Microvision |
1 |
|
The compound eyes of a Verpine are capable of seeing tiny, even microscopic, details. While closely examining an object, Verpine characters add a boost die to their Perception checks. |
Radio-Wave Communication |
1 |
|
erpine can produce and hear radio waves, which allows them to silently communicate with other Verpine and specially tuned comlinks within a 100-kilometer range. |
Grit |
1 |
|
+1 ST |
Resolve |
1 |
|
When the character suffers strain, they suffer 1 less strain per rank of Resolve, to a minimum of one. This does not apply to voluntary strain loss. |
Rapid Recovery |
2 |
|
When the character recovers strain after an encounter has concluded, [they] recover one additional strain per rank in Rapid Recovery. |
Second Wind |
1 |
|
Once per encounter, the character may use a Second Wind incidental to recover an amount of strain equal to [their] ranks in Second Wind. |
Toughened |
1 |
|
+2 WT |
Powerful Blast |
2 |
|
The character increases the Blast quality damage dealt by explosives, explosive weapons, and grenades [they] use by 1 per rank of Powerful Blast. |
Selective Detonation |
1 |
|
When using weapons with the Blast quality or explosive devices, the character may spend an advantage result to exclude one target that would normally be affected by the explosion. Multiple targets may be excluded in this manner, but the total number may not exceed [their] ranks in Selective Detonation. The character may also spend a triumph result to exclude multiple targets, as long as the total number of targets excluded does not exceed [their] ranks in Selective Detonation. |
Time to Go |
2 |
|
The character may spend 1 Destiny point to perform a Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion. This may be performed out of turn. This incidental occurs after the character determines he would be hit by the blast, but before damage is applied. When activating Time to Go, the character may allow one ally [they] are engaged with to also perform an out of turn Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion. This incidental occurs after the ally determines [they] would be hit by the blast, but before damage is applied. |