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Circles
A roleplaying system by Steve Hatherley
Last updated: 12 May, 2001
Characters - Permanent Abilities
Any skill or "career" generally counts as a 1 point Permanent. So, for
example, if you wanted to play an architect, "Architect" would be a 1 point
skill and would give you all the benefits that being a trained architect would have (which
includes the less obvious things like management and administrational skills as well as
the ability to design attractive buildings).
If you want a permanent ability that, in game terms at least, gives you slightly more
(see Surgeon, below) then talk to the GM. Itll probably cost you an extra point.
- Artistic Leanings: You sculpt, paint and draw with enviable talent. (1 point.)
- Awesome Strength: You are generally very strong and do an additional one wound
with any hand weapon. (2 points)
- Beastmanship: Animals react well to you and you can ride any animal. (1 point -
but you automatically get the "Get Somewhere Real Quick" Temporary.)
- Boating: You are familiar with all forms of water-craft, and are skilled at
reading tides and the weather. (1 point.)
- Cooking: You are an excellent cook and can make wonderful meals from ordinary
ingredients. (1 point.)
Danger Sense: You have an uncanny knack of knowing when danger is about to
strike - you usually get a moment or two's warning. (1 point)
Drive Vehicle: (Choose type) You know how to get the best out of this vehicle in
any situation. (1 point.)
Evaluation: You automatically know the price of any ordinary item - although you
might need to succeed in a challenge for the truly extraordinary. (1 point.)
Gambling: You are a fine gambler, able to judge odds and fleece the yokels. (1
point.)
Gift of the Gab: You get along with everyone and make friends easily. (1 point.)
Jack of all Trades, Master of None: You cannot take any other Permanent ability,
but you can buy Temporary abilities on a 2 for 1 Reward basis, regardless of their
requirements. (3 points.)
Keen Eyes: You are generally observant and have very good eyesight. (1 point.)
Light-Fingered: You are skilled in the art of dipping, cut-pursing and
pickpocketting. (1 point.)
Live off the Land: You are proficient at finding food, fishing, hunting and
living off the land. (1 point.)
Mechanic: You know how mechanical items work - and with the right tools you can
build or fix them. (1 point.)
Medical Training: You know a little about first aid - enough to heal one wound on
a Simple challenge. You can also buy "First Aid" Temporarys on a 3 for one
Reward basis. (1 point.)
Singing: You have a beautiful singing voice that you can use to soothe nerves and
impress folk. (1 point.)
Spin a Good Yarn: You are a quick-witted storyteller, able to make those long
winter evenings pass in a trice. (1 point.)
Surgeon: You know medicine and surgery. With the right equipment you can heal
anyone. You heal two wounds on a Simple challenge and even if you fail you heal one wound.
You may buy "First Aid" Temporarys on a three for one basis. (2 points.)
Suss: You are good at reading people. (1 point.)
True Love: You have given your heart to someone else (specify who) and are immune
to all © abilities. (1 point.)
Unnoticed Search: You have mastered the knack of bumping into and searching
someone without them realising. (1 point.)
Combat Permanents
- Battle-Trained: You are well-trained in the arts of war. You can take any M Temporary at half price. (1 point.) M
- Both guns blazing: You are adept at shooting pistols with both hands at once.
You may make a challenge with each at normal difficulty. (1 point) M
- Martial Arts: You inflict two wounds with your bare hands in combat. You may also
buy the "Disarm" Temporary on a 2 for one Reward basis. (1 point.) M
- Marksmanship: You are a crack shot with either a bow or a gun (you choose). You
can place your shots to make them do an additional one wound - or you can make a ranged
combat challenge one level easier. (2 points.)
M
- Parrying: Your opponents do not damage you when you tie in melee combat. (1
point.) M
- Two-Weapon Training: You are trained in the art of using two melee weapons. If
you tie in combat you do full damage instead of half -- providing you are using two
weapons. (1 point.) M
Note that a character with any Combat Permanent ability
may take the "Hard as Nails" temporary at half price.
This list is not exhaustive. As I think of extra
permanent abilities, I'll add them here.
Copyright (c) 2001 Steve Hatherley
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