Assets & Resources
Nobody's Fool -
If someone tries to use Charm, Coercion or Deception on you, they increase their difficulty by 1 degree.
Nerves of Steel -
May spend destiny Point to ignore a Critical Injury's effects on Presence or Willpower checks until end of fight.
Inspiring Rhetoric - Give a speech,
Then, roll a Leadership check w/ 2 purples;
Each [success] heals 1 strain on an ally in CLOSE range.
Each [advantage] to heal 1 more strain on someone already healed.
May spend 1 Destiny Point to heal Strain equal to Presence value
Success-A little explosion
Advantage=That weird horseshoe thing
Natural Charm -
Once per game, re-roll 1 Charm or Deception check.