Advertisement
Guest User

Untitled

a guest
May 27th, 2016
191
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 16.31 KB | None | 0 0
  1. 3 2 1 Boom
  2. Requirements: Mechanics 3+, Explosives 3+
  3. Description: All devices in the world can be divided into those which sometimes explode, and those which never do. You're particularly interested in the former. Cut a tube there, twirl a wire there, and loosen a screw there. All set. All that's left is waiting for the fireworks.
  4. Effect: You may arm - like a bomb - any vehicle, device or machine using flammable fuel. Fifteen minutes of work and you can start the countdown. You can set the time with fifty percent accuracy to the second, minute, quarter or hour (for example, if setting it to a minute, expect the explosion in somewhere between half, and one and a half minute). Sometimes, if the GM allows, even up to a week. The strength of the explosion depends on the device.
  5.  
  6. Aramis
  7. Requirements: Agility 14+, Melee 5+
  8. Description: If you ever meet an old man using a walking stick and traveling alone, do not pick a fight with him. It could be Grandpa from Alabama. First he'll knock your axe out of your hand with his stick, then he'll beat your ass raw, and finally wag his finger at you and walk away.
  9. Effect: 2 Success Action. Difficulty Level one higher to attack with any weapon longer than a knife. Wham, bam, and the enemy's weapon (longer than a knife) flies to the side.
  10.  
  11. Asecuration
  12. Requirements: Climbing 2+
  13. Description: You're doing great, now try doing it by yourself. Come on, don't give up...
  14. Effect: The character helps another person (using a harness) climb a rope. Thanks to that, the person is treated as having the Climbing skill at level 1. It allows them to avoid problems with the Slider.
  15.  
  16. Aspirin and Tic-Tacs
  17. Requirements: Treatment 4+, Bluff 3+
  18. Description: One time, I was seriously ill and Pastor Ludwic treated me. Two weeks I took meds for the saturday night fever until I got better. Then I found out the priest fed me aspirin and tic-tacs.
  19. Effect: Using the simplest of meds, the character is capable of keeping the patient in a stable state, as if they were taking the required medicine. "'Aspirin and Tic-Tacs' can be given for a number of days equal to the Bluff skill value. Then, switching to proper medicine is required. After two weeks, it is once again possible to return to treatment with 'Aspirin and Tic-Tacs'.
  20.  
  21. ??? [Barbarka]
  22. Requirements: Unarmed 5+, Physique 14+
  23. Description: For me, one of the most demoralizign moves in a fight is hitting a guy's face, with your own face. It's always shocking.
  24. Effect: If in the previous segment you scored a hit (even if the enemy defended), in the next segment you can use a bonus action (still using up one segment of the turn).
  25. 1 Success Action: Headbutt. Deals a Heavy Bruise. Usable only once on a given opponent.
  26.  
  27. Berserker
  28. Requirements: Pain Resistance 6+, Physique 12+
  29. Description: My buddy once bragged he's as tough as the Statue of Liberty and nothing can bring him down. Well, he got what was coming - a group of gangers ambushed him and started beating him with pipes and chains. He did't want to give up, so they knocked him down. He kept getting up and going at them. Eventually he ran out of juice - they cut him so bad it all leaked out. Could say he was too tough.
  30. Effect: If the character is fighting in melee and took at least one serious wound, until the end of combat they automatically pass Pain Resistance tests and may automatically enter berserk mode (the combatant does not need to defend themselves).
  31.  
  32. Breathless
  33. Requirements: Swimming 4+
  34. Description: So I push his head underwater and wait. He starts drowning, he'll be more talkative. I won't be exaggerating if I say I held him like that for two minutes. He's smiling. So, three. Still got a shit-eating grin. So I hold him down for four minutes. And he... Eventually I busted his knee with a pipe and he started singing.
  35. Effect: The character can hold his breath twice as long as a regular person (meaning, each 4 Physique points give 1 minute).
  36.  
  37. No gear, no safety
  38. Requirements: Climbing 6+, Agility 10+
  39. Description: Catlike grace, yeah? You ask me, the guy moves like [pending]. He hugs the mountain, and the mountain will fall down before he does. That's how it is when you grow up in caves, eh?
  40. Effect: When climbing, the character doubles their Climbing skull level, even when not using gear or a rope. However, using special gear will not multiply the skill level any further.
  41.  
