Command (6) |
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Add □ per rank of Command when making Leadership checks. Affected targets add □ to Discipline checks for next 24 hours. |
Grit (11) |
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Gain +1 strain threshold |
Positive Spin |
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Whenever any character's Duty would increase, it increases by an additional 1 per rank of Positive Spin. |
Resolve |
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When a character involuntarily suffers strain, he suffers 1 less strain per tank of Resolve to a minimum of 1. |
Inspiring Rhetoric |
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Take the Inspiring Rhetoric action; making an Average (◆◆) Leadership check. Each ☼, 1 ally within SHORT range recovers 1 strain. Spend ω to cause 1 affected ally to recover 1 additional strain. |
Inspiring Rhetoric (Improved) |
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Each ally affected by Inspiring Rhetoric gains □ on all skill checks for a number of rounds equal to ranks in Leadership. Suffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action |
Inspiring Rhetoric (Supreme) |
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Suffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action |
Field Commander (Improved) |
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Take the Field Commander action; make a Average (◆◆) Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver. Affects allies equal to double Presence, and may spend (TRIUMPH) to allow allies to suffer 1 strain and perform 1 free action instead |
Kill With Kindness (2) |
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Remove ■ per rank of Kill With Kindness from all Charm and Leadership checks |
Second Wind (5) |
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Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind |
True Aim |
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Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim |
Dedication |
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Presence (2), Cunning (1), Willpower (1), Intellect (2) |
Gain +1 to a single characteristic. This cannot bring a characteristic above 6 |
Basic Combat Training |
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Brawl and Ranged (Light) become career skills |
Quick Draw |
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Once per round, draw or holster a weapon or accessible item as an incidental |
Toughened (3) |
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Gain +2 wound threshold |
Jump Up |
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Once per round, may stand from seated or prone as an incidental |
Intense Presence |
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Spend 1 Destiny Point to recover strain equal to Presence rating |
Confidence (4) |
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May decrease difficulty of Discipline checks to avoid fear by 1 rank of Confidence |
Confidence (Improved) |
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May spend TRIUMPH on fear checks to give allies in short range additional SUCCESS on the same fear check |
Natural Leader |
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Once per session, may reroll and 1 Cool or Leadership check |
Dodge (2) |
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When targeted by a combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade difficulty of the check by that number |
Outdoorsman |
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Remove ■ per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half |
Sixth Sense |
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+1 Ranged Defense |
Indistinguishable (2) |
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Upgrade difficulty of checks to identify character once per rank of Indistinguishable |
Enduring |
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+1 Soak |
Nobody's Fool |
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May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fools |
Works Like A Charm |
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Oncer per session, make one skill check using Presence rather that the characteristic linked to that skill |
Tactical Combat Training |
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Melee and Ranged (Heavy) become career skills |
Ready For Anything (2) |
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Remove 1 ■ per rank of Ready for Anything on Mass Combat checks and Cool or Vigiliance checks to determine Initiative Order |
Master Strategist |
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Once per phase during a mass combat, may suffer 2 strain to decrease difficulty of a Mass Combat check once |
Ready For Anything (Improved) |
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When making Cool or Vigilance checks to determine initiative, may spend TRIUMPH to add SUCCESS equal to ranks in Ready For Anything |
Careful Planning |
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Once per session, may introduce a "fact" into the narrative as if a Destiny Point had been spent |
Researcher (4) |
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Remove 1 ■ per rank of Researcher from all Knowledge checks. Researching a subject takes half the time. |
Knowledge Specialization (Warfare) (5) |
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When acquired, choose 1 knowledge skill. When making that skill check, may spend TRIUMPH result to gain additional successes equal to ranks in Knowledge Specialization |
Researcher (Improved) |
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On a successful Knowledge check, character and allies gain automatic ADVANTAGE per rank of Researcher on checks to act on those facts until the end of his next turn |
Thorough Assessment |
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Once per session, take a Thorough Assessment action: Make a Hard (◆◆◆) Knowledge check to gain Boost dice equal to SUCCESS that can be distributed during the encounter |
Valuable Facts |
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Once per encounter, perform a Valuable Facts action: make an Average (◆◆) Knowledge check. If successful, add TRIUMPH to one ally's skill check during the encounter |
Know-It-All |
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Once per session, perfectly recall an important fact previously learned as if a Destiny Point has been spent |