Smooth Talker |
2 |
|
When first acquired, choose 1 skill: Charm, coercion, ddeception, or negotiation. When making checks with that skill, spend triumphs to gain additional successes equal to ranks in smooth talker |
Kill With Kindness |
1 |
|
Remove setback die per rank of Kill With Kindness from charm and leadership checks |
Distracting Behavior |
3 |
|
Make a Distracting Behavior Manuever and suffer strain no greater than ranks of cunning. Until beginning of next turn, equal number of NPC's suffer disadvantages on checks. Range increases with additional ranks. |
Congenial |
1 |
|
When attempting a Charm or Negotiation check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed their ranks in Congenial. When the character is the target of a Charm or Negotiation check, they may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed their ranks in Congenial. |
Dodge |
2 |
|
When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed [their] ranks in Dodge. |
Jump Up |
1 |
|
Once per round, may stand from a seated or prone position as an incidental |
Natural Athlete |
1 |
|
Once per session may reroll any 1 athletics check or coordination check. |
Iron Body |
1 |
|
Remove setback die per rank of Iron Body from coordination and resilience checks. Reduce the critical rating on un-armed strikes by ranks in Iron Body, to a minimum of 1 |
Grit |
3 |
|
Gain +1 strain threshold |
Precision Strike |
1 |
|
When this chartacter inflicts a critical injury with a brawl, melee, or saber, may suffer one strain to change the injury result to easy. |
Parry |
2 |
|
When hit by a melee attack, suffer 2 strain to reduce damage by 2 plus ranks in Parry. |
Positive Spin |
1 |
|
When any character's Duty would increase by 1 or more, it increases by that amount plus 1 per rank of Positive Spin instead. |
Improved Positive Spin |
1 |
|
Once per session, if no PC's Duty has triggered, the character may perform the Improved Positive Spin action by making a Daunting Charm check with the difficulty decreased once per rank of Positive Spin. If the character succeeds, one other chosen PC's Duty counts as having triggered this session. When the Propagandist does this, the player must explain what event [they] engineered to highlight [their] comrade's contributions to the cause. Not that this only triggers the mechanical effects of Duty, and the GM decides what narrative impact this has. |
In The Know |
1 |
|
The character removes a setback dice per rank of In the Know from checks to get information from people or disseminate news to others. Further, if the character does not state or display [their] affiliation, minion NPCs do not realize the character's allegiance when [they] question them. |
Biggest Fan |
1 |
|
Once per session, may take a Biggest Fan action; make a Hard ( ) Charm check to turn one NPC into the character’s biggest fan |
Well Rounded |
1 |
|
Choose any 2 skills. They permanently become career skills |
Confidence |
1 |
|
May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. |
Toughened |
1 |
|
Gain +2 wound threshold |