’s sake, if you learned it in a Library, it’s covered under this Boon. If you learned it in a Laboratory, then it’s covered under the Science Boon. If you want to be a REAL geek, then take both and just see what happens to your social life. 
 
Scientist 
You’ve poured more Mentos into Soda bottles than you could ever hope to count, and have an analytical and scientific mind.  
 
-You gain Knack on all rolls involving Scientific study and the secrets of the Universe. You are knowledgeable about matters of Chemistry, Astronomy, Physics, Biology, and anything else that Mister Spock would probably be into. 
 
-You gain the Alchemist ability, which allows you to gather and combine Special Herbal Ingredients for use in Alchemical Concoctions. You must purchase an Alchemist’s Kit (250 Units of Wealth) to use this ability.  
 
- Whenever you are in an area likely to have Herbal Ingredients (like a lush glade or a highly floral area), you may attempt a Harvesting test by rolling a Smarts test with Knack. This roll takes d6 hours and you cannot Harvest the same place twice. Each success on this roll nets you one Herbal Ingredient. Furthermore, defeating Plant-Based foes might also yield usable Herbal Ingredients. It takes 1 hour and a point of Spark to Brew one Concoction. Some example Concoctions are listed below. 
 
Visi-Drops: One application of these eye drops allows the user to see perfectly clearly in complete darkness for up to one hour and retain the ability to see color. This costs 5 Herbal Ingredients.  
 
Feast in a Flask: This clever little drink can be consumed to provide a full week’s worth of nourishment in one single container. If you are using the Optional Survival rules, then consuming this Potion excludes you from needing to consume Rations for 7 days. This costs 5 Herbal Ingredients.  
 
Acidic Brew: This ultra-corrosive liquid can eat through sturdy metal and be useful in a pinch. A bottle of this virulent green stuff can also be hurled at enemies, and deals Code Yellow damage (this attack ignores all armor), as well as d6 additional damage at the start of the target’s turn for the next 3 turns. This costs 5 Herbal Ingredients. 
 
Revivification Tonic: Once this miraculous liquid is ingested, roll a Vigor test with Knack. You immediately regain 5 Energy + 5 per success you rolled. This costs 10 Herbal Ingredients. 
 
Toxin Dispersal Tea: One sip of this delicious tea immediately nullifies any one poison currently affecting you OR lowers your Contamination level by d6 if your Setting makes use of the Environmental Corruption rules. This costs 10 Herbal Ingredients. 
 
Keep in mind that the examples above are just some ideas of what is possible with Herbal Ingredients. Feel free to come up with your own creative uses for this quirky resource. Any use of Herbal Ingredients must be cleared with the Director. 
 
Perceptive 
Your senses are sharper than most people, and you manage to absorb more sensory information than others from your surroundings. Keep in mind that this Boon helps with direct sensory information. Detecting when people are lying to you is covered under the Intuition Presence Boon. 
 
-You gain Knack on all rolls where your superior senses might be of benefit, such as examining a crime scene, trying to find someone who is actively hiding, or eavesdropping into a conversation happening in another room.  
 
-You can spend a point of Spark to read lips from a distance for up to one minute per point of Smarts you have. 
 
-You gain the Photographic Memory ability, and never forget a thing you have seen, heard or read, and you can recall events and even entire conversations with people as long as you physically witnessed them. 
 
Great Communicator 
You have an inborn knack for linguistics and the written word, and are a walking Rosetta Stone!  
 
-Whenever you spend Experience Points to learn a new language, you may choose an extra language to learn at no extra cost. Two for the price of one? What a deal! 
 
-You gain Knack on all rolls made to decrypt codes or decipher symbols used to communicate. 
 
-Even if you do not understand the language of someone you are interacting with, you can spend a point of Spark to enter into very basic communication with them and be understood for one hour. 
 
Grease Monkey 
You’re at home in a Garage or Workshop, and can make magic as long as you have a screwdriver and some duct tape.  
 
