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Acrobatic
(Karate Cop): You are extraordinarily agile and
can perform feats of acrobatics that leave others gaping.
You
get a +2 AV on your Martial Arts when you attempt any Stunt that
involves acrobatics or agilility. This normally does not add to
your chance to strike opponents, but it will add to your Active
Dodge if you describe it in a suitable way. It does not
add to Passive Dodge.
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And
Now, Mr. Bond... (Spy): Villains seem to really
enjoy gloating to you and spilling their vile plans in your
company!
This is the Spy unique schtick from the FS
rules.
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Anything
Handy (Everyman Hero): You can pick up any
mundane object and use it to great effect in combat.
You
get a +1 Martial Arts AV in combat when you pick up an use any
normally non-combat-related prop that's lying around (ie, a mop,
frozen chicken dinner, tea jar, wine bottle, ladder, etc). Be
creative. If the GM thinks you've been using the same object too
often you'll lose the bonus.
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Been
Around the World (Reporter, Spy)*: You have
traveled all over the world and always know something about
everything.
Spend a Fortune die to automatically
know a useful tidbit of information on any subject at hand, as
determined by the GM. If you have not spent time in a particular
Juncture or the Netherworld the GM may suspend use of this
ability there until you and he agree you have 'acclimated'.
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Cook
Fu (Everyman Hero)*: You spend so much time in a
kitchen that you have reached an amazing level of dexterity.
When using cooking stuff such as knives, boiling
pots of water, vegetables, you get +2 to your Martial arts AV.
Your GM is entitled to cancel this bonus if you stop being
creative (You're Chan the Cook, not Jack the Ripper!) Note: this
is similar to the 1850 Pirate archetype from BotV. It can
obviously be used for several other professions by changing a
few words.
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Debonair
(Spy, Gambler): You are the epitome of suave,
grace and good looks – no matter what. Car wrecks, blood
stains, disheveled hair, faux pass, out-of-style wardrobe and
imprisonment fail to make them any less appealing. YOU are the
trend-setter!
You never take penalties for Seduction
or Leadership checks based off of your appearance or
circumstance, unless you deliberately make an effort to insult
someone.
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Duct-Tape
Magician (Techie): You can make anything run or
work, even if it's just for a short while.
You can
make any item work again for a scene by spending a fortune point
and describing how you jury rig it (with duct tape or other
items). No matter how bady it's broken, blow-up, or melted, you
can get it to work. Useful for recovering that computer data
from the blow-up lab you had a firefight in. The GM may veto use
of this schtick if it will derail or ruin the plot.
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Fearsome
(Masked Avengers): A expert on the criminal mind ,
miscreants and troublemakers tremble when you walk into the
room.
You get a +5 AV bonus to Intimidation when you
use it against criminally-minded or delinquent mooks.
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Fools'
Luck: (Everyman Hero): You are extraordinarily
lucky.
Once per session you can avoid any potentially
nasty or unpleasant situation (from your Mother-in-Law visiting
to certain death in the alligator pit) that occurs outside of
direct combat. You cannot avoid anything that happens directly
as the result of a combat action. You must describe to the GM an
absurd and highly unlikely plot event that causes you to escape
the situation.
Additionally, your Fortune stat never
drops for the purpose of Fortune checks no matter how often you
spend fortune points.
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God
of Gamblers (Gamblers): When your luck is hot,
things always seem to go your way.
Any time you miss
a roll you may decide to retroactively spend a fortune point if
it will help you make the check. You cannot use
this ability in the parameters attacking someone or avoiding an
attack. You must explain how it is your luck alters the event or
check in question.
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Gambling
Fu (Gamblers): Your skill with games of chance
extends even to your ability to defend yourself with the tools
of your trade.
When making attacks with playing
cards, mah jong tiles, dice, or other gambling paraphenalia you
use your Gambling AV instead of your Martial Arts AV. Most of
these count as ranged STR +1 damage attacks, so they are usually
better off used on Mooks than Named Characters.
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Great
Scot! (Private Investigators): Like Sherlock
Holmes, you have a keen mind for connecting details and clues
into a coherent picture.
This is the unique Private
Eye schtick from the FS rules.
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Here
It Is! (Techie, Medic): You always seem to have a
useful tool on hand.
Spend a fortune point and you
can produce from your pockets, handbag, rucksack, whatever any
useful and generic mundane tool that could normally be purchased
or found but which you don't have on you just now. Alternately
you can also produce any specific item that you had in your
possession in-game that you just happened to left elsewhere and
could use right now (“Where did I put that CD-ROM we got
from the Ascended?”).
Medics can produce generic
medicines, drugs and medical instrumentation from their pockets
instead of tools (“Ah, here's that sodium pentathol!”).
