Grit |
1 |
|
Gain + 1 strain threshold |
Bad Cop |
1 |
|
May spend two advantages from a deception or coercion check to upgrade ability of a single ally's subsequent social interaction check against the target a number of times equal to ranks in Bad Cop. |
Intimidating |
1 |
|
May suffer a number of strain to downgrade difficulty of Coercion checks by an equal number |
Flight |
1 |
|
Can move on the vertical axis and ignore any penalties for terrain. |
Natural Radiance |
1 |
|
Always count as having an active glow-rod. Add up to 4 setbacks on Stealth checks made in darkness. |
Space Dwellers |
1 |
|
Do not take wound or strain damage due to vacuum, unbreathable atmosphere, or abnormal air pressure. When in space for long periods of time, make an easy Resilience check. For every success, may spend 1 week in space without penalty. After this span, suffer 1 wound per day. |
Distracting Behavior |
2 |
|
The character may make a Distraction Behavior maneuver and suffer a number of strain no greater than [their] ranks in Cunning. If [they] do so, an equal number of adversaries or NPCs [they] are engaged with suffer a threat result on checks they make until the beginning of the character's next turn. The range of this maneuver increases by one band per rank of Distracting behavior. |