-You gain Knack on all rolls to use and repair Mechanical devices native to your setting. You must have a set of Tools (these cost 100 Units of Wealth) to conduct any serious repairs or modifications, however. 
 
-You gain the Tinkerer Ability, which allows you to use a resource called Spare Parts to construct temporary, one-use mechanical Gadgets to aid you in your adventures. 
 
- Whenever you are in an area likely to have useable scrap (like a junkyard or a factory), you may attempt a Scavenging test by rolling a Smarts test with Knack. This roll takes d6 hours and you cannot Scavenge the same place twice. Each success on this roll nets you one Spare Part. Furthermore, defeating mechanical or robotic foes might also yield usable Spare Parts. It takes 1 hour and a point of Spark to forge one Gadget. Some example Gadgets are listed below. 
 
Multi-Lung: This rusty little face mask covers the nose and mouth, and allows the wearer to breathe underwater for 1 hour. After its supply of Oxygen has been consumed, the Multi-Lung is rendered useless. This costs 5 Spare Parts. 
 
Junk Grenade: This small projectile explodes on impact and sends small, jagged bits of rusty metal, nuts and bolts flying in all directions. This deals Code Orange damage to everyone in a 10-foot radius of impact. This costs 5 Spare Parts. 
 
Sensor Alarm: This small mechanical speaker automatically emits an obnoxious, rather loud alarm wail whenever a hostile entity enters within 30 feet of its detection radius. After a Sensor Alarm is triggered, its speaker blows out and it is rendered useless. This costs 5 Spare Parts. 
 
Ammo Press: You may convert 10 Spare Parts into 3d6 worth of Code Yellow Ammunition OR 2d6 worth of Code Orange Ammunition OR d6 worth of Code Red Ammunition. 
 
Volt Plate: This crude armor breastplate is rigged with electric emitters. Whenever the wearer of the breastplate is hit with a close combat attack, the breastplate belches forth a heady electrical charge that damages the attacker. When a Shock Plate activates, the attacker takes half the damage that their attack dealt to the wearer. After its first discharge, the Shock Plate’s circuit board is fried and is rendered useless. The wearer may choose which attack triggers the Shock Plate. This costs 10 Spare Parts. 
 
Keep in mind that the examples above are just some ideas of what is possible with Spare Parts. Feel free to come up with your own creative uses for this quirky resource. Any use of Spare Parts must be cleared with the Director. 
 
Computer Wiz 
You are adept at all things Binary, and can play a Motherboard like a violin. I don’t know what any of these things mean, but you get the idea. This Boon is only available if you Setting has access to modern Computers and technology. In short, this Boon covers all manner of “High tech” devices and gadgets, where parts are small and delicate. The Grease Monkey Boon covers all manner of “Low Tech” devices and gadgets that often require tools and free space to repair. After all, it takes a whole lot more space and gear to fix a car than it does to Reboot a Computer 
 
-You gain Knack on any rolls made to use, repair, hack, or otherwise interact with Computers. This includes dorky stuff like playing video games as well.  
 
Note that you do not need this Boon to perform routine Computer functions like visit a website or look up something on a search engine, but it is required if you want to code programs, circumvent firewalls, or write a program from scratch. 
 
Master Debater 
You think in a clear and concise manner and can present rational, logical arguments to sway others who are also intellectually minded.  
 
-You may roll Smarts tests with Knack as a social roll as long as you are dealing with someone who is cultured and educated enough to appreciate it. Naturally, you wouldn’t be able to use this ability to convince a tribe of brutal Orc cannibals that they should let you go, so remember that this form of communication only works with fellow intellectuals. 
 
Iron Will 
You are resolute and determined when you make up your mind, and possess an inner discipline that few others could ever dream of.  
 
-You gain Knack on any rolls where your potent Willpower would benefit you in resisting temptations or mental influence.  
 
