Alternate Abilities

At every even-numbered level, you can elect to take an alternate ability. Alternate abilities cost a certain number of skill pips. You can save skill pips and bank them in order to purchase more expensive abilities. No ability can be purchased more than once. You cannot take more than one alternate ability

2 Pip Abilities

Backstab: When you attack a surprised or defenseless target with a melee attack, you can deal damage or roll 2d6 + DEX modifier. On 10+, choose two. On 7-9, choose one.

  • You don’t get into melee combat with the target.
  • You deal +1d6 points of damage.
  • You create an advantage that grants you or an ally a +1 bonus on your or his next action.
  • Reduce the target’s Armor Class by -1.

Bend Bars, Lift Gates: When you use pure strength to overcome an inanimate obstacle, roll 2d6 + STR modifier. On 10+, choose 3. On a 7-9, choose 2.

  • It doesn’t take a very long time.
  • Nothing of value is damaged.
  • It doesn’t make a lot of noise.
  • The thing can be fixed against without a lot of effort.

Hunter: When you follow a trail, roll 2d6 + WIS modifier. On 7-9, you can follow the trail until there’s a significant change in direction or mode of travel. On 10+, also choose one question:

  • Gain a useful bit of information about your quarry.
  • Determine what caused the trail to end.

Lore: Select one skill that you have at least one level in. Whenever you first encounter an important creature, location, or item related to this chosen skill, you can ask the GM any one question about it. The GM will answer truthfully. He may then ask you how you know this information. Make something up.

Sniper: When you attack a defenseless or surprised target at range, you can deal your damage or name your target and roll 2d6 + DEX modifier.

  • Head Shot: 7-9, target does nothing but stands dazed for a few moments. 10+, as before plus deal your damage.
  • Arm Shot: 7-9, target drops whatever he holds. 10+, as before plus deal your damage.
  • Leg Shot: 7-9, target is hobbled and moves slowly. 10+, as before plus deal your damage.

4 Pip Abilities

Bamboozle: When you parley with someone, on a 7+ you gain a +1 bonus to your next action related to that target.

Charge!: When you lead the charge into combat, those you lead gain a +1 bonus on their next roll.

Clear!: When someone makes a death check while you’re treating them, he gets a +1 on his roll.

Connections: When you put out word to the criminal underbelly about something you want or need, roll 2d6 + CHA modifier. On a 10+, someone has it just for you. On a 7-9, you’ll have to settle for something close to it or it comes with strings attached (your choice).

Duelist’s Parry: When you hack and slash, you gain a +1 Armor Class bonus until your next action.

Helpful: When you successfully aid someone, you gain a +1 bonus to your next roll.

Merciless: When you hack and slash an enemy, your next attack against that same foe deals +1d4 points of damage.

Observant: When you use Hunter, you may also ask one question about the creature from the perception-related skill check list for free. Prerequisite: Hunter.

Seeing Red: When you make perception-related checks during combat, you enjoy a +1 bonus.

Setup Ally: When you hack and slash a foe, choose one ally. He gets +1d4 points of damage against that target if his next attack succeeds.

Spray of Bullets: When you volley, you may spend extra ammo before rolling. For each extra ammo spent, choose an extra target. Roll once and apply damage to all targets.

Tougher Than Leather: You gain a +1 Armor Class bonus.

Two-Weapon Fighting: When you hack and slash with two weapons, deal an extra +1d4 points of damage.

Underdog: When you’re outnumbered, you gain a +1 Armor Class bonus.

6 Pip Abilities

Bloodthirsty: When you hack and slash an enemy, your next attack against that same foe deals +1d8 points of damage. Prerequisite: Merciless, which this ability replaces.

Con: When you parley with someone, on a 7+ you gain a +1 bonus to your next action related to that target, and you get to ask the target one question, which he must answer truthfully. Prerequisite: Bamboozle, which this ability replaces.

Duelist’s Block: When you hack and slash, you gain a +2 Armor Class bonus until your next action. Prerequisite: Duelist’s Parry, which this ability replaces.

Improved Two-Weapon Fighting: When you hack and slash with two weapons, deal an extra +1d8 points of damage. Prerequisite: Two-Weapon Fighting, which this ability replaces.

Into the Breach!: When you lead the charge into combat, those you lead gain a +1 bonus to their next roll and +2 to their Armor Class until the end of their next turn. Prerequisite: Charge!, which this ability replaces.

Strike As One: When you hack and slash a foe, choose one ally. He gets a +1 attack bonus and +1d4 points of damage against that target if his next attack succeeds. Prerequisite: Setup Ally, which this ability replaces.

Tough as Nails: You gain a +2 Armor Class bonus. Prerequisite: Tougher Than Leather, which this ability replaces.

Alternate Abilities

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