In all GUMSHOE games, there’s a benefit for having 8 rating points in Athletics – your Hit Threshold rises by 1. Night’s Black Agents expanded this to all General Abilities – if you invest eight of your precious build points in a particular ability, you get a cherry, a special ability that shows off your mastery in that field.
So, for your high-octane Pulp games, here’s a bunch of Cthulhuoid cherries that don’t overlap with the various occupation special abilities.
Conceal: Trap Sense
You may spend Conceal when making a Sense Trouble test if the potential threat is a concealed trap or other hidden environmental peril, like an overgrown pit or impending cave-in.
Disguise: Alternate Identity
You’ve established a whole other life for yourself, complete with friends, possessions, documentation – possibly even a home and family. This alternate persona must have a lower Credit Rating than your main identity (unless you’ve been masquerading as someone else since the start of the campaign). A Disguise rating of 8+ gets you one alternate identity; you can purchase more for 4 experience points each).
Driving: Drive-By Shootout
You’re adept at lining up shots for your passengers when they’re shooting out the window. (We won’t ask which mob outfit you were working for when you learned that trick). You may transfer up to 4 Driving points to your passenger’s Firearms pools at the start of a car chase. Unspent points are lost when the chase ends.
Electrical Repair: Alien Insight
Your intuitive understanding of electricity and magnetism gives you an insight into devices far beyond the paltry technology of humanity. You may spend 4 Electrical Repair to activate an alien device, like a Mi-Go brain cylinder or Yithian lightning gun. You only guess at how to turn the thing on, not what it does or how to properly control it.
Explosives: One Last Stick
You can spend Explosive points on Preparedness tests to obtain dynamite or similar explosives.
Filch: Here’s One I Stole Earlier
With a Filch rating of 8+, once per investigation, you may declare you stole something retroactively from a previous scene. You need to get into the mansion’s boathouse to flee the rampaging shoggoth? Well, it just so happens that you picked the groundkeeper’s pockets earlier on, and here’s the very key you need. You still need to make a Filch test to actually acquire whatever you want to unexpectedly produce.
Firearms: Nerves of Steel
Difficulty numbers for your Firearms tests aren’t affected by being Shaken.
First Aid: Sawbones
A First Aid Rating of 8 or more gives 1 free point in either Medicine or Pharmacy, player’s choice.
Once per adventure, when you fail a Fleeing test or are about to be consumed by some other horror, you may declare that you black out. When you wake up, you’re somewhere safe. You have no idea how you escaped or where you are now, and may have dropped items or abandoned fellow investigators to some horrible fate. But you’re alive, and that’s something.
You may attempt to use hypnotism on subjects who aren’t actively willing to be hypnotized. Your subject must still be somewhat open to your influence – you could hypnotize someone that you’re in conversation with, or the doorman at a club, but you couldn’t hypnotize the mugger who’s about to rob you, or the cultist who’s intent on sacrificing you to some alien god. Increase the Difficulty of any hypnotism tests using this ability by +2 (so, putting someone into a trance without their co-operation is Difficulty 5; planting false memories is Difficulty 7).
Mechanical Repair: Give It A Kick
Once per adventure, you may make a Mechanical Repair roll instantly. You could kick a plane’s engine back to life as it falls from the sky, or unjam a machine gun with one solid whack.
Piloting: There’s Always A Plane
Once per adventure, you may ask the Keeper to introduce an aircraft of some description that you can fly with this ability. Maybe it’s your own plane, and you’ve flew out or had it shipped out. Maybe it’s someone else’s aircraft you can borrow, or a crashed plane that’s repairable. Maybe the cultists have a zeppelin-temple. In any event, there’s always a plane nearby that you can use/borrow/steal over the course of the adventure.
Preparedness: Expedition Planning
If you have time to prepare and pack for any sort of expedition, then you bring enough for everyone. When you succeed at a Preparedness test to obtain an item, you may spend one extra point to have one of those items for everyone in the group. For example, if you use Preparedness to declare you’ve got an electric lamp, then you can spend an extra point to give everyone else a similar lamp too.
A Psychoanalysis Rating of 8 or more gives one free point in Reassurance or Assess Honesty (player’s choice).
Riding: Ride the Flying Polyp
You can ride anything, including Mythos mounts like shantaks. Even better, if a creature is introduced to you as a mount and you only use it for riding, then any Stablility losses for seeing the creature are reduced by 2.
Scuffling: The Old One Two
You may make an extra Scuffling attack per round, as long as you hit with your first attack. Your extra attack costs a number of Scuffling points equal to the result of the damage die (so, if you roll a 2, that’s 2 Scuffling points for another swing).
Sense Trouble: Quick Reflexes
If you overspend on a successful Sense Trouble test, you get those points back as a pool that can only be spent on Athletics, Fleeing, Firearms, Scuffling or Weapons tests in the first round of combat or in tests immediately related to the trouble you sensed. The maximum size of this pool is equal to the number of Sense Trouble points spent. For example, say the Difficulty to sense a lurking Deep One is 5. You spend 3 Sense Trouble and roll a 4, for a total of 7, beating the Difficulty by 2. You get 2 points back that you must spend immediately on attacking or escaping the monster.
If you’d rolled a 6, you’d have beaten the Difficulty by 4, but you’d still only get 3 points back.
Shadowing: In Over Your Head
Whenever you have to make a Sense Trouble roll while shadowing someone, you gain 2 points in a pool that can be spent on Evidence Collection, Locksmith, Disguise, Filch or Stealth. You lose any unspent points in this pool when you stop shadowing the target and turn back, or are discovered.
Stealth: Stay Here
As long as someone follows your explicit instructions, they can piggyback (as per the rules on page 57) on your Stealth tests even when you’re not present. So, if you tell a fellow investigator to hide in the undergrowth and keep crawling until they reach the road, they can piggyback on your Stealth tests if they do exactly what you told them to do.
Weapons: Favorite Weapon
Pick your favorite melee weapon. You draw strength and courage from its familiar heft in your hand. Once per adventure, you may gain 4 Stability from drawing or brandishing your weapon. With this sword by your side, there’s nothing you can’t handle.
Trail of Cthulhu is an award-winning 1930s horror roleplaying game by Kenneth Hite, produced under license from Chaosium. Whether you’re playing in two-fisted Pulp mode or sanity-shredding Purist mode, its GUMSHOE system enables taut, thrilling investigative adventures where the challenge is in interpreting clues, not finding them. Purchase Trail of Cthulhu and its many supplements and adventures in the Pelgrane Shop.