Dedication II |
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+1 Brawn, +1 Presence |
Toughened IV |
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+8 Wounds |
Grit III |
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+3 Strain |
Intimidating III |
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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 |
Durable I |
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May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1 |
Stunning Blow |
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When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak. |
Defensive Stance I |
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Once per round, as a maneuver suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round. |
Resolve II |
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When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1. |
Confidence II |
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May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. |
Street Smarts I |
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Remove ■ per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks. |
Quick Draw |
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Once per round, draw or holster a weapon or item as an incidental. |
Walk the Walk |
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The character may spend 1 Destiny Point to add damage equal to his ranks in Streetwise to one hit of a successful Brawl check. |
Second wind II |
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Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind. |
Inspiring Rhetoric |
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Take an Inspiring Rhetoric action; make an ◆◆ Leadership check. One ally for each success, in short range, recovers 1 strain. Spend an advantage for 1 affected ally to recover 1 additional strain. |
Fearsome III |
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When an enemy becomes engaged with the character, they may force the enemy to make a fear check, with the difficulty equal to ranks in Fearsome. |
Black Market Contacts I |
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When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction. |
Natural Enforcer |
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Once per session, may re-roll any 1 Coercion or Streetwise check. |
Command II |
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Add □ per rank of Command to Leadership checks. Affected targets add □ to Discipline checks for the next 24 hours |
Commanding Presence III |
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Remove ■ per rank of Commanding Presence from Leadership and Cool checks. |
Intense Presence |
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Spend 1 Destiny Point to recover strain equal to Presence rating. |
Natural Leader |
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Once per session, may re-roll any 1 Cool or Leadership check. |
Know the Ropes |
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Add □ to checks made to escape from restraints equal to ranks in Knowledge (Underworld). Spend 1 triumph to free all other allies within short range. |
Fearsome Rep II |
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Add automatic 1 advantage to the results of coercion checks equal to ranks in Fearsome Rep. |
Point Blank IV |
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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. |
Side Step II |
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Once per round, as a maneuver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round. |
Field Commander + Improved |
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Take the Field Commander action; make a ◆◆ Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver. Field Commander action affects allies equal to double Presence, and may spend Triumph to allow allies to suffer 1 strain to perform 1 action instead. |