This section will detail additional Skills and Training for Player Characters to use. If you have any suggestions for an addition to this section, Please Submit them to us.


EagleEye (by Caporusso Saverio)
Cost: 5 (professional: Law, Military) or 10 CP (non-professional)
The character has a natural capacity to look and snipe with guns (does not include artillery) or thrown object. He gains an additional -1Df bonus for any sniper shot (after 1 round spend to snipe the target).

 


Stakhanov (by Caporusso Saverio)
Cost: 15 CP

The character does not fatigue except under very extreme conditions, and thus can perform any activity without tiring. Any Physical Endurance test (running, fighting tiredness, etc.)  is at -1Df .


Pstriker (by John Zyglocke [mindterror@hotmail.com])
Cost: 30 CPs
Prerequisite: The character MUST have a minimum of Willpower 4.
Bonus: The character is considered a Psink in addition to these abilities.

The character has either discovered or (more likely) been instructed how to focus his or her Psink ability. At will, she may take a variable willpower test to focus her psink aura into a forward facing cone. The cone's vertex is at the character's forehead and ends (Pstriker's Willpower) meters from her. The cone has a base diameter equal to the Pstriker's Willpower in meters. Any psychic (Human, Grey, or other) must make a Willpower test with a Df equal to the Pstriker's Willpower. A result equal to the target's Good Luck grants him total immunity from further Pstrikes from this character (for the next 24 hours). Failure results in a loss of one Psi Point from each of the characters disciplines. A result equal to the target's Bad Luck drains two points from each discipline. The victim(s) immediately feel this loss but will not know of it's origin. The pstriker will not know how many, if any, points were drained in this way.


Easily Bored (Submitted by by Edward Perkins)
Value: 5 CP

The agent in question bores easily. While most of the time, this is not a problem, if the agent is assigned to any tedious duty, e.g lengthy surveillance or stakeouts, sifting through old news reports, analysing the last six months of lab data for trends, etc, they must make a Variable Willpower test to avoid doing something that adds interest, to the deteriment of the task at hand, for example listening to a Walkman, reading comics, or just going at watching Cartoon Network instead. This trait affects research -- each time the agent attempts a research project, he must make a Variable Willpower test to avoid losing the cumulative bonus for failing a breakthrough test. Finally, the agent gets only half the amount of Downtime awarded others. At the GM's discretion, in games where research and tedious tasks are commonplace, the value may be raised to 10 points.


Atlantean Offspring
Cost: 30

You are the offspring of one atlantean parent and one human parent. The Atlantean parent then left you to be brought up in human society and occasionally "looks" in on you. Your accomplishments make him/her proud and your failures are seen as a blight on his/her family so be careful. For that reason you are Watched (add the trait Watched: Atlantean Parent). You have always managed to have a better willpower than your fellow humans (+1t to all tests that use the Wil attribute). And if by chance you ever come in contact with nanotechnology it seems to work better in you than humans (Use Atlantean effect not Human effect).


Idiot Savant
Cost: 15cp
Submitted by Mark Kirby
The agent receives one Science, Occult, Humanities, Fine Arts, Engineering, Language, Medical, Repair/Build subskill at level 5 for free. No other skill of these types can be purchased during character generation at a level higher than 1. Further, no such skill may be raised beyond level 2 during gameplay. The level 5 subskill cannot be used to test related subskill's as if they where one level lower. For example, a character with Idiot Savant (Math) cannot use this skill to make a Science (Chemistry) test or a Humanities test. This trait may only be purchased by an agent whose profession holds the Science and Research Influence Icon.


The Inside Edge
Cost: 10CP (or more)
Submitted by Jacob
The president doesn't just shack up with his secretaries - he runs a brothel - and Saddem Hussein is one of his regular customers! You've got the video footage to prove it!!!
The Inside Edge is a trait that gives increased Influence in one particular area. When choosing this trait, select one Influence Icon type (Police, Intelligence, etc.) in which the character has one or more contacts. The Inside Edge gives him an additional level of Influence when dealing with representatives from this area. For each additional 10CP (up to 20) spent grants an additional level of Influence when pulling strings or interacting in that area.
Use of the Inside Edge can be dangerous -- whenever the Inside Edge is used, the GM should make a secret Luck check (with modifiers as she sees fit). On Bad Luck roll, the contact may decide to take alternative action to stop the blackmail.


Loner
Value: 5CP or 15CP
Submitted by Mark Kirby
The character is a lone wolf, an outsider or just a misfit. She feels uncomfortable when forced to work with others and prefers to work alone. The agent suffers a -2t penalty (+1Df at the 15CP value) to all actions when forced to work with another. This clearly applies for teamwork situations, but may be used in as simple a situation as a firefight with allies.


Team Player
Value: 5CP or 10CP
Submitted by Mark Kirby
The character strongly wants to be a part of a team. He is only comfortable when serving as a cog in the machine. When working alone, the individual receives a -2t penalty (+1Df at the 10CP value) to all actions. This penalty can be removed if any kind of a potential ally is nearby.

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