Know the Ropes |
1 |
|
Add a Blue Die to checks made to escape from restraints equal to ranks in Knowledge (Underworld). Spend Triumph to free all other allies within short range. |
Commanding Presence |
2 |
|
Remove a Black Die per rank of Commanding Presence from Leadership and Cool checks. |
Intimidating |
1 |
|
May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number. Strain suffered this way cannot exceed ranks in Intimidating. |
Steely Nerves |
1 |
|
Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter. |
Natural Rogue |
1 |
|
Once per session, may re-roll any 1 Skulduggery or Stealth check. |
Dedication |
3 |
|
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |
Side Step |
2 |
|
Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number for the next round. Strain suffered this way cannot exceed ranks in Side Step. |
Bodyguard |
2 |
|
Once per round, perform the Body Guard maneuver to guard an engaged character. Suffer a number of strain no greater than ranks of Body Guard, then until the beginning of the next turn upgrade the difficulty of combat checks targeting the character by that number. |
Quick Draw |
1 |
|
Once per round, draw or holster a weapon or accessible item as an incidental. |
Swift |
1 |
|
Do not suffer the usual penalties for moving through difficult terrain. |
Fearsome Rep |
1 |
|
Add automatic Advantage to the results of Coercion checks equal to ranks in Fearsome Rep. |
Toughened |
7 |
|
Gain +2 wound threshold. |
Quick Draw |
1 |
|
Once per round, draw or holster a weapon or accessible item as an incidental. |
Commanding Presence |
2 |
|
Remove a black die per rank of Commanding Presence from Leadership and Cool checks. |
Outdoorsman |
1 |
|
Remove a black die per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel time by half. |
Confidence |
2 |
|
May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. |
Field Commander |
1 |
|
Take the Field Commander action; make an Average Leadership check. A number of allies equal to Presence may immediately suffer 1 stain to perform 1 free maneuver. |
Improved Field Commander |
1 |
|
Field Commander action affects allies equal to double Presence, and may spend to allow allies to suffer 1 strain and perform 1 free action instead. |
Double Talk |
1 |
|
The character may spend Two Advantage or a Triumph from a successful Charm or Deception check to disorient a number of opponents within short range equal to his Presence for remainder of round and next two rounds. |
Greased Palms |
1 |
|
Before making a social check, may spend up to 50 credits per rank of Greased Palms to upgrade the ability of the check once for every 50 spent. |
Natural Leader |
1 |
|
Once per session, may re-roll any 1 Cool or Leadership check. |
Physical Training |
1 |
|
Add a blue die per rank of Physical Training to Athletics and Resilience checks. |
Durable |
1 |
|
May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1. |
Armor Master |
1 |
|
When wearing armor, increase total soak value by 1. |
Heroic Fortitude |
1 |
|
May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter. |
Blooded |
1 |
|
Add a blue die per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by 1 round per rank of Blooded to a minimum of 1 |