-You may spend a point of Spark to immediately negate any abilities or powers that read your thoughts, memories, or otherwise influence your mind. 
 
-If you ever suffer Energy damage from a Psychic attack, reduce the amount of Energy damage taken by your Smarts score. 
 
Doctor 
You are a trained practitioner of the healing arts, which make use of medical knowledge, copious study, and keen intellect. You know a great deal about infectious disease and how to treat the sick, and can employ your medical knowledge to the betterment of others.  
 
-You gain Knack on any rolls relating to medicine or its application.  
 
-Wounded patients under your care can roll a Vigor test with Knack every 24 hours as long as you are supervising their recovery. Each Success on this roll heals the target of one Wound. 
 
-You may take a Full Action and spend a point of Spark to use the Combat Medic ability on anyone that you can physically touch. The target is immediately healed of D6 plus your Smarts score in Energy. This ability only works if the target has at least 1 Energy left in their pool. 
 
-You may spend a Half Action to revive a Knocked-Out character instantly. 
 
If you are playing a character who is of a more primitive discipline of the Healing arts, then you should take the Hearth Healer Presence Boon instead of the Doctor Boon. The benefits are the same, but the flavor and the base Stat differ depending on the type of Healing arts you are learned in. 
 
Streetwise 
You’re at home in the gritty, seedy underbelly of society. 
 
-You gain Knack on all rolls where your street knowledge would benefit you, such as socially interacting with criminals, finding out who can get illicit drugs or contraband, or any other nefarious bit of juicy knowledge you could hope to learn. You are at home in such surroundings, and don’t look out of place when navigating such dangerous areas. 
 
Brainpower 
Your bulging brains offer you the ability to think outside the box and grant you abilities beyond the ken of most normal folks. 
 
-You calculate your Energy Pool using your Smarts Stat x20 instead of your Vigor Stat x20.  
 
-You are something of a Human calculator, and are able to perform complex mathematical equations in your head just as quickly as a computer could. 
 
PRESENCE BOONS 
Charmer 
You have a likeable personality and know how to flatter and cajole with your words and body language. 
 
-You gain Knack on all rolls made to influence or charm others with good humor, witty banter, flattery, outright deception, or a silver-tongued sales pitch. Keep in mind that this type of social interaction doesn’t work with everyone, and you would have a hard time trying to sweet talk a Super Computer (get the Master Debater Smarts Boon for that), intimidate a Bouncer to let you into a club (get the Bruiser Vigor Boon for that), or negotiate a tense treaty between two warring street gangs (get the Streetwise Smarts Boon for that). Social rolls are all about the audience you are attempting to influence. 
 
Primal Spirit 
Animals are naturally soothed in your presence, and you have an affinity with the wild things of the world around you. 
 
-You gain Knack on all rolls to interact with, ride, or train natural beasts (Monsters are not Beasts).  
 
-You gain the Wild Soul Ability, which means that natural animals will not attack you unless you start the fight or the animal is already enraged. 
 
Hearth Healer 
Wanna be a Shamanic sort or a Witch Doctor? If a more holistic medical tradition appeals to you more than bleeding edge surgery and white lab coats, this is the Boon for you! Hearth Healer works in exactly the same way as the Doctor Smarts Boon does, with the exception that it swaps all uses of the Smarts Stat for the Presence Stat instead. Both Boons function exactly the same way, otherwise. 
 
-Wounded patients under your care can roll a Vigor test with Knack every 24 hours as long as you are supervising their recovery. Each Success on this roll heals the target of one Wound. 
 
-You may take a Full Action and spend a point of Spark to use the Good Mojo ability on anyone that you can physically touch. The target is immediately healed of D6 plus your Presence score in Energy. This ability only works if the target has at least 1 Energy left in their pool. 
 
-You may spend a Half Action to revive a Knocked-Out character instantly. 
 
