Bonus Points
Character | Points |
Cherry Blossom | 4 |
Fehman Carter | 4 |
Sabine Jones | 5 |
Jean Bellstock | 4 |
Adrian Cholin | 4 |
Gideon | 2 |
Uziel | 4 |
This shows all points awarded. Please list all expenditures on your characters Notes page.
Uses for Bonus Points
- Character Development: You can gain new traits, with some restrictions, with your spent points. Most points spent in this fashion will be spent on Skills, and in order to do this you must have used the Skill during the latest story. Default use counts here, so don't be afraid to roll at default on skills! Attribute gains will be considerably rarer, and require justification. Most attribute gains will be gained via Augmentation in play, through Cyberware or Genemods. Some advantages can be gained in play, and you can also use bonus points to buy off disadvantages.
- Buying Success: You may spend character points to improve a roll. It costs 2 bonus points to make a Critical Failure a normal Failure, 1 bonus point to turn a Failure into a Success, and 2 character points to turn a normal Success into a Critical Success. The costs for multiple shifts stack. You may spend points this way in combat, but some of your enemies have this option as well!
- Dramatic Editing: You may spend 1 or 2 bonus points to specify some effect within the game world. All such editions must be plausible and in fitting with the scene, and the GM and other Players must approve them and find them appropriate. 1 point is sufficient for a minor boost of an in game activity, caused by a successful or critically successful roll (on a successful interrogation roll, you invent some detail that you can use to get even more information), while 2 points allows you to alter the scene in ways utterly unconnected to the crew's activities (you know the Captain of the ship you just met, and parted on good terms, so he'll probably be friendly and willing to help the crew).