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Sleight of Mind |
2 |
|
The character adds a Bonus die per rank of Sleight of Mind to his Stealth checks unless the being attempting to detect the character is immune to Force Powers. |
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Street Smarts |
1 |
|
Remove a Setback Die (Black Die) per rank of Street Smarts from any Streetwise or Knowledge (Underworld) checks the character attempts. |
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Codebreaker |
1 |
|
The character removes Setback Dice (Black Dice) from any attempt to break codes or decrypt communications equal to his ranks in Codebreaker. In addition, the character decreases the difficulty of Computers or Intellect checks made to break codes or decrypt communications by one. This does not increase with additional racks of Codebreaker. |
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Indistinguishable |
2 |
|
The character’s appearance is so common that people have a hard time identifying distinguishing traits. Opposing characters upgrade the difficulty of any checks made to identify him once per rank of Indistinguishable. |
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Sensitive Hearing |
1 |
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Add 1 boost dice to all Perception and Vigilance checks as long as wearing their protective earpieces. If not, add 1 disadvantage result to above checks. |
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Grit |
1 |
|
Gain +1 Stain Threshold |
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Dodge |
1 |
|
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, them upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge. |
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Dedication |
1 |
|
Each rank permanently increases a single characteristic of the player’s choice by one point. This cannot bring a characteristic above six. |
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Now You See Me |
1 |
|
Once per session, as an action make a ddd Deception check to make a number of NPCs equal to Cunning within medium range forget about the character. |
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Master Of Shadows |
1 |
|
Once per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1. |
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Well Rounded |
1 |
|
The character chooses any two skills. They permanently become career skills. |
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Mental Fortress |
1 |
|
The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Intellect or Cunning related checks until the end of the encounter. He still suffers from the injury itself. |