If you are looking to heal people through the use of Stethoscopes and X-rays instead of Healing Powder and strategically applied Leeches, take the Doctor Smarts Boon instead of this one. 
 
Born Leader 
You can inspire others and are a natural beacon of Leadership. When times get tough, others naturally seem drawn to your presence and seek your opinions on a course of action. You stand out in a crowd as someone who knows what they are doing in a desperate situation. 
 
-You gain Knack on all rolls where your ability to lead others would be helpful. This also includes matters of tactics and battlefield logistics. 
 
-You can spend Spark to aid in rolls your Allies make or any rolls made against them (you normally can only spend Spark for yourself).  
 
-You can spend a Half Action and a point of Spark to use the Battle Cry ability, yelling out a powerful, inspirational shout that emboldens all allies within the sound of your voice. Allies who hear your Battle Cry re-roll all 1’s on any rolls they make for as long as the Ability lasts. Your battle cry lasts for a number of rounds equal to your Presence score. You can only use Battle Cry once per encounter and it does not affect you, only allies within earshot. 
 
Entertainer 
You were born for the stage, and crave the adoration of the crowd.  
 
-Choose one Medium of Entertainment per point of Presence you have. You gain Knack on any rolls to delight or entertain an audience with your chosen Mediums.  
 
-You gain the Virtuoso ability, which allows you to spend a point of Spark once per day to perform your finest piece for a crowd. Roll a Presence Stat test with Knack. As long as you score at least one Success, you raise the spirits of everyone who viewed your stirring performance, and they may re-roll any 1 die on the next die roll they make within the next hour.  
 
-Example Mediums include: Acting, singing, dancing, guitars, drums, stand-up comedy, piano, violin, Harmonica, etc. 
 
Master of Disguise 
You can alter your voice and appearance to impersonate someone other than yourself, or make up a whole new character entirely.  
 
-As long as you have access to cosmetics to enhance your disguise (wigs, fake noses, make-up, etc.) then you can spend a point of Spark to assume another identity completely. This takes about one hour. Attempts to pass as this new persona receive Knack, and you can maintain your disguise for 1 hour per point of Presence you have. 
 
Challenge! 
You have a rather...antagonistic personality, and can hurl insults with the best of them.  
 
-You gain Knack on any rolls made to taunt or egg on another person through ridicule.  
 
-This ability also lends itself well in combat, where you can spend a point of Spark and a Half-action to compel a target who can hear you to focus their attention on you exclusively. Whenever a target attacks anyone who is not you, the difficulty of their attack rolls is 6 even if they have knack. This ability lasts for one turn for each point of Presence you have, and you can only Taunt one person at a time. This ability does not work if there is no way that the target can get to you (If you’re standing behind a forcefield, standing on a rooftop 20 feet above the target, etc.)  
 
-If you purchase this, you may not take the Serene Soul Boon. 
 
Serene Soul 
Your presence is calming and your voice melodic. Others find your company tranquil and soothing, and you radiate a harmless, peaceful and inoffensive vibe.  
 
-In combat, you come off as far less threatening to others, and most opponents will ignore you in favor of a more dangerous target more times than not, unless they have a reason to focus on you (like you attacking them first.)  
 
-This sort of appeal is impossible to fake, and characters with this Boon are truly good natured and sincere. Beyond game terms, you find others tend to believe what you say and trust your judgement.  
 
-Due to your docile nature, you may not take the Challenge! Boon. 
 
Social Butterfly 
You have friends everywhere and thrive in social situations. People just naturally like you and it doesn’t take you long to establish a network of contacts and pals who will lend a helping hand when you need it.  

-In game terms, you can roll a d6 whenever a potential ally can be found that you can ask a favor from. On a result of 5 or 6, then you just so happen to know someone who can help you in your current situation. You may use this ability once per adventure per point of Presence you have.  
 
-Note that any friends you know are merely casual acquaintances who like you and won’t mind granting small favors, but are unwilling to risk their jobs or lives for you. If a friend of yours does stick their neck out to help you, you’d better believe that they will remember that favor and call it in at a most inconvenient time... 
 
