Grit |
6 |
|
+6 Strain |
Intimidating |
2 |
|
May suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number. |
Good Cop |
3 |
|
Spend 2 Advantage from a Charm or Negotiation check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Good Cop. |
Bad Cop |
4 |
|
Spend 2 Advantage from a Deception or Coercion check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Bad Cop |
Nobody's Fool |
2 |
|
May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool. |
Resist Questioning |
1 |
|
When targeted by an opposed social skill check, the character may suffer 2 strain to perform the Resist Questioning out-of-turn incidental, adding ■ to the check. If the check fails, may spend despair to indicate he has provided false information to foe. |
Improved Resist Questioning |
1 |
|
When one ally within short range is targeted by an opposed social skill check, the character may perfrom Resist Questnioning to affect this check instead. If the check fails may spend (Y) to indicate the ally provided false information to foe. |
Know Their Weakness |
2 |
|
Once per session, may perform Know Their Weakness action and choose one target within short range; make Hard (◆◆◆) Perception check to downgrade the difficulty of social skill checks against target once per rank of Know Their Weakness until the end of the session |
Improved Know Their Weakness |
1 |
|
The character may extend the effects of Know Their Weakness to a number of enemies withing short range equal to his Presence |
Made You Talk |
1 |
|
Once per session, may make an opposed social skill check against a captured enemy character within short range and add □ for every 2 strain inflicted on the target that encounter. If successful, the PCs gain a bonus based on the enemy NPC type. |
Exhaustive Questioning |
1 |
|
Whenever character makes a successful social skill check against a captured enemy within short range, may reduce that enemy's strain threshold by 2 for the remainder of the session and can spend 1 Advantage to inflict 1 strain |
Dedication |
3 |
|
+1 Cunning, +1 Presence, +1 Agility |
Smooth Talker |
2 |
Charm, Deception |
When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend (x) to gain additional * equal to ranks in Smooth Talker |
Kill with Kindness |
2 |
|
Remove ■ per rank of Kill with Kindness from all Charm and Leadership checks. |
Disarming Smile |
2 |
|
Take the Disarming Smile action; succeed at an opposed Charm check to lower the target’s defense rating by ranks in Disarming Smile until the ned of the encounter. |
Natural Charmer |
1 |
|
Once per session, may re-roll any 1 Charm or Deception check |
Congernial |
2 |
|
May suffer a number of strain to downgrade the difficulty of a Charm or Negotiation check, by an equal number. Strain suffered in this way cannot exceed ranks in Congenial. |
Works Like a Charm |
1 |
|
Once per session, make one skill check, using Presence rather than the characteristic linked to that skill. |
Just Kidding |
1 |
|
Once per round as an incidental, spend 1 Destiny Point to ignore (Y) generated on a social check by the character or any ally in short range |
Plausable Deniability |
1 |
|
Remove ■ per rank of Plausible Deniability from all Coercion and Deception checks. |
Intense Presence |
1 |
|
Spend 1 Destiny Point to recover strain equal to Presence rating. |
Toughened |
1 |
|
+2 Wounds |
Hard Headed |
2 |
|
When staggered or disoriented, perform the Hard Headed action to make a (◆◆◆◆) Discipline check to remove the status. Difficulty reduced by 1 per rank |
Improved Hard Headed |
1 |
|
When incapacitated due to strain exceeding threshold, take a (◆◆◆◆◆) Discipline check (–◆ per rank of Hard Headed) to reduce strain to 1 below threshold |
Quick Draw |
1 |
|
Once per round, draw or holster a weapon or item as an incidental. |
Point Blank |
2 |
|
Add 1 damage per rank of Point Blank to damage of one hit of successful Ranged (Heavy) or (Light) attacks made while at short range or engaged. |
Natural Marksmen |
1 |
|
Once per session, may reroll any 1 Ranged (Light) or Ranged (Heavy) check. |