Remove a Setback Die (Black Die) per rank of Expert Tracker from all checks to find tracks, or track targets. Decrease time to track by 50%
Toughened
2
+2 Wound threshold (per rank)
Sense Advantage
1
Once per session, you may add two setback die to 1 NPC's skill check
Summon Item
1
As a manoeuvre you can summon or dismiss a ritually prepared item
Sixth Sense
1
+1 Ranged defense
Balance
1
When recovering strain at the end of combat, you may add one force die (per force rating). You recover one additional strain per force point generated.
Ichor Blade
1
one meleee or brawn weapon + Cortosis, Pierce 2, Crit Rating -1
Improved Ichor Blade
1
The same weapon + Sunder, Defensive 1, +2 Damage
Outdoorsman
1
The character removes a Setback Die (Black Die) per rank of Outdoorsman from checks to move through terrain or manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with multiple ranks of Outdoorsman).
Ichor Transfusion (Strain)
1
You may heal a number of strain (You or allies) by taking an equal number of wounds +1
Ichor Transfusion (Wounds)
1
You may heal a number of wounds (You or allies) by taking an equal number of strain +1
Force Rating
1
+1 Force Rating
Dedication
1
One characteristic +1 (Agility)
Ichor Reservation
1
Once per game session as a manoeuvre, you may suffer 2 strain to increase your force rating by 1 until the end of the encounter
Force of Will
1
Once per session, make a skill check using Willpower rather than the original characteristic linked to the skill
Force Powers
Force Rating
2
Power
Heal
Description
Spend one force point to heal a number of wounds equal to intellect from an engaged living creature (including force user)
Upgrade
Effect
Strength (2)
+2 to Heal
Control
Heal additional wounds equal to medicine (4)
Magnitude (2)
Spend two force points to affect two additional targets
Power
Harm
Description
Spend one force point to inflict a number of wounds equal to intellect (ignoring soak) on an engaged living creature.
Upgrade
Effect
Strength (2)
+2 to Harm
Control
Harm additional wounds equal to medicine (4)
Magnitude (2)
Spend two force points to affect two additional targets
Power
Forsee
Description
The user may spend one force point to gain vague hints of events yet to come, up to a day, into their own personal future.
Upgrade
Effect
Strength (2)
Spend one force point to pick out two specific details
Control
When making a skill check to determine initiative, you may roll a Foresee power check as part of the pool. You may spend one force point to gain a success on the roll