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Smooth Talker (charm) |
2 |
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When a character first acquires this talent, he chooses one skill: Charm, Coercion, Negotiation or Deception. When making skill checks with that skill, he may spend a Triumph to get a number of Successes equal to his ranks in Smooth Talker. |
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Kill Wih Kindness |
1 |
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remove one black setback die from every charm and leadership check |
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Distracting Behavior |
3 |
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As a maneuver, Suffer strain up to ranks in Cunning. Until start of next turn, equal number of engaged npcs suffer a nefgative on checks. Ranks increase range. |
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Convincing demeanor |
1 |
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remove a setback per rank of convincing demeanor to deception and skullduggery checks |
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Congenial |
1 |
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May suffer a number of strain to downgrade difficulty of charm or negotiation checks or upgrade difficulty if targetted by charm or negotiation checks by an equal number of strain suffered this way cannot exceed ranks in Congenial. |
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Dodge |
1 |
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When targetted by a combat check may perform a dodge incidental to suffer a number of strain no greater than ranks of dodge then upgrade the difficulty of that check by that number. |
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Jump Up |
1 |
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Move from prone to standing |
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Natural Athlete |
1 |
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Allows a reroll of athletics or coordination 1 time per session |
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Toughness |
5 |
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Add 2 wounds |
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Grit |
4 |
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add one strain |
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Second wind |
2 |
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Once per encounter, the character may use a Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind. |
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Outdoorsman |
1 |
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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). |
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Confidence |
2 |
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Confidence The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one level per rank of Confidence. If he decreases the difficulty to zero, he does not have to make a Discipline check. |
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Coordination Dodge |
1 |
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When Targeted by a combat check spend 1 destiny point and add Failures to ranks in coordination to enemies check. |
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Conditioned |
1 |
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Remove 1 black per rank of conditioned from athletics and Coordination checks. reduce damage and strain suffered from falling by 1 per rank of Conditioned. |
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Intimidating |
1 |
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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. |
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Biggest Fan |
1 |
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Once per Sessions may take a biggest fan action and make a hard charm check to turn one npcs into the characters biggest fans |
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Improved Distracting behavior |
1 |
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The Distracting Behavior Maneuver inflicts two threats on NPCS when the NPCS attack the character's allies. |
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Quick Draw |
1 |
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Once Per round draw or holster a weapon or accesseble item as an incidental |
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Armor Master |
1 |
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If wearing armor increase wearer's soak by 1 |
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Distracting behavior improved |
1 |
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The distracting behavior maneuver inflicts 2 setbacks on any enemy targetting the characters allies |
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Deceptive Taunt |
1 |
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Once per session, may make a deceptive taunt action. Make opposed deception check. If successful, one adversary must attack the character during adversareys next turn. |
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Armor Master |
1 |
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When Wearing Armor wear total soak by 1 |
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Side Step |
1 |
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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. |
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Point Black |
1 |
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Add 1 damage per rank of Point Blank to damage of one hit of successful attack while using Ranged (Heavy) or Ranged (Light) skills at short range or short. |
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Conditioned |
1 |
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Remove a setback die per rank of conditioned from athletics and coordination checks. reduce the damage and strain suffered from falling by 1 per rank of conditioned. |
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Armor Master improved |
1 |
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When wearing armor with a soak value of 2 or higher increase defense by 1. |
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Unmatched Expertise |
1 |
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Once per game session may spend 1 destiny to reduce skill checks by 2, used as action in turn or out of turn, removes 2 setbacks. |
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To the Death |
1 |
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Once per session, the character may take to the Death! maneuver, suffering strain no greater than their willpower rating. For each strain suffering this way, add +10 to critical injury rolls the character inflicts and suffers until the end of the encounter. |