A couple of days ago I got a zipped folder full of new Ability Cards from Sam, our graphic designer. They are part of the Play Aids portion of the Broken Contract Rulebook Kickstarter running right now. Those who already own one of the Faction Sets know that each one comes with a deck of Ability Cards that correspond to the unique abilities that each of the Characters possesses. These cards were all brainstormed before I created the Character and Crew Creation system that is in the Rulebook. I realized as I was play testing Crew Creation that the Abilities in the Faction Sets just weren't diverse enough, so I sat down and developed an early incarnation of this list:
1. Scrapper - This Character may re-roll failed Melee checks.
2. Sure-handed - This Character may re-roll Melee checks of 1 when performing a Strike Action.
3. Crusher - This Character may re-roll failed Strength checks.
4. Wrestler - This Character may re-roll Strength checks of 1 when performing a Grab Action.
5. Lucky Shot- This Character may re-roll failed Shoot checks.
6. Skilled Shot - This Character may re-roll Shoot checks of 1 when performing a Shoot Action.
7. Nimble - already has a card.
8. Reactive - This Character may re-roll Agility checks of 1 when performing a Dodge Interruption.
9. True Grit - already has a card.
10. Tough - already has a card.
11. Indomitable - This Character may re-roll failed Psyche checks.
12. Determined - already has a card.
13. Med Savvy - This Character may re-roll Intellect checks of 1 when performing a First Aid Action.
14. Brilliant - This Character may re-roll failed Intellect checks.
15. Charmer - already has a card.
16. Weasel - This Character may re-roll Dealing checks of 1 when performing a Mercy Interruption.
17. Alert - This Character may re-roll failed Perceive checks.
18. Sharp - This Character may re-roll Perceive checks of 1 when performing a Search Action.
19. Influence - This Character may re-roll failed Leadership checks.
20. Rousing - This Character may re-roll Leadership checks of 1 when performing a Form Team Action.
21. Strider - This Character may perform a Walk Action twice per Turn.
22. Unyielding - This Character may ignore a single Wound once per Act.
23. Resistant - This Character may ignore Shock once per Act.
24. Energized - This Character may start the Turn with an Extra Action once per Act.
25. Centered - This Character may start the Turn Focused once per Act.
26. Intuitive - This Character may trade their Initiative Draw up or down by 1.
27. Reflexive - This Character receives two Initiative Cards every Turn and may spread their Actions across both.
28. Sure-footed - already has a card.
29. Double Jointed - This Character may re-roll Psyche checks of 1 when performing an Escape Restraints Action.
30. Blocker - This Character may re-roll Agility checks of 1 when performing an Impede Interruption.
31. Receiver - This Character may re-roll Agility checks of 1 when performing a Catch Interruption.
32. Deft - This Character may re-roll Agility checks of 1 when performing a Parry Interruption.
I tried to touch on every Stat in the game, as well as most of the Actions and Interruptions to give Characters the opportunity to specialize a bit. I'm happy with how these cards have play tested and I'm amped on how Sam has drawn upon icons to make them easily identifiable. When combined with the existing cards, it will just make the options broader and the characters more interesting.
-Nick
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