Bonus Skills

Please understand, the Character Sheet is not the dictator of what your character can or cannot do. Your character is only limited by your imagination. In any given situation, whether battle or otherwise, there are endless choices you can make. Simply because your character does not have a weapon on hand (maybe it was knocked out of your hands), does not mean the situation is hopeless. Don't waste time on trying to retrieve a weapon that is out of your reach while an opponent is trying to kill you. Pick up anything and hit them with it. Or use your fists. Your character is not limited by a lack of weaponry or skills. Your character is limited by you. 

That said, you may need a little inspiration from time to time to help fire your imagination. These bonus skills are meant to do just that. But be advised: do not waste Ingenuity Points to buy a skill if your character could reasonably achieve a goal without it. Remember that you are only limited by your imagination. So then let's apply a skill to a clever idea. 

A group of bandits is nearby. You and your party are outnumbered. You get the idea to climb into a large tree and pick a few of the bandits off, hoping to give the other PCs an advantage. It's a good idea but from a long distance it's going to be difficult to pick off a few targets. To make a sure shot you buy Deadeye Marksman and guarantee a Kill Shot, taking the bandits by surprise. And you probably impressed the DM to earn yourself more than a few IP. 

Use these skills to your advantage but do not be encumbered by them. And it's possible you may come up with your own bonus skills. 

Below are the Bonus Skills you may buy with IP. In addition to this you may also buy inter-species specialties. Ex: Humans cannot communicate telepathically. Buying the Telepathic Speech specialty of the Pleiadian species makes that possible. There is one caveat. A DM may rule that a specialty does not make sense for your character. Such as the Nano-Body Incorporation specialty of the Cyborg species. If you are a Human that may not make sense without cybernetic implants. In which case you and the DM should work out the details. 

INTER-SPECIES SPECIALTY

Cost: 10 IP, one-time purchase

THE “POWER UP” ATTACK

Cost: 5 IP every use
During battle a PC may buy a special attack option from the DM. This “power up” attack allows the PC to do double damage on all their attacks for the duration of one battle. Whether the PC is facing one opponent or a multitude of opponents does not matter. The “power up” will last the entire battle. 
     
To buy the “power up” PCs pay 5 inspiration points per battle, not per game. The effects of the “power up” only apply to the battle the PC is making the purchase for. They cannot buy a “power up” and expect its effects to last throughout the entirety of gameplay. The effects of the “power up” expire at the end of the battle they made the purchase for.
     
All bonuses apply while "power up" is in use. 

VEHICLE MECHANICS
Cost: 5 IP, one-time purchase
A PC has had hands-on training in vehicle and motor mechanics. This applies to any type of vehicle excluding astro-jumpers and all space-faring vehicles. 

MACHINE MECHANICS
Cost: 5 IP, one-time purchase
You have had hands-on training in machinery and are certified to service any non-magical machines. 

ASTRO MECHANICS
Cost: 10 IP, one-time purchase
You are certified to work on all space-faring vehicles. 

VETERINARIAN
Cost: 5 IP, one-time purchase
You are a lover of all animals and skilled at treating and possibly healing them if necessary.

EFFICIENT DETECTIVE
Cost: 5 IP, one-time purchase
You have the skills of the world's greatest detective. Add +3 to all your Intellect scores. 

PICK POCKET
Cost: 8 IP, one-time purchase
You have the ability to steal something undetected, or to use this skill for other things in which it may be helpful to know a little sleight of hand. Stage magic, perhaps? Add +2 to your Agility score. 

READ LIPS
Cost: 5 IP, one-time purchase
From a distance of no more than 30 ft you can read lips and understand what is being said, provided they are speaking in a language you speak.

DETECT TRAPS
Cost: 2 IP every use
If you suspect there is a trap in the area or on an object you have the ability to investigate without springing the trap. 

HIGH TECH SCANNER
Cost: 10 IP, one-time purchase
Using a device that was given to you when you completed the course for training, you are able to scan an area and/or lifeform. The device will give you "readings" on any area of roughly 200 yards for local environmental data (weather, hazards, lifeforms, etc.), and it will scan organic lifeforms for their vitals. 

DISAPPEAR
Cost: 3 IP every use
You have the ability to seemingly disappear. To do so you must be surrounded in an environment which you can use to hide and go unnoticed. You can use this skill in battle without the need to roll for an escape. And you can use this in an environment busy with people moving about. But the attention cannot be focused on you and the skill is useless in the desert or an empty room. In short, to disappear you must have cover. 

SCOUT
Cost: 2 CP, every use 
You may "scout" an area without being noticed by potential threats, up to six hours of travel ahead of your party. But to do this you cannot be wearing or carrying items that will create a clattering noise, such as heavy armor, chainmail, shields and swords. This does not prevent you from being detected by technology or magic, only natural senses. 

BONUS INJURY
Cost: 2 IP, every use
On a successful attack you cause an extra point of injury directly to your opponent's CP. 

BONUS ATTACK
Cost: 2 IP, every use
To use this bonus, announce to the DM that you are buying 1 Bonus Attack. On the attack roll your opponent has -2. 

DEADEYE MARKSMAN
Cost: 15 IP, every use
Using a long distance weapon you take aim and fire for a distance not exceeding 1,000 yds with a rifle (hi-tech or low), or 300 yds with a bow. The shot will not miss and counts as a Kill Shot. 

PRESSURE POINT PUNCH
Cost: 3 IP, every use
You have superior knowledge of organic bodies and how they work. This bonus allows you to punch a pressure point armed with that knowledge and a chance of rendering them unconscious. When you punch they take +2 directly to their CP. In addition they must roll under their Immunity. If fail they are unconscious. Only good for one attack per battle.

DEATH TOUCH
Cost: 15 IP, every use
Armed with the same knowledge as the Pressure Point Punch you attack to strike a series of pressure points on your opponent. They must roll under their Immunity with a -2. If fail this is a Kill Shot. Be warned: if the DM judges the opponent as undeserving of death you will lose 5 Ethics Points. 

LOSE ATTACKS
COST: 10 IP, every use
During your attack roll you must announce to the DM that you are buying this skill for that attack. In-game your character will punch a pressure point. The opponent must roll under their Immunity. If fail they are paralyzed for the rest of the battle.  

BRAVEHEART
Cost: 2 IP, every use
Before a battle you give a rousing speech to lift everyone's war-spirit (up to 6, including self). Everyone gains +2 CP for that battle only. 

ATTACK FROM THE SHADOWS 
Cost: 5 IP, every use
Using any cover that casts a dark shadow, even in daylight, you can attack with a long range weapon without being detected for one whole  battle if you are supporting a group of comrades, or two rounds of battle if alone, doing +2 Injury.  

TOP CHEF
Cost: 2 IP one-time
Your cooking skills are so good people would pay top coin to eat anything you make. Add +1 to Charm, +2 to Education, and +1 to Immunity. In a battlefield emergency you can concoct an elixir that when swallowed restores 2 CP.

GOD SIGHT
Cost: 3 IP, every use
You can use this magical skill without the need of having the spell tattooed to see through walls and doors up to 6 inches thick and constructed of any material. 

VIGOROUS SURVIVAL
Cost: 3 IP, every use
When reaching 1 CP you announce to the DM that you are buying this bonus. 2 CP is then restored. 

IMMEDIATE ESCAPE
Cost: 2 IP, every use
With this bonus there is no need to roll for an escape. Announce to the DM that you are buying this bonus and your escape is assured. 

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