Special Abilities
The following are the special abilities that you can choose from if you give your primary character the appropriate alteration. In order to use a special ability during the game, you must spend genre points. The amount necessary is specified in the write-ups. You cannot use a special ability more than once per check, unless noted otherwise.
Adrenaline Boost (2 Genre Points)
Use before making a check. Roll an additional die of the same type that you’re rolling.
Back For More (8 Genre Points)
When the character is killed, you can use this ability. Then, roll a die. If you roll a 4-6, the character wasn’t as bad off as it first appeared. He now has one survival point and can enter another scene, though you can’t enter the scene that follows the scene in which the character was “killed”. This can only be used once per flick.
Dumb Luck (2 Genre Points)
Re-roll any one die after you make a check.
Let’s End This (8 Genre Points)
The character doubles the amount of survival points he gains from a crucial check that generates at least one topper.
Overcome (2 genre points)
By spending two genre points, you can ignore a negative quality for a given stat check. This must be declared before the check is made. Each negative quality can only be ignored once per flick in this manner.
Prone To Falling (0 genre points)
Once per flick, when this character is fleeing from the killer in a kill scene, you may declare that this character trips and falls. This must be declared immediately before making the crucial Finesse check for fleeing. The check yields one less matching result than normal (so, three matching results become two matching results instead). On the plus side, you receive 2 genre points.
Resourceful (0 Genre Points)
Once per flick, this character may trade in survival points for genre points on a 1-for-2 basis (i.e., each survival point traded in gets the player two genre points). This may not be done while the character is in a kill scene.
Scream Queen (Females only; 0 Genre Points)
Once per game, when the character sees something horrific, you may declare that your character unleashes a bloodcurdling scream. Upon doing so, you gain 4 genre points.
Speedy Recovery (2 Genre Points)
When the character survives a kill scene, spend two genre points in order to retain 1d3+1 survival points rather than 1d3 (see page 39 of the rulebook).
Steel Yourself (3 Genre Points)
Use before making a freak-out check. You automatically pass the check.
Stupid Action (0 Genre Points)
Twice per game, you may choose to let the Director control your character momentarily. The Director should have him do something very unwise. You immediately gain 2 genre points.
Versatile (3 Genre Points)
By spending 3 genre points and devising an explanation, the character can use one of his positive qualities to benefit a stat it’s not linked
to. For example, if the character has “Fisticuffs” (a Brawn quality), he could pay the 3 genre points and use it for a Finesse check by explaining that he’s doing a flying dropkick (something that would require agility). Obviously, the Director can reject a totally outlandish explanation (you get your genre points back in such a case).
Wholesome (3 Genre Points)
The character is pure, virtuous or otherwise a relative goody-two- shoes. Whereas most primary characters can ignore the first loss
of survival points (see page 37 of the rulebook), this character can ignore one additional loss of survival points by spending four genre points as soon as the loss is announced by the Director.
Psychic Power (4 genre points)
When taking this special ability, you automatically gain a new Brains-based positive quality that describes the nature of the mental power (“Telekinesis”, “Can Read Minds”, “Can Start Fires With His Mind”, etc.). This quality is rated Poor
and cannot be improved. You must spend 4 genre points every time this quality is used, regardless of whether or not the check is successful. The Director can disallow or limit this special ability as she sees fit.