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Circles
A roleplaying system by Steve Hatherley
Last updated: 08 May, 2001
Characters - Temporary Abilities
Temporary abilities all cost one point during character creation. Note that this isn't
a complete list - as new temporaries are created I'll add them here.
I find it handy to copy the temporaries onto address labels and stick those onto cards.
(If you use the labels that come 21 to a sheet (7x3) then three of them will fit on a 3x5
index card.) Aim for about three of each - that gives you enough for character generation
and lets you hand them out as rewards.
- Above and Beyond: You impress someone in authority (your boss, patron, liege)
with your performance.
Bluff and Bluster: You can bluff or bluster your way past any one non-player
character.
Derring-Do: You may successfully perform some remarkable action, as long as it is
flashy and exciting. (You cant however, do something that is impossible.)
Dodge: You automatically dodge a bullet, arrow, falling rock or whatever.
Easier Than I Thought: Reduce the level of a challenge by one.
First Aid: By spending a few minutes with a patient you can heal two wounds.
Friends in High Places: You have a friend in high places that you can call on for
a favour.
Haggle: You successfully haggle for an item, getting it cheaper if you are
buying or selling it for more if you are selling.
Hard as Nails: You radiate an aura of
strength, toughness and ferocity that makes people think twice about taking you on.
Help Me: If you are in trouble you can get the attention of two caring passers-by
who will come to your aid.
I Knew That: You have a flash of inspiration and know exactly what you need (a
fact, course of action, or whatever) in this situation...
I remember reading about that somewhere: You remember an important fact about
your current situation
Intimidate: You can radiate menace - puff out your chest and glare meaningfully.
Your victim will be so scared they will obey you for 30 seconds.
It's Only a Flesh Wound: You can immediately heal one wound.
Ive got one of those right here: You just happen to have exactly the item
you currently need - as long as it isnt too exotic...
Lose a Tail: You can avoid a person (or group of people) who is trying to follow
you.
Lucky Break: You can re-try a failed challenge (but not a combat challenge).
Namedrop with Style: You gain all due respect for saying that you know someone
relevantly famous (or notorious) - whether you do or not.
Oops: You can cancel any single use of an ability - Temporary or Permanent (but
not a One-Shot). The ability (if a Temporary) is still discarded.
Pulling out all the stops: You complete something (an action
or whatever) in less time than it would normally take. Pity about the quality, though.
Ride/Drive Somewhere Real Quick: You can ride (or drive) somewhere in double-fast
time.
Sincerity: You can make someone believe something you tell them.
Sleight of Hand: By a slight of hand and artful deception you can momentarily
distract someone.
Smelling of Roses: With a little dusting down you immediately look great after a
scrape, fight or having being pulled through the bushes backwards.
Tough as Old Boots: You may ignore up to three wounds from one source, although
you must take at least one wound.
Win Poker Hand: You can win a poker hand, or other game of skill and chance.
Combat Temporaries
- Disarm: If you win a round of combat you can choose to disarm your opponent
instead of doing him damage.
M
- Instant KO: If you win in a combat challenge, you instantly knock your opponent
out. M
- Lucky Hit: Your hit does an extra wound. M
- Quick Draw: You draw your weapon and attack in a single motion. M
Romance Temporaries
- Come-to-bed eyes: You can automatically seduce anyone into bed, for one night
only. ©
- Flattery: If you spend a few minutes flattering someone, they must then answer
two yes/no questions without lying. ©
- Seduction: You flirt, flatter, smile and can then
ask a member of the opposite sex for a special favour. They will help you for half an
hour. ©
Not to be taken as part of character generation
These I don't normally allow in character generation.
They are in my pile of random temporaries though - and occasionally they come in handy.
- Draw Blood: You succeed in one combat challenge, beating your opponent(s).Heads!
A coin flip of your choice comes up heads.
- Instant Sobriety: You sober up real quick after excessive partying and imbibing.Oral
dexterity: You tie a knot in a cherry stalk with your tongue.
- Success!: You automatically win a (non-combat) challenge!
- Sudden Insight: You gain a sudden insight into the situation - you may ask the GM
(or another player) one yes/no question that he or she must answer truthfully. (You may
never have more than one of these at any one time.)
- Trick shot: You casually pull off a fancy (but harmless) trick shot - shooting a
rope, or through a spinning object or similar.
- Vending Machine Jackpot: You find 50 pence in a vending machine/payphone/etc
refund slot.
Who?: You know who is calling you on the phone
(or knocking at the door) before you answer it.
- Wildcard: Instead of returning your Temporary Ability to the GM after use, you
may give the GM this card instead. You keep the Temporary and may use it again.
- Wrists of Steel: You can undo a stuck jam jar lid.
Some of these have been designed by others,
particularly Jon Freeman (Pulling Out All the Stops, Hard As Nails), Danny Bourne
(Namedrop with Style).
Copyright (c) 2001 Steve Hatherley
circles index - rules - characters
- problems - one-shots - permanents
- temporaries |
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