Convincing Demeanor |
1 |
|
The character removes a setback dice per rank of Convincing Demeanor from [their] Deception and Skulduggery checks. |
Stalker |
1 |
|
The character adds a boost dice per rank of Stalker to [their] Coordination and Stealth checks. |
Toughend |
1 |
|
The character increases [their] wound threshold by two per rank of Toughened. |
Expert Tracker |
1 |
|
The character removes a setback dice per rank of Expert Tracker from [their] checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal (this does not decrease with additional ranks of Expert Tracker). |
Disorient |
1 |
|
After hitting with a combat check, the character may spend two advantage results to disorient their foe. Disoriented targets add a setback dice to all skill checks. The target is disoriented for a number of rounds equal to the character's ranks in Disorient. |
Prime Positions |
1 |
|
When the character or an ally within short range takes cover, the character taking cover increases their soak by one per rank of Prime Positions against ranged attacks until they leave that cover. |
Cunning Snare |
1 |
|
Once per encounter, the character may take the Cunning Snare action to use materials in [their] environment to assemble a trap within short range. Each time another character moves to engaged range of the trap, [they] must make an Opposed Vigilance vs. Survival check against the character who placed the trap. If the character who triggers the trap fails, [they] suffer wounds (these ignore soak) equal to the trapper's Cunning characteristic, plus 1 additional wound per failure result. The trapper may spend threat results generated to disorient the character for 1 round per threat result spent, three threats or a despair result to immobilize the character for 1 round, and a despair result to stagger the character for 1 round. Once a character springs the trap, it is expended; at the GM's discretion, the trapper may spend a despair result from the check to have it remain functional for one extra use. The trapper may disarm the trap with an action. Any other character who is aware of the trap may spend several minutes to attempt to disarm it with a Hard Survival check. If [they] fail, [they] suffer the damage and negative effects in the same manner as if [they] had triggered it. |
Outdoorsman |
1 |
|
The character removes a setback dice per rank of Outdoorsman from [their] checks to move through terrain or to manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with additional ranks of Outdoorsman). |
Blind Spot |
1 |
|
The character and allies within short range add an automatic advantage result to combat checks they make while benefiting from cover. |
Dodge |
1 |
|
When targeted by a combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks in Dodge, then upgrade the difficulty of the check by that number. |