Convincing Demeanor |
|
|
Remove Setback Dice per rank of Convincing Demeanor from any Deception or Skulduggery check. |
Nobody's Fool |
|
2 Ranks |
Upgrade difficulty of incoming Charm, Coercion, and Deception checks once per rank of Nobody's Fool. |
Grit |
|
4 Ranks |
Gain +1 Strain Threshold. |
Good Cop |
|
1 Rank |
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. |
Know Their Weakness |
|
2 Ranks |
Once per session, may perform the Know Their Weakness action and choose one target within short range, make a Hard (3 Purple) Perception check to downgrade the difficulty of social skill checks against target once per rank of Know Their Weakness until end of session. |
Improved Know Their Weakness |
|
|
The character may extend the effects of Know Their Weakness to a number of enemies within short range equal to their Perception. |
Made You Talk |
|
|
Once per session, may make an oppose social skill check against a captured enemy character within short range and add 1 Boost die for every 2 strain inflicted on the target that encounter. If successful, the PCs gain a bonus based on the enemy type. |
Dedication |
|
3 Ranks |
Gain +1 to a single characteristic. This cannot be used to bring a characteristic above 6. Intellect, Presence, and Brawn. |
Physical Training |
|
1 Rank |
Add 1 Boost die per rank in Physical Training to Athletics and Resilience checks. |
Encouraging Words |
|
|
After an engaged ally fails a check, may suffer 1 strain to assist that ally's next check this encounter as an out of turn incidental. |
Dodge |
|
1 Rank |
When targeted in combat, may perform a Dodge incidental. Suffer strain no greater that ranks in Dodge to upgrade the difficulty of the attack by that number. |
Frenzied Attack |
|
|
When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount. |
Soft Spot |
|
|
After making a successful attack, may spend 1 Destiny Point to add damage equal to Cunning to one hit. |
Stunning Blow |
|
|
When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak. |
Improved Stunning Blow |
|
|
When dealing strain damage with Melee or Brawl checks, may spend 1 Triumph to stagger target for 1 round per Triumph. |
Knockdown |
|
|
After hitting with a melee attack, may spend 1 Triumph to knock the target prone. |
Toughened |
|
2 Ranks |
Gain +2 wound threshold. |
Natural Brawler |
|
|
Once per session, may reroll any 1 Melee or Brawl checks. |
Body Guard |
|
2 Ranks |
Once per round, perform a maneuver to guard and engaged ally. Suffer strain up to ranks in Body Guard to upgrade difficulty of attacks against them by that number until the start of next turn. |
Improved Body Guard |
|
|
Once per session, when an ally protected by Body Guard suffers a hit, suffer the hit instead. |
Conditioned |
|
1 Rank |
Remove 1 Setback die per rank of Conditioned from Athletics and Coordination checks. Reduce damage and strain suffered from falling by 1 per rank of Conditioned. |
Enhanced Optics Suite |
|
Helmet |
Removes up to 2 Setback dice added to Perception, Vigilance, and Combat skill checks due to darkness, smoke, or other vision obscuring effects. |
Strength Enhancing Systems |
|
Armor |
Increases wearer's Brawn by 1. |
Brace - SES Modifier |
|
2 Ranks, Armor |
As a maneuver, the character may Brace himself. This allows a character to remove a Setback Die (Black Die) per rank of Brace from the next skill check based on changing conditions: inclement weather, unstable surfaces, zero gravity, heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult. |
Paired Weapons |
|
Axes |
Applied to two weapons; reduce by one Advantage to hit with secondary weapon when two-weapon fighting. |
Master of Shadows |
|
Armor |
Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy. |
Quick Draw |
|
Axe |
Once per round on the a character's turn, he may draw or holster an easily accessible weapon or item as an incidental instead of a maneuver. |