  42. No Wires
  43. Requirements: Pistols 3+, Agility 13+, Perception 12+
  44. Description:
  45. Effect: You jump and shoot at the same time - it takes two segments, so you can fire twice. You take a pently of +20% to the firing test, but you are +40% harder to hit. On the third segment, you fall down to the ground. You can stay that way and fire while prone, or spend segments to get up and bail. The gimmick only applies to pistols.
  46.  
  47. Silent Running
  48. Requirements: Constitution 3+, Physique 12+
  49. Description:
  50. Effect: The character can run uninterrupted for several hours, crossing as much as 50km.
  51.  
  52. Get 'im!
  53. Requirements: Animal Handling 4+, Personality 8+
  54. Description:
  55. Effect: The character can give a simple order to a tamed and trained animal.
  56.  
  57. Boa
  58. Requirements: Melee 5+, Agility 12+
  59. Description:
  60. Effect: When using a chain, the combatant does not take penalty for fighting in close quarters, crowds and small spaces. Furthermore, they gain extra actions for 2 or 3 successes.
  61. 2 Success Action: Constrict. Weapons used by combatants gain modifiers for crowding, and the constricted takes a further -2 Agility penalty (until they take Initiative or suffer a wound).
  62. 3 Success Action: Finisher. The combatant strangles the enemy with a chain and immobilizes them. He can strangle the target until they lose consciousness: both combatants make an Opposed Physique test, the opponent with an additional +60% DL. If the enemy loses the test, they lose consciousness. If the enemy was constricted earlier, this action only costs 2 successes.
  63.  
  64. Casanova/Mata Hari
  65. Requirements: Bluff 2+, Persuasion 2+, Sleight of Hand 2+, Wits 10+
  66. Description: [censored]
  67. Effect: You can reroll all Character tests related to seduction.
  68.  
  69. Cold Eye (Cool Head? Dunno.)
  70. Requirements: Wits 14+
  71. Description:
  72. Effect: Make a Wits test. If you pass, the GM must calmly, slowly and clearly present all facts and events which occured during the adventure. Again, in order, from the beginning.
  73.  
  74. Quieter than a shadow
  75. Requirements: Sneak 6+
  76. Description:
  77. Effect: Enemy Alertness/Spot/Listen tests are a level harder.
  78.  
  79. ??? (Człowiek, który kulom się nie kłaniał)
  80. Requirements: Morale 3+, Perception 8+
  81. Description:
  82. Effect: Character is immune to the psychological effect of gunfire (but not injury!)
  83.  
  84. Four Tankmen
  85. Requirements: Combat Vehicles 3+ or Heavy Machinery 3+, Animal Handling 2+
  86. Description:
  87. Effect: If the driving character has three assistants in the cockpit, of which all possess either the Combat Vehicles or Heavy Machinery skill on at least level 1, all the character's tests involving the vehicle are -20% easier. If the crew includes a dog, tests are easier by -30%.
  88.  
  89. Hair Trigger
  90. Requirements: Perception 14+, Automatic Weapons 4+
  91. Description:
  92. Effect: Character may stop a declared long burst after one segment, instead firing a short burst. They can also stop a continuous burst after one segment, instead firing a short burst, or after two segments - firing a long burst. Thanks to that, they save ammo.
  93.  
  94. Long Range
  95. Requirements: Crossbow 9+, Physique 12+
  96. Description:
  97. Effect: Taking the same penalties, the character can fire at twice the range, assuming the crossbow has sufficient max range.
  98.  
  99. David
  100. Requirements: Sling 4+
  101. Description:
  102. Effect: Character spends three segments on a shot, making it -30% easier to hit an enemy with a sling.
  103.  
  104. Long Shot
  105. Requirements: Bow 9+, Physique 12+
  106. Description:
  107. Effect: Taking the same penalties, the character can fire at twice the range, assuming the bow has sufficient max range.
  108.  
  109. Good Cop, Bad Cop
  110. Requirements: Wits 12+
  111. Description:
  112. Effect: During one-on-one interrogation, you can add your Bluff or Sense Emotion on an Intimidation or Persuasion test.
  113.  
  114. Quick Draw
  115. Requirements: Pistols 5+ or Melee 5+, Agility 12+
  116. Description:
  117. Effect: Drawing a pistol (or a knife etc.) only takes one segment.
  118.  
  119. Mobile Home
  120. Requirements: Constitution 4+, Physique 13+
  121. Description:
  122. Effect: You can carry twice as much as a normal person.
  123.  
  124. Experienced
  125. Requirements: Constitution 5+, Physique 12+
  126. Description:
  127. Effect: The character helps other people working with him, improving their efficiency by 50% as the PC motivates and assists in their work.