Intuition 
You always trust your gut and have good instincts about the world around you.  
 
-You gain Knack on all rolls made to determine if someone is lying to you or otherwise hiding something. 
 
-Furthermore, you often times get uneasy feelings when danger is about to strike or when something is amiss, and the Director may offer up more information to you than normal due to your sharpened instincts. 
 
Salesman 
You are a scholar of the deal and know a great deal about economics and finance. Beyond this, you excel at matters of barter and trade, and often times end up with the better part of any fiscal exchange. 
 
-You gain Knack on any and all rolls where your expertise at matters of coin would be beneficial.  
 
-Normally, items resell for half their full value, but you are so adept at striking deals and salesmanship that any items you happen to sell net you 100% of their normal value. 


EDGES
Berserker
You've got a tad bit of a temper, and can spend 1 point of Spark once per day to fly into a frothing battle rage that turns you into a rampaging killing machine! You can prematurely end your furious outburst at any time at no cost. You gain the following benefits for the duration of your freak-out:

-Your Speed increases by 10 Feet

-All your close combat attacks you make add +1 to their Damage Value

-At the start of each of your turns, roll a Vigor test (with Knack). You gain 1 Energy for each success rolled.

-Your Armor rating increases by +1

-You cannot take any actions except Attack and Move.

The length of your rage depends on your rating in this Edge.

-Berserker: Your rage lasts 3 turns.

-Berserker+: Your rage lasts 5 turns.

Heroic Heart
The heart of a true Champion beats within your chest, and you stand out as a truly legendary figure among your peers.

-Heroic Heart: Increase your Spark Pool from 5 to 6.

-Heroic Heart+: Whenever you spend Spark for any reason, roll a d6. On a result of 6, immediately regain the Spark you spent.

Artisan
You are a talented craftsman and can spend Experience Points to create lasting works of art. When this Edge is chosen, choose a Craft that you are skilled in, such as Cooking, Tinkering, Blacksmithing, Tailoring, Painting, Alchemy, or any other Craft that can create an object or recipe of lasting significance or use. You don’t need to spend Experience Points to create a common example of your Craft, mind you, only for truly stand-out pieces of work or bold and ambitious projects. For example, if you’re a Cook and want to cook a nice breakfast for your pals, that just takes time and ingredients. But, if you wanted to create your own signature recipe that will take the region by storm and possibly net you your own successful restaurant chain, you’d need to sink some Experience into that.

As a hard and fast rule, it costs 0 Experience to create a common example of your Craft. It costs 5 Experience points to produce a High-Quality product, and it costs 10 Experience Points to produce a Masterwork. Your level in this Edge determines how many Masterworks you can produce in a year, as well as how long it takes you to create.

-Artisan: You may create one Masterwork per year of in-game time. Each Experience Point you sink into a project symbolizes one week of work.

-Artisan+: You may create your Presence score in Masterworks per year of in-game time. Each Experience Point you sink into a project symbolizes one day of work.

Get together with the Director to iron out any details about what you want to craft and the abilities such objects possess. Objects crafted using this Edge are special, and should be treated accordingly. If your character is a Blacksmith and spends 10 Experience to craft a special signature sword, then it certainly has a special ability and look that sets it apart from all other blades in the realm!

Status
Your name is known throughout your game world. Perhaps you come from a noble family, are widely feared or recognized for your skill, or perhaps you are downright famous or are a celebrity in your Campaign. Whatever the case, people know who you are. Work together with the Director to establish just how you earned your reputation. This Edge can also symbolize membership in an elite organization as well, if such a thing is available in your setting.

-Status: Your name is known throughout your immediate location. You are something of a regional celebrity, or you are a member of good standing in a selective organization.

