Barfly
General – Your character never loses cool from drinking alcohol. However you are more prone to drinking in excess.
+1 Hitpoint
Bloodlust
General – Your character regains 2 cool every time you execute a humanoid enemy.
+1 Cool
Calm
Specialist: Gain +6 Cool
General: Gain +3 Cool
Chef de Apocalyptie
Specialist – You count as 1 person for the purposes of creating meals using the industrial kitchen on site. In addition if a meal you had a part in making feeds the whole colony, gain 2 cool.
+1 Hitpoint +2 Cool
General- You count as ½ of a person for the purposes of creating meals using the industrial kitchen on site.
+1 Hitpoint
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Counsellor
Specialist- You may attempt to help characters gain cool using the Counselling rules. You may also diagnose and treat Long Term Trauma using the rules outlined in that section.
+4 Cool
General– You may attempt to help characters gain cool using the Counselling rules.
+1Cool
Dedicated Worker
General – Your character does not lose cool when assisting with crafting as long as you are above half cool.
+1 Cool
Escape Artist
General: Able to spend 1 cool to escape bonds (ropes, manacles etc) over a period of a minute. Counts as spending 1 extra cool and 1 extra Hitpoint when attempting to break a grapple.
+1 Hitpoint
Engineer
Specialist: – You count as a engineer and may use this skill towards crafting. In addition you may draft blueprints for engineering and assist in drafting others.
+2 Cool +2 Hitpoint
General – You can as ½ of an engineer for the purposes of crafting.
+1Hitpoint
Extraction
Specialist – You may interrogate a restrained opponent. For every every five minutes you spend interrogating your subject they lose 1 cool and must answer at least one question as truthfully as they can. When they reach 0 cool they are broken and must answer at least one question truthfully every minute and may not lie, only avoid questions outside of this one question.
+3 Cool +1 Hitpoint.
Feral
Specialist – You may declare ‘Feral’ to any wild creatures you encounter, they will treat you accordingly. In addition you may enter an animalistic state when you reach zero cool, whilst you remain in this state you may skip meals without penalty.
+4 Hitpoints.
Golden Child
Specialist – You count as immune to all level 1 & 2 environmental dangers (Yellow and Orange warning signs). In addition you reduce overland travel time by five minutes.
NOTE: This skill can only be taken by players under that age of 14 and must be taken by players under the age of 14.
You always count as having 4 cool.
Gone Hungry
General – Your character does not lose cool due to missing meals.
+1 Hitpoint
Helping Hand
General- You can assist with any task that normally requires at least a general skill to take part in as long as:
- It is not surgery worth more than 2 hitpoints.
- A character with a specialist skill appropriate to the task is working with you.
If these requirements are met, you count as ½ a person.
+1 Cool
Hidden Strength
General- Once per event you may return to full cool or half hitpoints in a moment you deem appropriately important to your character.
+1 Hitpoint
Iron Gut
General: You never lose Hitpoints from eating food.
+1 Hitpoint
Iron Will
General – Your character should not lose cool due to non-threatening traumatic situations such as seeing a body, being intimidated or witnessing an explosion.
+1 Hitpoint
Lore
Specialist: You are very well informed about the world around you. When gaining this skill you are granted an packet that provides you with extra information about the world. You may gain extra information at subsequent games at ST discretion. You should nominate 3 fields of expertise about which your character is particularly knowledgeable.
+3 Cool
General: As above but nominate only 1 field of expertise.
+1 Cool.
Masochist
General – Your character does not lose cool when they lose hitpoints.
+1 Hitpoint
Pat Down
General: You may declare Pat Down without spending cool and it always succeeds.
+1 Hitpoint
Pick Lock
General: You are able to pick locks.
+1 Cool
[Picking Locks:
Locked items will be marked with a card outlining the manner in which they can be opened including required skills, trait expenditure, time and/or keys.]
Pride In Your Work
General – You may double the crafting time of an item to reduce the cool required to make it to 0.
+1 Hitpoint
Quick Learner
Specialist: You gain an extra general skill every game instead of every second game.
+2 Hitpoints +2 cool
Resilience
Specialist: Gain +6 Hitpoints
General: Gain +3 Hitpoints
Spiritual
Specialist – You may spend five minutes leading a ritual or prayer. Choose 1 individual (other than yourself) for every cool you spend from amongst those joining you. These individuals gain 1 cool, or 2 cool if they have the Spiritual skill. Cool is spent at the end of the sermon. You may also spend time in quiet contemplation befitting your characters spirituality regaining 1 cool for every 5 uninterrupted minutes.
+1 Hitpoint +3 Cool
General – You may spend time in quiet contemplation befitting your characters spirituality regaining 1 cool for every 5 uninterrupted minutes.+1 Cool
Slayer
General – Your character gains 2 cool whenever they execute a monstrous enemy.
+1 Cool
Status (Faction)
General – This skill reflects your character being a part of one of the three factions of Avoss. Your
character is a member of the town and also gains a number of additional items at character creation depending on faction as follows:
Networker – 2 Pieces of Armour or 1 Protective Suit and 1 Field Ration
+ 1 Cool
Tanker – 1 first aid kit and 1 random alcoholic drink and 1 piece of electrical scrap
+1 Hitpoint
Forger – 1 set of mechanical or chemical tools and 1 piece of armour or 1 rebreather
+1 Hitpoint OR +1 Cool
In addition your character is assumed to be living in the town and may start with a tent if you are not sleeping within the permanent structures. This skill is only available at character creation. Characters who become members of a faction during play do not gain the equipment and traits listed here.
Stone Cold
General – Your character should not lose cool for killing human enemies.
+1 Hitpoint.
Trauma
Specialist- You count as 1 person for the purposes of operating on injured individuals. You only spend 1 cool every 5 minutes instead of every 2 minutes when pausing a bleed out counter.
+4 Cool
General- You count as ½ a person for the purposes of operating on injured individuals. You only spend 1 cool every 5 minutes instead of every 2 minutes when pausing a bleed out counter.
+2 Cool
Traveller
Specialist – You reduce overland travel time by 5 minutes. In addition your group counts as 25% smaller for the purposes of calculating travel time. This effect does not stack.
+2 Hitpoints +2 Cool
General – You reduce overland travel time by 5 minutes.
+1 Hitpoint
Unkillable
Specialist – You may ignore the first time your character would die each event. Proceed through to the holding area as normal, then inform an organiser.
+2 Hitpoints +2 Cool.
Well Supplied
Specialist – Your character is
particularly well outfitted. You start play with 10 additional points worth of
items.
+2 Hitpoints +2 Cool
General – Your character is slightly better outfitted. You start play with 3 additional points worth of items.
+1 Hitpoint +1 Cool