Intimidating |
2 |
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Nobody's Fool |
2 |
|
The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded once for each rank of Nobody's Fool. |
Good Cop |
1 |
|
May spend 2 advantage from a Charm or Negotiation check to upgrade ability of a single ally's subsequent Social Interaction check against the target a number of times equal to ranks in Good Cop. |
Bad Cop |
2 |
|
The character may spend two advantage results from a Deception or Coercion check to upgrade the ability of a single ally's subsequent social interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the character's ranks in Bad Cop. A single check may only benefit from one use of Bad Cop. |
Grit |
4 |
|
Gain +1 strain threshold. |
Know Their Weakness |
|
|
Once per session, the character may choose one target within short range and perform the Know Their Weakness action to make a Hard Perception check. If successful, the character downgrades the difficulty of social skill checks [they] make against that target once per rank of Know Their Weakness. |
Made You Talk |
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|
Once per session, the character may make an opposed social skill check against a captured enemy character within short range, adding a boost dice for every two strain the target has suffered this encounter. If the check is successful and the enemy is a minion, the PCs add a boost dice to their checks to determine Initiative when next fighting that enemy's organization. If the enemy is a rival, then the PCs add a boost dice to all checks made targeting that enemy and others from the rival's organization in their next encounter. If the enemy is a nemesis, during the next session each PC gains one personal Light Side Destiny Point that once spent is discarded from play (instead of being converted). |
Dedication (Cunning) |
1 |
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Basic Combat Training |
|
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Second Wind |
1 |
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Quick Draw |
|
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Jump Up |
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Toughened |
1 |
|
Gain +2 wound threshold. |