-Status+: Your name is known throughout your Campaign setting. You are a household name, or you are a member of esteemed standing in a selective organization, with all the responsibilities and privileges that entails.

Keep in mind that Status is a double-edged sword, and being easily recognizable is all well and good until you need to keep a low profile. Also, celebrity and fame bring hazards like stalkers and meddlesome paparazzi who have a tendency to complicate your life when you least expect it.

Lifestyle
You lead a posh life and are no stranger to affluence. You may have come from a rich family, or started from nothing to amass a lucrative fortune, or even won the lottery. This Edge doesn’t just dump extra money on you, as that would be a bit tedious. Instead, investing in this Edge improves the quality of your equipment and clothes, and enhances your standard of living altogether. Furthermore, standard expenses like food and drink and shelter are not considered out of pocket expenses for you. Generally speaking, you wear fine clothes, are better groomed, and live in a much better home than most in your setting. Also, you may spend a point of Spark to perform a garish display of wealth, such as throwing a massive party more akin to an orgy straight of ancient Rome, or some other hideously expensive social feat that goes beyond having a wallet filled with cash. Your rating in this Edge determines your general financial outlook, as well as how many times you can flout your cash.

-Lifestyle: Upper Class. You are wealthy. You own a large home and several modes of transportation common to your setting. You have one trusted servant who handles the affairs of your household, as well as a staff. You can perform a garish display of wealth once per month.

-Lifestyle+: Elite. You are the 1%. You own one extravagant home in your area and a few other properties elsewhere. Your trusted servant is even more capable, and your household staff even larger. You can perform a garish display of wealth once per week. People like you are the reason the French Revolution happened.

Beyond buying sweet stuff and throwing rad parties, a rating in this Edge implies that you know others of similar financial clout, allowing you to travel in circles that would be off limits to most others. You can slip into VIP sections of clubs and hob-nob with the elite in a way that is altogether off limits to the common man.

Combat Training
You’ve endured the rigors of proper military training, and are well versed in implements of warfare. Simply put, your rating in this Edge determines the types of weapons and armors that you are proficient in the use of. There is no training necessary to use Code Blue or Code Yellow attacks or weapons, but for those who want to lay down the serious damage, this is the Edge for you.

-Combat Training: Grunt. You can use Code Orange weapons, as well as Medium and Heavy armor. You also are trained in the use of Shields.

-Combat Training+: Special Forces. You can use Code Red weapons, as well as all armors available in your Campaign setting.

Allure
You’re quite the looker, and don’t have trouble attracting the affections of the opposite sex (or whatever you’re into). This Edge certainly does make certain social interactions easier for you. Whenever your good looks would aid you in social situations, you may re-roll any 1’s that you roll if the target has the hots for you. This ability does not work against individuals with the Iron Will Boon. Your pleasing visage is certain to attract attention, and that isn’t always a good thing.

-Allure: Fetching. You’re oftentimes the best-looking person in the room.

-Allure+: Stunning. You’ve one of the most eye-pleasing faces in your Campaign Setting.

Bodyguard
You specialize in protecting others at added risk to yourself. This Edge greatly improves your Defensive capabilities when you are equipped with a shield. Only one person can benefit from the effects of this Edge, and they don't stack. Obviously, you must be trained in the use of Shields to purchase any level of this Edge.

-Bodyguard: Whenever you take the Guard Half-Action, one ally within five feet of you also gains the same benefit. 

-Bodyguard+: You may spend a point of Spark to place any one ally under your protection for the remainder of a Combat. As long as you are equipped with a Shield and are no less than 5 feet away from them, the protected target negates half the damage done to them in Combat via direct attacks (effects and damage from other sources work normally). You suffer the other half of this damage. This effect only works if you AND anyone under your protection has at least 1 Energy. 