This
schtick works even if you have been imprisoned or
strip-searched, although the GM can deny you the sue of the
schtick if it will ruin or derail the plot.
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Hide
Anywhere (Ninja, Thief): You are an expert at
finding places to hide even in the most stark of
surroundings.
You don't suffer any penalties to
Intrusion when you wish to hide even if normally concealing
cover is absent – such as in a grassy field, or an empty
room.
So long as you have even a modicrim of cover that
you are able to get to and take advantage of (low-lying grass or
a spot above a door lintel) you can make your opposed Intrusion
vs. Perception roll without any penalty. GMs should be willing
to stretch the believability of where you can hide, so long as
you can provide even a flimsy excuse (I cling to the pipe on the
ceiling, or pull trash over myself from the nearby waste
basket).
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Home
Turf (Magic Cop): You've gotten used to working
magic in places where it is normally weaker.
This is
the Magic Cop unique schtick from the FS rules. You do not
suffer magic penalties in your home Juncture.
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Honest
Joe (Karate Cop): Your honesty and integrity have
a way of inspiring others around you to lend you aid or follow
your lead.
You can use your Martial Arts AV as your
Leadership AV when dealing with any basically righteous and
law-abiding person or persons. When faced with any shady or
disreputable person who would not normally help you out or
follow your lead, you may spend a fortune point to make a normal
Leadership check anyway – but the GM is allowed to veto
the use of this schtick if it will ruin or derail the plot.
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I AM
the Law! (Karate Cop, Maverick Cop, Magic Cop): Ordinary
folks and run-of-the-mill villains are easily impressed by
you.
If you verbally and visually declare your status
as a peace officer you can use your Guns AV instead of your
Intimidation AV for your Intimidation checks. This works on
honest and righteous folk as well as criminals and shady types,
but only if you are recognized as a legal authority (by wearning
a uniform, having a badge, being backed up by fellow officers,
etc). If you are not recognized as the legitimate legal
authority (whether it's respected or not), you gain no bonus.
This includes being tossed off the force or fired from the job
(but not for being suspended).
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I'm
the Good Guy! (Everyman Hero, Karate Cop)*: Hey,
you're the hero – random events can never take you out of
the picture! You are never threatened with accidental
death.
Only make Death Checks if an attacker is
making an effort to kill them. Otherwise, the Wound Point that
would normally force a Death Check is ignored. Note: "effort"
in this case is defined as a single person attack directed at
the character with the intention to shuffle them off this mortal
coil. Explosions don't count unless they were planted
specifically for the PC in question, neither does an attacker
that's brainwashed. Characters who put themselves into suicidal
situations with the mere intent that they can survive because
they have this schtick (and not for good roleplay) may lose the
benefit of this schtick at the GMs call.
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Instant
Disguise (Thief, Ninja): Through sheer
presumptuousness and pluck, impromptu and makeshift disguises
are your speciality, even with a minimum of props.
If
you spend a fortune point you can use your Deceit skill to
convince another person of your right to gain access to a
certain point or place, or do a certain thing or of your
identity, so long as you have a minor prop at hand, no matter
how inplausible.
With a white carton and an apron you
could bluff your way past guards at Buro facility as a 'delivery
boy', or grab a clipboard and angrily explain you are a lab
supervisor if discovered prowling about a secret facility. You
will suffer no penalites for the scene in which you must make
your check. The GM can veto use of this schtick if it runs or
derails the plot, however.
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Know
thy Enemy (Monster Hunter, Magic Cop)*: You are
an expert in all things occult and strange. You have spent long
years studying the strengths and weaknesses of various creatures
of the night.
Once per fight and per opponent (or
mook type), you can use your Info/the occult AV (or any other
relevant Info skill) for an attack or defense. Alternatively,
you may spend 3 shots and a Fortune die explaining to an ally
how to stake Baron Zarowitch. He will receive a +3 bonus to his
next attack. - thunk !
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Lady
Luck (Gamblers): Your runs of luck are often
amazing....when they last. When they are bad, they are very bad
indeed.
When you spend a fortune point in a
non-combat situation you may make a Gambling check – the
difficulty is the difficulty of the check you are spending the
fortune point on. Remember, your Gambling AV is decreased if
your Fortune temporary attribute pool has been lowered due to
spent fortune points. Thus, the more Fortune you lose, the more
likely you are to fail the check.
If you succeed, you
don't lose the spent Fortune Point, it is put back into your
pool. If you fail, you lose the Fortune Point as normal. If you
Fumble you lose all your Fortune Points, you are considered to
have Fumbled the original check in question and take a -1
Impairment for the rest of the session.
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Little
Sucker (Scrappy Kid): Being small has it's
advantages – you make a small target for those large
Abominations!
This is the Scrappy Kid unique schtick
from the FS rules.
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Never
Die Once (Big Bruiser): You're too tough to
die...
Like all big heavies in the films, you tend to
come back into the fray even after you've been assumed to be
dead. This is basically the 'Inevitable Comeback' schtick. You
can only take this once, and if the GM thinks you are purposely
putting yourself in a situation where you can abuse this schtick
he can revoke it's benefits.
People who (mistakenly) put
you down are never able to quite manage to check out your body
to make sure you really are dead – nor can they cut off
your head, burn you, etc... the story always intervenes...
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Prank
(Scrappy Kid): You are skilled at fooling people
and pulling physical tricks on them.
This is the
Scrappy Kid unique schtick from the FS rules.
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Standing
Tall (Big Bruisers): You are a HUGE hombre –
rising to your full height is all you need to get your point
across.
Use your Strength as the base attribute for
Intimidation AV.
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Strength
of Will (Old Master, Martial Artist): You
understand the subtle function of chi, leverage and sheer
willpower in affecting your world.
When making armed
or unarmed Martial Arts attacks, you can use your Fu rating
instead of Strength. This works with any attack using Martial
Arts, including Fu-based powers. This only applies to damage –
is has no effect on what you can lift, pull or carry.
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Tough
S.O.B. (Big Bruiser): You can withstand incredible
punishment that others would wilt under.
This is the
Big Bruiser schtick from the FS rules. You don't take -1
Impairment until 40 wounds and you don't take -2 Impairment
until you are at 45 wounds. You don't begin to make Death Checks
until you reach 50 wound points.
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True
Form (Magic Cop, Sorcerors): You have studied
otherworldly creatures long enough to penetrate their nefarious
disguises.
This is the FS unique schtick in the
rules. You have a basic SFX which can penetrate the
Transformation, Illusion or other disguise abilities of
supernatural creatures.
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Unstable
Invention (Techie)*: Mad Scienceis your middle
name.
Once a session you can come up with some kind
of werid invention that will help to advance the plot. It can be
used only for the duration of the session, since your
contraptions tend to end their career very quickly (and
noisily). If it is some kind of weapon, it stops working at the
end of it's first fight. You can operate it with your Fix-It
skill. Of course, if the machine is too big to fit in your
luggage, you must find the resources to build it, or have a
reasonable reason for having it hidden in the set sometime
before. Be creative.
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Voice
Over (Private Investigator)*: Like Mickey
Spilane, you can narrate a story to your benefit...
When
a scene begins, a voice over of you telling the story can be
heard, in typical PI movie style. If you spend a Fortune die,
the GM adds a useful info to his description of the scene. You
must then actually say the line.
Example: Before
entering a warehouse, you spend the die. The GM tells you that
mooks are waiting for you inside. Then you say: ”When me
and the compadres got into the warehouse, we hadn't the faintest
idea that Big Brother's thugs would be crawling all over the
place. By chance, I had brought my Tommy Gun and Wong had his
sword with him.”
Of course, you retroactively
decided to bring the weapons -since your characters didn?t know
about the ambush. You couldn?t have deciced not to go in,
because this would have derived the plot too much. - thunk
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We're
Tight Like That (Journalist): You have a good
relationship with a contact that might normally hate your
guts.
This is the Journalist unique schtick in the FS
rule book. If you spend a Fortune point you can guarantee that
the contact you have doesn't want to see you suffer like a
squashed bug.
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Wierdness
Magnet (Everyday Hero): Strange things always seem
to happen to you first – alien visitors, meteors from the
sky, bat-babies on your front door, Communist Militants in your
dorm room...yet, you always seem to escape unscathed.
Anytime
something will happen to an ally that can cause them harm or
nuisance, you can spend a fortune point and have it happen to
you instead – you must describe how that comes to happen.
No matter how awful or how terrible the event is that
you take on yourself, you will not suffer any permanent injury
or death by virtue of your strange and unpredictable fortune and
circumstance (though you can be rendered unconscious, taken
captive, take wound points, etc). Nothing is too strange, or too
circumstantial to occur to explain how this comes to pass –
the only restriction is breaking the plot or involving GMCs that
the GM does not wish to have enter into the story at that
point.
Additionally, your life is just plain weird. You
are targeted by all sorts of oddballs and tabloid-quality
scenarios.
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* These
schticks were adapted from Feng
Shui Grab Bag.
**These
schticks were adapted from the T3
Feng Shui rules and are Copyright © 1998 and onwards, Carl
Cramér.
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