  128.  
  129. Distance
  130. Requirements: Throwing 6+, Physique 10+
  131. Description:
  132. Effect: The character only takes half the range penalty for knife throwing.
  133.  
  134. Everything today, nothing tomorrow
  135. Requirements: Constitution 3+
  136. Description:
  137. Effect: The character can work with efficiency increased by their Physique multiplied by 20. They must also pass a Very Hard Physique test. The following day they are incapable of performing physical work.
  138.  
  139. Flash
  140. Requirements: Unarmed 4+, Constitution 3+
  141. Description:
  142. Effect: Make a choice at the start of the turn, before 3k20 rolls. The combatant may add +3 to Aglity during defence for one segment. In exchange, at the end of the turn they suffer a +20% exhaustion penalty.
  143.  
  144. Guard
  145. Requirements: Unarmed 4+, Physique 12+
  146. Description:
  147. Effect: Make a choice at the start of the turn, before 3k20 rolls. The combatant may add +6 to Aglity during defence, but after defending against an attack still suffers wounds, but lowered by one step. The gimmick only works against unarmed opponents (of course, relatively humanoid ones!).
  148.  
  149. Boulder
  150. Requirements: Ambush 3+, Personality 12+
  151. Description:
  152. Effect: The character can remain still for a number of minutes equal to their Personality multiplied by 20.
  153.  
  154. Empty Handed
  155. Requirements: Sleight of Hand 4+
  156. Description:
  157. Effect: The character can approach someone with a hidden gun or knife up their sleeve, making their weapon undetectable. If the enemies expect a hidden weapon, they must make a Very Hard Awareness test.
  158.  
  159. Get on their nerves
  160. Requirements: Persuasion 9+, Wits 10+
  161. Description:
  162. Effect: By making a Very Hard Persuasion test, the character can taunt any person into punching the nearest loser, but not the character. Women need only to make a Hard Persuasion test.
  163.  
  164. Gunfight
  165. Requirements: Pistol 4+, Agility 14+
  166. Description:
  167. Effect: Make a choice at the start of the turn, before 3k20 rolls. If the combatant makes a point blank shot, they can use their Shooting Skill instead of their Unarmed Skill in unarmed combat. When using Gunfight, one cannot increase the enemy's dice results using the Shooting Skill (rule: dual skill use)
  168.  
  169. Hey, handsome!
  170. Requirements: Persuasion 4+, Personality 14+, female only
  171. Description:
  172. Effect: To resist the character's Persuasion, team members must make a Hard as Fuck Willpower test. On failure, they will fulfill her 'every' wish (namely, small favours).
  173.  
  174. Hocus Pocus
  175. Requirements: Sleight of Hand 4+
  176. Description:
  177. Effect: The character can put or pull a small object in/out of their pocket in an entirely undetectable manner.
  178.  
  179. Immunity
  180. Requirements: Treatment 4+, Physique 12+
  181. Description:
  182. Effect: The character will never be infected with a disease when treating patients.
  183.  
  184. Inspiration
  185. Requirements: Leadership 3+
  186. Description:
  187. Effect: The leader makes a Hard Leadership test. On success, they lower the difficulty of the next Morale test made by their subordinates and comrades by one level.
  188.  
  189. It's Fuckin' Awesome
  190. Requirements: Bluff 6+, Personality 16+
  191. Description:
  192. Effect: The character makes a Bluff test of any DL. If successful, all members of the team gain a -5% bonus to the next test for every DL above Easy. On failure, everyone gets an equal penalty.
  193.  
  194. Gutters
  195. Requirements: Direction Sense 4+, Wits 12+
  196. Description:
  197. Effect: When traveling underground, the character senses direction like a living compass and remembers the path taken as if reading a map.
  198.  
  199. Commando
  200. Requirements: Agility 14+, Awareness 3+
  201. Description:
  202. Effect: You cannot be hit with a corrected or sweeping fire from an automatic weapon.
  203.  
  204. Roundhouse Kick
  205. Requirements: Unarmed 4+, Physique 5+, Agility 14+
  206. Description:
  207. Effect: 3 Success Action. Physique up to 16 - Light Bruise. Physique above 16 - Heavy Bruise. May be used even if armed.
  208.  
  209. Cat
  210. Requirements: Climb 4+, Agility 12+
  211. Description:
  212. Effect: The character can fall from twice the regular height without taking damage.
  213.  