Sidekick
You have a trusted companion to help in your adventures and lend a hand wherever they can. This can either be an actual person, or an animal companion native to your setting that is approved by the Director. Whatever the case, Companions are always of Co-Star rank, and can perform menial tasks on your behalf. Sidekicks can serve as sentries, messengers, or even groveling henchman. A Sidekick is considered to be defeated in Combat whenever the person who purchased it becomes Knocked-Out or otherwise subdued. You can only have one Sidekick (they get jealous.)

Sidekicks can also grant you special bonuses at certain times and have access to a number of Sidekick abilities that you can use whenever you need a little help from your buddy. Each Sidekick can use its Sidekick Abilities a number of times per day depending on your rating in this Edge. A list of Sidekick abilities is presented below. You can spend a Half Action to command your Sidekick to use any of the following Sidekick abilities, which improve by investing in the second level of this Edge:

-Protect: Your Sidekick hurls itself in the way of any incoming attacks, making the difficulty of all attacks made against you 6 until the start of your next turn. If you have Sidekick+, then this benefit lasts for two full turns. Until this expires, you cannot command your Sidekick to do anything else.

-Double Team: Your Sidekick lends a hand in combat, immediately attacking a foe of your choice. This attack is made at 2d6 (Damage Code Yellow) and does not have Knack. If you have Sidekick+, this attack improves to a 3d6 (Damage Code Orange) attack that has Knack.

-Inspire: Your Sidekick cheers you on and bolsters your spirit, granting you a +1d6 bonus on any non-combat roll you make. This can cause your die pool to exceed 5d6.

Sidekicks do not consume rations and are assumed to be able to take care of their basic needs without your help. Sidekicks are loyal followers and cannot be bribed or coerced to betray you for any reason (you paid for them, after all). Your level in this Edge determines how many times per day your Sidekick can use its Sidekick Abilities.

-Sidekick: You have a trusted, but relatively unskilled ally that can use any Sidekick abilities once per day.

-Sidekick+: Your Sidekick is particularly efficient or trained, and can use any Sidekick abilities twice per day.

Weapon Specialist
You are beyond adept with a particular implement of destruction, and wield it like it were a part of you. When this Edge is chosen, choose one Weapon type that you are skilled in the use of (IE Unarmed attacks, pistols, shotguns, submachine guns, grenades, rocket launchers, swords, axes, etc.) Whenever you wield this particular weapon type, you become a very dangerous opponent.

-Weapon Specialist: The Damage code of your Weapon of choice increases by 1. Therefore, a Code Yellow (3 damage) weapon would now deal 4 damage in your lethal hands as long as it was the proper weapon type. If you choose Unarmed as a Weapon Specialty, then your unarmed attacks deal Code Yellow (3) damage instead of Code Blue (1).

-Weapon Specialist+: Attacks you make with your Weapon of choice ignore 1 point of your target’s Armor Rating. Furthermore, whenever you score 3+ Successes on an attack roll using your Weapon of Choice, the target is knocked Prone.

Heirloom
For whatever reason, you have access to one or more special items that aid you in your adventures. Heirlooms can either be actual items, or impressive, expensive items like special vehicles or even a family business that you operate. In a fantasy game, Heirlooms might be magical items fueled by eldritch forces. In modern games, Heirlooms might be lucky charms or strange trinkets. Some example trinkets and the cost for each can be found below.

-1 Point Heirlooms: A hairbrush that always keeps you clean and shower-fresh, even if you just trudged through waist-deep mud. A lunchbox that always refills itself with d6 points of bland, tasteless, yet nourishing Rations at 6am every morning. A jar of ink that never runs out and can be used to write one-sentence messages that only you and one other person you name can read.

-2 Point Heirlooms: A compass that always points in the direction of anyone whose name you whisper into it as long as you have physically met them before. A figurine of a wise Scholar that can answer any question you ask it with a yes, no, or perhaps answer once per day. A classy Monocle that detects the presence of Undead, showing them as rotting skeletons and outlining their footsteps in wriggling maggots.

