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- -One Jump Ahead
- +2 to Athletics and Acrobatics when fleeing from authority or more than three pursuers
- -Let Me Show You How It's Really Done
- +2 to combat rolls is the foes are using the same type of weapon or combat style
- -Time for Panic.
- +4 to any roll used to escape a dangerous situation while on one Strike or no Strikes.
- -Trusssssssssst Me
- +2 bonus on Deceive rolls if there target actively distrusts the speaker
- -All Will Be Well
- +3 when trying to calm down or convince a frightened character
- -This Man is Obviously a Charlatan
- +2 on Insight checks against people who are obviously villains.
- -Don't You Disrespect Me, Little Man!
- +3 to Intimidate if you have taken a Social strike in this Situation.
- -Think You Hide from Me?
- +2 to Insight when attempting to detect people in Stealth. (Alternatively, people trying to hide from you suffer a -2 to their Stealth rolls, whichever works better.)
- -Heart of Prometheus
- +3 to all rolls involving Occult and Crafting simultaneously.
- -Bamboo Technology
- +4 to Crafting rolls when you have no tools or materials appropriate for what you're trying to do.
- -I Happen To Be A Scientismist Myself (better name would be appreciated)
- +2 to Bluff and Disguise checks when attempting to pass yourself off as an academic, scientist, or other man of knowledge. Unavailable to the Smart Guy class, for obvious reasons.
- -A Man of Wealth and Taste
- +2 to Bluff and Disguise when attempting to pass yourself off as a member of the upper crust of society.
- -Firefighter
- +2 to attack rolls if the environment you're in is on fire. +3 if you're attacking with fire as well. +4 if you're ON fire!
- -Not On My Watch!
- +2 on combat rolls when fighting those that would hurt the innocent.
- -Big Game Hunter
- +3 on ranged rolls against large, dangerous animals. Particularly mean kittens don't count.
- -Atlantean Mechanics
- Make Mechanics checks even with advanced mechanics at no penalty. Able to use Atlantean technology with no mishaps.
- -Don't Panic!
- +2 to resist fear while in the presence of allies
- -Astrologer
- +2 on Occult rolls when you have some form of star chart or telescope.
- -Tin Ear
- Immune to all effects of music, beneficial and harmful.
- -Nerdy Mc Nerderson
- +4 on Academics, -2 on Athletics
- -Like A Coursing River
- Give your allies +2 on their next Acrobatics check (within five minutes) after you succeed on an Acrobatics check.
- -Trust me, I'm a Doctor
- +2 on Science, Occult, and Academics if you can somehow explain how your character knows this particular subject.
- -Does It Have A Steering Wheel?
- Ignore the time to acclimate to a new type of vehicle, and +2 to Drive checks made with land vehicles.
- -Bull Charge
- +2 to Brawl when charging* into combat.
- *A 'charge' requires a minimum movement of 5(? More) meters
- -Drunken Comet Kick
- +Requires Bull Charge
- If you spend an action to boost your movement your charge bonus is increased to +5 if you are attacking with Brawl.
- -Meowr!
- -1 to Intimidate
- -ROAR!
- +Requires Meowr!
- +7 to Intimidate.
- -Cattle Baron
- +3 to all herding and ranching checks.
- -Horse Lord
- +3 to Travel while on horseback, to handle horses and to tame wild horses.
- -I Shot the Sheriff
- +2 to Ranged against any authority figures you deem corrupt.
- -But I Did Not Shoot the Deputy
- +3 to any checks to judge someone's moral character with Insight.
- -Paint With All The Colors of The Wind
- +3 to survival-based Travel so long as you always show the natural world its due respect.
- -Honorable Challenger
- +2 to Melee, Brawl and Prevent Harm while engaged in one-on-one combat.
- -Chivalry
- +2 to Persuasion and Intimidate so long as you follow the warrior's code of your own culture.
- -STOP RIGHT THERE, CRIMINAL SCUM!!
- +2 to Melee and Prevent Harm against the criminal element.
- -Faith, Trust, Pixie Dust
- If the character is not under any sort of mental distress or pressure, +2 to Acrobatics and Athletics checks
- -Record Scratcher
- When a character starts a musical number, +4 on the first offensive (Melee, Ranged, Brawl) roll towards that character
- -Brothers in Arms
- +1 bonus to combat rolls for every character in the party that uses the same type of weapon or comes from the same homeland (choose one)
- -Hakuna Matata!
- +2 to resist on any sort of mental distress with Endure.
- -I'll figure it out.
- +2 bonus when trying to use or operate any device that the player has not come in contact with before
- -No Time For Panic!
- +2 to resist Fear
- -Out of the sun
- +3 to attacking from stealth while airborne.
- -Better to Light a Candle
- +2 when fighting opponents that are injured by/adverse to sunlight.
- -Wait. Did He Just Steal My Wallet?
- +2 to Ledgermain rolls when stealing things.
- -Diamond in the Rough - You gain a +2 bonus to skills tests to decipher the value (statistical or otherwise) of an item. Science for chemicals, Academics for books (Linguistics for foreign ones), etc.
- -One Jump Ahead: +2 to Athletics and Acrobatics when fleeing from authority or more than three pursuers
- -Not On My Watch!: +2 on Melee when fighting those that would hurt the innocent.
- -Fairest of the All
- You are quite beautiful, even by the standards of Disney protagonists, gaining +4 to Deceit and Persuasion against the opposite gender......but from time to time, you attract some attention that you certainly don't want.
- -Just a Scratch!
- Whenever you would take more than one strike from a single attack, you may Test Acrobatics against TN(X) to negate all but one of those strikes.
- -There is No One You Can Trust
- Attempts made by both foes and friends to Deceive or Persuade this character suffer a -2 penalty.
- -I Know Kung Fu!
- You may use Brawl instead of Intimidation at a -2 penalty.
- -My Kung Fu is Stronger than Yours!
- +2 Prevent Harm if your opponent has a lower Brawl score than yours.
- -Reversal
- Enemies that attack you in melee and miss suffer -2 Prevent Harm for a round.
- -A Foot in Both Worlds
- You are apart of two distinct groups(be they seperated by race or what have you with GM as final arbiter.) and in the case of race have an apperance that allows you to blend easily between them and in the case of division by other means you were raised with an understanding of both groups allowing you to easily move between these groups without suffering the same discrimination as others might. Additionally you gain a +2 on all Social Skills involving both groups.
- -Heels on Fire
- Once per turn you can reroll any Nimbleness check made while the environment you are in is on fire and take the better roll.
- -Not the face!
- You're too pretty to die. Instead of taking a Physical Strike, you may sacrifice one item that grants at least a +1 bonus to a skill instead of taking that strike. The item is destroyed instead.
- -Monster Slayer
- Any fear-based attacks from monstrous creatures such as ogres, giants or dragons are reduced by one strike.
- -Combo
- If your Nimbleness exceeds that of the foe by at least 5 points, you can attack a second time in the same turn.
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