Outdoorsman |
1 |
|
The character removes a setback dice per rank of Outdoorsman from their checks to move through terrain or to manage terrain or environmental effects. Decrease overland travel times by 50%. |
Commanding Presence |
2 |
|
The character removes a setback dice per rank of Commanding Presence from their Leadership and Cool checks. |
Toughened |
3 |
|
The character increases [their] wound threshold by two per rank of Toughened. |
Side Step |
2 |
|
Once per round on the character's turn, the character may perform a Side Step maneuver to try to avoid incoming ranged attacks. [They] then suffer a number of strain no greater than [their] ranks in Side Step. Until the start of the character's next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the target. |
Confidence |
1 |
|
The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of Confidence. If [they] decrease the difficulty to zero, [they] do not have to make a Discipline check. |
Swift |
1 |
|
The character does not suffer the penalties for moving through difficult terrain (they move through it at normal speed, without spending additional maneuvers). |
Body Guard |
2 |
|
Once per round on the character's turn, the character may perform a Body Guard maneuver to protect one ally with whom [they] are engaged. [The character] then suffers a number of strain no greater than [their] ranks in Body Guard. Until the start of the character's next turn, upgrade the difficulty of all combat checks targeting the protected ally a number of times equal to the strain suffered by the character. |
Field Commander |
1 |
|
The character may take a Field Commander action. By successfully passing an Average Leadership check, a number of allies equal to [their] presence may immediately suffer one strain to perform one maneuver. This does not count against the number of maneuvers they may perform in their turn. If there are any questions as to the order in which allies act, the character using Field Commander is the final arbiter. |
Coordinated Assault |
1 |
|
The character may make a Coordinated Assault maneuver. If they do so, a number of allies engaged with the character equal to the character's ranks in Leadership gain an advantage result on combat checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per rank of Coordinated Assault. |
Natural Leader |
1 |
|
Once per game session, the character may reroll any one Cool or Leadership check. |
Improved Field Commander |
1 |
|
When taking a Field Commander action, the character may affect allies equal to twice [their] Presence. In addition, they may spend a triumph result generated on [their] Leadership checks to allow one ally to suffer one strain to perform an action, rather than a maneuver. |
Dedication |
2 |
|
Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. (Cunning & Presence) |
Kill With Kindness |
2 |
|
The character removes a setback dice per rank of Kill with Kindness from [their] Charm and Leadership checks. |
Grit |
2 |
|
Each rank of Grit increases a character's strain threshold by one. |
Plausible Deniability |
2 |
|
The character removes a setback dice per rank of Plausible Deniability from [their] Coercion and Deception checks. |
Inspiring Rhetoric |
1 |
|
The character may take the Inspiring Rhetoric action; making an Average difficulty Leadership check. For each success [result], one ally within close range recovers one strain. For each advantage [result], one ally benefiting from Inspiring Rhetoric recovers one additional strain. |
Scathing Tirade |
1 |
|
The character may take the Scathing Tirade action by making an Average difficulty Coercion check. For each success result, one enemy within short range suffers 1 strain. The character can also spend advantage results; for every advantage spent, one target already affected suffers 1 additional strain. |
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, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed [their] ranks in Dodge. |
Improved Inspiring Rhetoric |
1 |
|
Each ally affected by Inspiring Rhetoric gains a boost dice on all skill checks for a number of rounds equal to the character's ranks in Leadership; this does not stack with itself. |
Improved Scathing Tirade |
1 |
|
Each enemy affected by Scathing Tirade suffers a setback dice on all skill checks for a number of rounds equal to the character's ranks in Coercion; this does not stack with itself. |
Well Rounded |
1 |
|
The character chooses any two skills. They permanently become career skills. (Resiliance & Survival) |
Supreme Inspiring Rhetoric |
1 |
|
The character may voluntarily suffer 1 strain to perform Inspiring Rhetoric as a maneuver instead of an action. |
Supreme Scathing Tirade |
1 |
|
The character may voluntarily suffer 1 strain to perform Scathing Tirade as a maneuver instead of an action. |
Nobody's Fool |
1 |
|
The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded once for each rank of Nobody's Fool. Play VideoBrand logo |
Natural Charmer |
1 |
|
Once per game session, the character may reroll any one Charm or Deception check. |
Intense Presence |
1 |
|
The character may spend one Destiny Point to recover strain equal to their Presence rating. |
Quick Draw |
1 |
|
Once per round, on the character's turn, [they] may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver. |