Special Abilities
This is an attempted generalization of a system Dan came up with, introduced in Wushu Clone Wars.
In essence, the players can select from a list of rule-changing effects. If you're using 5/4/3/1 chargen, you can just give everyone a certain number of picks from a list (though I recommend just one). Alternately, if you're using a point-buy system, decide a certain number of points for each ability to be worth and let the players go nuts.
Before play starts, the GM should probably construct a list of the sorts of abilties he'd expect to find in the genre/setting. Player's could be allowed to make up their own in addition to these. Some thought should be given to balance as well, either by making the abilities equal in giving them a cost commeasurate with their utility.
Here are some sample effects that you can customize and combine into more interesting abilities. See WushuCloneWars for in-genre examples.
- Once per session, the player may make a Scab Roll against a relevant Trait and ask the GM one question, who is bound to answer based on how well the roll went.
- The Character has one more Chi than is standard.
- The Character has powers or equipment such that he gets a +2 to his dice cap in a defined type of situation, or with a defined type of details.
- The Character has powers or influence such that he gets +3 dice to all scab rolls out of combat in a defined type of situation.
- The Character gets one extra Yin success every round. He is probably hella-tough like Mr T.
print