  214. Theft in a Crowd
  215. Requirements: Pickpocket 2+, Hide 2+
  216. Description:
  217. Effect: When stealing in a crowd or close quarters, Pickpocket tests are easier by -30%.
  218.  
  219. Forest Devil
  220. Requirements: Hide 2+, Hunting 2+
  221. Description:
  222. Effect: When hiding in a forest, among foliage and trees, the character may add their Hunting to their Hide Skill.
  223.  
  224. Crossbow Loading
  225. Requirements: Crossbow 6+
  226. Description:
  227. Effect: Loading a crossbow takes one turn.
  228.  
  229. ??? [Ławnik. It was a joke combined with the description.]
  230. Requirements: Physique 14+
  231. Description:
  232. Effect: You gain a +2 bonus to Melee, if instead of a weapon you use heavy objects such as tables, benches, barrels etc.
  233.  
  234. Magazine
  235. Requirements: Agility 12+, Pistol or Rifle 3+
  236. Description:
  237. Effect: Changing a pistol mag only takes one segment. In case or revolvers, you load one bullet per segment.
  238.  
  239. Battle Mech
  240. Requirements: Heavy Machinery 4+, Wits 12+
  241. Description:
  242. Effect: The character can use elements of machinery as weapons (extension arms, cranes, forklifts). The DL of tests when using such weapons are set by the GM.
  243.  
  244. Slug Thrower
  245. Requirements: Agility 12+, Perception 10+, Direction Sense 1+, Throwing 2+
  246. Description:
  247. Effect: You gain a -30% bonus to throwing, but it does not apply to throwing knives etc.
  248.  
  249. Tourniquet Master
  250. Requirements: First Aid 3+, Bluff 3+, Agility 12+
  251. Description:
  252. Effect: The character can 'treat' a patient in a way that leaves them tied and unable to move. The gimmick works, if both a Hard First Aid test and a Hard Bluff test succeed.
  253.  
  254. Spear Master
  255. Requirements: Melee 6+, Agility 14+
  256. Description:
  257. Effect: When a combat begins, and your enemy is at a distance requiring you to run or walk to one another, you gain an additional combat turn before Initiative test, during which you automatically have Initiative. You only test Initiative as normal after that turn. The gimmick only works when fighting with a spear.
  258.  
  259. Think like a Machine
  260. Requirements: Sense Emotion 11+, Electronics 11+ or Mechanics 11+
  261. Description:
  262. Effect: After making a Very Hard Sense Emotion test and Very Hard Mechanics or Electronics test, the character is capable of sensing the next action of a Moloch machine. The gimmick can only be used once against a given machine.
  263.  
  264. I'm sure it works!
  265. Requirements: Gusmithing 4+
  266. Description:
  267. Effect: On a jamming roll of 11-18, the weapon jams until repaired right after combat. Using this gimmick, the character can force the weapon to make one more shot.
  268.  
  269. Honest, it's not my fault
  270. Requirements: Mechanics 3+, Wits 13+
  271. Description:
  272. Effect: You can damage a device in a manner which requires a Very Hard Mechanics test to fix. You must spend around 15 minutes on doing so. The device cannot have protection, such as an well-fit armour - you must be able to access the internals. The gimmick does not apply to very simple devices.
  273.  
  274. Teacher
  275. Requirements: Any General Knowledge 4+
  276. Description:
  277. Effect: The character can share their knowledge quickly and effectively. They can teach their Skills to other characters (causing them to cost 10% less Experience Points). In addition, the character is among the most welcome guests in any settlement.
  278.  
  279. Just A Flesh Wound
  280. Requirements: Pain Resistance 4+, Personality 12+
  281. Description:
  282. Effect: After receiving a Light Wound or Scrape, the character doesn't need to make a Pain Resistance test, as if having automatically passed it.
  283.  
  284. Fire, you piece of junk!
  285. Requirements: Gunsmithing 4+
  286. Description:
  287. Effect: On a jamming roll of 1-10, the weapon is jammed for one turn. The character can 'return it to life' in a single segment.
  288.  
  289. Knifer
  290. Requirements: Agility 12+, Melee 5+
  291. Description:
  292. Effect: You gain a +1 bonus to Melee when fighting with a knife. In addition, you gain an extra 3 Success Action.
  293. 3 Success Action. Test DL one level higher. The combatant jams the knife in their opponent's heart or cuts their throat in one quick movement, dealing a Critical Wound. In addition, you do not need to make a random roll to see if the knife's blade hits the target.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement