Polera

CHARACTER BONUSES

On Character Creation, the character gets 3 of these bonuses. The character also gets a new bonus every 10 Career points they earn.

Focused Craft
  1. Choose a non-combat skill. This skill gets a +4% to roll a critical success.
  2. The selected skill above gets another +4% to roll a critical success.
Shrug It Off
  1. Character may spend a Willpower point to ignore the effects of Wounded level for a few turns. He may spend two Willpower points to ignore the effects of Critical level OR regain consciousness.
  2. +15% maximum Health
  3. +15% maximum Health. Regain consciousness by spending 1 Willpower point.
Scholar
  1. Before rolling for experience, move two Skill checkmarks to any other skill of your choice.
  2. When rolling a Skill experience check, a result of 98-100 adds 2 to the Raw skill instead of one.
  3. When rolling a Skill experience check, a result of 97-100 adds 2 to the Raw skill instead of one & before rolling for experience, move a total of 3 Skill checkmarks to any other skills of your choice.
Live Another Day
  1. Recovery +4 health per day.
  2. Recovery +4 health per day.
  3. Recovery +4 health per day.
Shoot First…
  1. +1 to Initiative
  2. +1 to Initiative
  3. +2 to Initiative
Well of Power
  1. +2 Willpower Points & +1 base Willpower recovered per session & +10% Willpower Recovery
  2. +2 Willpower Points & +1 base Willpower recovered per session & +10% Willpower Recovery
  3. +2 Willpower Points & +1 base Willpower recovered per session & +10% Willpower Recovery
Indomitable Mind
  1. +15% Psionic Defense and +2 to all raw Psionic skills.
  2. +15% Psionic Defense and +4 to a single raw Psionic skill.
  3. +15% Psionic Defense and choose one Psionic skill to get +1% critical successes.
Skill Mastery
  1. Add +3 to the raw value of all the skills in a single skill group
  2. Add +8 to a single raw skill from the group selected above
  3. Any time the skill selected above critically fails, spend 1 Willpower to reroll the dice.
Good Mojo
  1. Character can give luck points to another character with no penalty.
  2. Once per session, the player may reroll any check they just made taking the best roll.
  3. Once per session, the character may reroll any check someone else just made taking the best roll.
Sharp
  1. Choose one skill group. Add +10 to the dice on all experience gain skill checks.
  2. Add +10 to the dice on all Attribute experience rolls.
Dead Eye
  1. Add +5% chance to hit with a specific weapon type (9mm Pistol) (multiple selections alright).
  2. Add +3% to critically hit with the specific weapon chosen above.
Greased Pig
  1. Add +10% to Unarmed/Melee defense.
  2. Add +10% to Ranged defense.
  3. Completely avoid one attack per game session that is not a 100% hit. Decide which attack before the attack is rolled.
Trauma Mama
  1. Base healing from first aid is 10 instead of 5.
  2. Instead of waiting for the battle to end, first-aid can now be performed inside of combat by taking 2 turns to heal the patient.
  3. +10 to raw First-aid Skill and give a +30% to anyone performing First-aid on you (to a maximum of your own skill).
Natural Salesman
  1. Gain 4 new Contacts
  2. Convert a contact into a Friend and gain 2 new Contacts.
  3. Convert a contact into a Friend and gain 2 new Contacts.
Blind Faith
  1. Character may spend 1 Willpower Point to try a Specialized skill (italics) that they have no skill points in. Their effective skill is still Attribute averaged with a raw skill of 0 (i.e. Attribute halved).
  2. Character may spend 1 Willpower Point (and only 1) to add +40% to any roll made by another person whose action is directly saving their life.
  3. Character may spend 1 Willpower Point to remove 2 points from every Attribute once per session to prevent your character’s death. Instead they are at Critical damage level. Spend 4 Willpower Points when using this advantage to return at Wounded level.
Command
  1. Subordinate’s roll +10% to all rolls in your vicinity when under stress AND receive a permanent +6 to raw Leadership skill.
  2. Once per session you may give up to 2 Willpower in one stirring speech to another character.
Monkey
  1. Add +10 to the raw skills of Climbing, Running, and Swimming.
  2. Add +10 to raw Acrobatics.
Tech Recovery
  1. You are much more likely to recognize lost technological items.
  2. Your skills of Engineering and Electronics/Mechanics apply to lost technological items without penalty.
Push On
  1. Ignore mild effects such as a -10% for being sleepy, exhausted, or stunned (does not apply to wound states).
  2. Being critically wounded only gives you a penalty of -30% instead of -40%. Movement, however, is still affected.
  3. Once per session when you go below Wounded level, gain 1 Luck point. One per session when you go below Critical level gain 2 Luck points and 1 Willpower. If both levels are reached in a single attack, gain both benefits.
Freakin’ Lucky
  1. +1 Luck points recovered at the end of each session.
  2. +1 maximum Luck Points and your Luck Point limit in a single roll is increased to 4.
  3. +2 maximum Luck Points and +1 Luck points recovered at the end of each session.