-3 Point Heirlooms: A Code Yellow weapon that burns the hand of anyone who attempts to wield it without your permission. A promising business in a bustling part of town. A very special vehicle that is tough, reliable, and unique.

Keep in mind that Heirlooms should be fun, interesting little baubles that lend color to your games, not world-beating devices that suck the fun and challenge from them. Your investment in this Edge determines how many points worth of Heirlooms you may begin play with. As always, any and all Heirlooms must be allowed by the Director, as some might not fit for the particular setting or game your Character will be playing in.

Very Important: Heirlooms that you wear that grant special abilities must be attuned specifically to your person. At the start of each day, someone with Heirlooms may attune themselves for the next 24 hours with one Heirloom (no matter how many points that Heirloom is worth) per point of the Presence Stat they have. This rule prevents people from becoming walking vaults of magical items with 76 different effects all active at the same time. Presence measures your aura and the strength of your spirit, and so, the higher it is, the more you can benefit from special items. Note that this limit ONLY references Heirlooms that you physically wear or equip. An Heirloom business or vehicle does NOT count against this limit!

Example: Dave has robbed and desecrated the grave of a famous Wizard, stealing 3 Heirloom items. Dave has pilfered a ring that grants him +1 Armor, a pair of magic shoes that allow him to never be knocked prone, and a two-handed dagger(?) that can cast Finger of Death once per day for some reason. Dave’s Presence score is 1, meaning that, even if he wore all these Heirlooms at the same time, he would only benefit from 1 that he is attuned to. At the start of each day, Dave picks which Heirlooms he is attuned to. If he wants to switch it up, he could choose a new Heirloom to become attuned to the next day.

-Heirloom: Casual collector. You may choose 3 points worth of Heirlooms. For the purpose of Attuning Heirlooms, consider your Presence score to be +1.

-Heirloom+: Hoarder. You may choose 5 points worth of Heirlooms. For the purpose of Attuning Heirlooms, consider your Presence score to be +2.

Mysterious Blood
If your Campaign has access to strange and secretive traditions or practices like Magick or Mental Powers, then this Edge is how you become a practitioner of such potent disciplines, which are called Strangecrafts. Whether you are a fireball hurling Wizard, a mind-melting Mentalist, an ancient Earthen Druid or a nefarious Necromancer, all these arts follow the same rules.

A practitioner of a Strangecraft is either an Acolyte or an Adept, which affects the power level of the abilities they can make use of in regards to their Strangecraft. The spells, powers and abilities that each Strangecraft offer are called Secrets. Acoltyes of a Strangecraft dip their toe in the water of its practice, while Adepts wade hip-deep. Each Strangecraft has a weakness associated with it, and this weakness is bestowed only upon Adepts of the Strangecraft in question, while an Acolyte is free of such limitations. On the flipside, Adepts wield more powerful versions of the very same Secrets that their Acolyte peers have access to. So, it’s a double-edged sword either way.

-Mysterious Blood: Choose an available Strangecraft for your setting (if there is any.) You are an Acolyte of that Strangecraft. Choose three Secrets that you know from your Strangecraft’s list. You do not suffer from the Weakness of your Strangecraft.

-Mysterious Blood+: Choose an available Strangecraft for your setting (if there is any.) You are an Adept of that Strangecraft. You suffer from the weakness associated with your particular Strangecraft. Choose three Secrets that you know from your Strangecraft’s list.

Your Strangecrafts’ Secrets are not free to activate, and they cost Energy points to use. Energy spent to fuel your Secrets does not return as quickly as Energy lost to combat, mind you. Energy spent to fuel your secrets only returns at the dawn of the next day (or Midnight, for some strangecrafts like Necromancy or Infernalism). In short, Energy you spend to fuel your Secrets lowers your maximum energy pool for the rest of the day, so be careful! You don’t want to burn through your Energy pool and then find yourself in a fight for your life! Obviously, if you are reduced to 0 Energy, you cannot activate any Secrets. 

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