Good Cop |
2 |
ND, p.33 |
The character may spend two advantage results from a Charm or Negotiation check to upgrade the ability of a single ally's subsequent social interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the character's ranks in Good Cop. A single check may only benefit from one use of Good Cop. |
Street Smarts |
1 |
ND, p.33 |
The character removes a setback dice per rank of Street Smarts from [their] Streetwise and Knowledge (Underworld) checks. |
Improved Street Smarts |
1 |
ND, p.33 |
Once per session, the character may perform the Improved Street Smarts action. [They] make a Formidable Streetwise or Knowledge (Underworld) check, reducing the difficulty once per rank of Street Smarts. If successful, the GM must reveal one vital clue pertaining to a current mystery the character is attempting to solve. The clue could be something that the character could not normally find out, but does not have to be the full answer to the mystery (it should be something that cancels a false lead and otherwise helps move the story along). The GM should tailor the information depending on the skill used; Streetwise may mean the character learns about the information from an ad hoc network of street urchins, while Knowledge (Underworld) may mean the character draws on [their] own vast knowledge about criminal enterprise to discover a previously unseen clue. |
Dedication |
1 |
ND, p.33 |
Cunning |
Hard-Boiled |
3 |
ND, p.33 |
When making a check to recover strain at the end of an encounter, the character may spend an advantage result to recover 1 wound. Advantage results spent this way cannot exceed [their] ranks in Hard-Boiled. |
Soft Spot |
1 |
ND, p.33 |
After a successful attack, may spend 1 Destiny point to add damage equal to cunning. |
Nobody's Fool |
1 |
ND, p.33 |
The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded once for each rank of Nobody's Fool. |
Expert Tracker |
3 |
ND, p.33, EotE, p.61 |
Remove 1 setback per rank from checks to find tracks or track targets. Decrease tracking time by half. |
Toughened |
3 |
ND, p.33 |
Gain +2 wound threshold. |
Rapid Recovery |
1 |
ND, p.33 |
When healing strain after an encounter, heal 1 additional strain per rank. |
Forager |
1 |
E0tE, p.61 |
Remove up to 2 setback dice from checks to find food, water, or shelter. Survival checks to forage take half the usual time. |
Outdoorsman |
1 |
EotE, p.61 |
Remove a setback die per rank frfom checks to move through terrain or manage environmental effects. Decrease overland travel times by half. |
Enduring |
1 |
EotE, p.61 |
Gain +1 Soak value. |
Dedication |
1 |
EotE, p.61 |
Brawn |
Swift |
1 |
EotE, p.61 |
Do not suffer usual penalties for moving through difficult terrain. |
Stalker |
2 |
EotE, p.61 |
Add a boost die per ranks to all Stealth and Coordination checks. |
Hunter |
2 |
EotE, p.61 |
Add a boost die per ranks to checks when interacting with beasts or animals (including in combat). Add +10 to Critical Injury results against beasts or animals per rank. |