SkinShifting |
1 |
|
As a maneuver, may suffer 1 strain to shape-shift. Must make a P Resilience check to shape-shift into a Silhouette 1 being, a PP Resilience check for shape-shifting into Silhouette 2, or a PPPP Resilience check for shape-shifting into Silhouette 3. If successful, change appearance to match that of a previously observed character. T may be spent to become stuck in that form for 1 week per T. Any observers who would want to recognize the disguise must attempt a Perception check opposed by Deception. B or S can be added based on how much either have observed the individual, whether the clothing matches, or other factors. |
Projective Telepathy |
1 |
|
As an action, may suffer 1 strain to make a P Discipline check to cast illusions by causing individuals within medium range to experience a certain sensory detail for 1 round. May project illusions to add S and remove applicable B on Perception checks for recognizing shape-shifting. |
Grit |
2 |
|
Each rank of Grit increases a character's strain threshold by one. |
Toughened |
2 |
|
The character increases [their] wound threshold by two per rank of Toughened. |
Good Cop |
1 |
|
The character may spend two advantage results from a Charm or Negotiation 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 Good Cop. A single check may only benefit from one use of Good Cop. |
Unrelenting Skeptic |
1 |
|
When targeted by a Deception check, the character automatically adds failure results to the check equal to [their] ranks in Vigilance. |
Improved Unrelenting Skeptip |
1 |
|
When targeted by a Deception check that fails, the character may spend one Destiny Point to retroactively add a despair to the pool results. |
Dedication |
1 |
|
Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. |
Hard Headed |
1 |
|
On any turn in which the character is staggered or disoriented, they may perform the Hard Headed action (even though staggered characters are normally barred from performing actions). The character makes a Daunting Discipline check. If they succeed, they are no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy. |
Bad Cop |
1 |
|
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. |
Durable |
1 |
|
May reduce any critical Injury suffered by 10 per rank of Durable to a minimum of 1 |
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. |