Special Abilities | |||||
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Adroit Cypher Use | |||||
You can bear four cyphers at a time. Enabler. Granted from Lawyer | |||||
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Experienced In Armor | |||||
The cost reduction from your Practiced in Armor ability improves. You now reduce the Speed cost by 2. Enabler. Granted from Lawyer | |||||
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Expert Cypher Use | |||||
You can bear three cyphers at a time. Enabler. Granted from Lawyer | |||||
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Guild Training | |||||
Your type abilities that have durations last twice as long. Your type abilities that have short ranges reach to long range instead. Your type abilities that inflict damage deal 1 additional point of damage. Enabler. Granted from Works The Back Alleys | |||||
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Underworld Contacts | |||||
You know many people in a variety of communities who engage in illegal activities. These people are not necessarily your friends and might not be trustworthy, but they recognize you as a peer. You and the GM should work out the details of your underworld contacts. Enabler. Granted from Works The Back Alleys | |||||
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Unexpected Betrayal | |||||
Within a round or two of successfully using Enthrall, Fast Talk, or a similar ability on a target within short range, the first attack you make on that target is eased by two steps. Once you use Unexpected Betrayal on a target, using your abilities or attempting simple persuasion on that target is permanently hindered by two steps. Enabler. Granted from Tier 2 Advancement From Lawyer | |||||
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Alley Rat
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While in a city, you find or create a significant shortcut, secret entrance, or emergency escape route where it looked like none existed. Doing so requires that you succeed on an Intellect action whose difficulty is set by the GM based on the situation. You and the GM should work out the details. Action.
Costs 6 Intellect.
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Anticipate Attack
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You can sense when and how creatures attacking you will make their attacks. Speed defense rolls are eased for one minute. Action.
Costs 4 Intellect.
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Assume Control
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You control the actions of another creature you have interacted with or studied for at least a round. This effect lasts for ten minutes. The target must be level 2 or lower. Once you have assumed control, the target acts as if it wants to accomplish your desire to the best of its ability, freely using its own best judgment unless you use an action to give it a specific instruction on an issue-by-issue basis. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the target. Thus, to attempt to command a level 5 target (three levels above the normal limit), you must apply three levels of Effort. When the effect ends, the target remembers everything that happened and reacts according to its nature and your relationship to it; assuming control might have soured that relationship if it was previously a positive one. Action to initiate.
Costs 6+ Intellect.
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Crowd Control
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You control the actions of up to five creatures in short range. This effect lasts for one minute. All targets must be level 2 or lower. Your control is limited to simple verbal commands like "Stop," "Run away," "Follow that guard," "Look over there," or "Get out of my way." All affected creatures respond to the command unless you specifically command them otherwise. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the targets or affect an additional five people. Thus, to control a group that has a level 4 target (two levels above the normal limit) or a group of fifteen people, you must apply two levels of Effort. When the Crowd Control ability ends, the creatures remember your commands but don't remember being controlled-your commands seemed reasonable at the time. Action to initiate.
Costs 6+ Intellect.
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Erase Memories
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You reach into the mind of a creature within immediate range and make an Intellect roll. On a success, you erase up to the last five minutes of its memory. Action.
Costs 3 Intellect.
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Grand Deception
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You convince an intelligent creature that can understand you and isn't hostile of something that is wildly and obviously untrue. Action.
Costs 3 Intellect.
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Inspire Aggression
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Your words twist the mind of a character within short range who is able to understand you, unlocking their more primitive instincts. As a result, they gain an asset on their Might-based attack rolls for one minute. Action to initiate.
Costs 2 Intellect.
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Psychosis
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Your words inflict a destructive psychosis in the mind of a target within long range that can understand you, dealing 6 points of Intellect damage (ignores Armor) per round. The psychosis can be dispersed if a target uses an action doing nothing but calming and centering itself. Action to initiate.
Costs 4 Intellect.
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Pull A Fast One
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When you're running a con, picking a pocket, fooling or tricking a dupe, sneaking something by a guard, and so on, you gain an asset on the task. Enabler.
Costs 3 Intellect.
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Speedy Recovery
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Your words enhance the normal regenerative ability of a character within short range who is able to understand you. When they make a recovery roll, they must spend only half the normal amount of time required to do so (minimum one action). Action.
Costs 3 Intellect.
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Stimulate
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Your words encourage a target you touch who can understand you. The next action it takes is eased by three steps. Action.
Costs 6 Intellect.
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Blend In
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When you blend in, creatures still see you, but they attach no importance to your presence for about a minute. While blending in, you are specialized in stealth and Speed defense tasks. This effect ends if you do something to reveal your presence or position-attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the remaining period of effect by taking an action to focus on seeming innocuous and as if you belong. Action to initiate or reinitiate.
Costs 4 Intellect.
Skilled.
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Anecdote
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You can lift the spirits of a group of creatures and help them bond together by entertaining them with an uplifting or pointed anecdote. For the next hour, those who pay attention to your story are trained in a task you choose that's related to the anecdote, as long as it's not an attack or defense task. Action to initiate, one minute to complete.
Costs 2 Intellect.
Trained.
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Dirty Fighter
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You distract, blind, annoy, hamper, or otherwise interfere with a foe, hindering their attacks and defenses for one minute. Action.
Costs 2 Speed.
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Interaction Skills
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You are trained in two skills in which you are not already trained. Choose two of the following: deceiving, persuading, public speaking, seeing through deception, or intimidation. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.
Trained.
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Intimidation
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Trained.
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Master Thief
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You are trained in climbing, escaping from bonds, slipping through narrow places, and other contortionist moves. Enabler.
Trained.
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Physics
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Trained.
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Skill With Defense
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Choose one type of defense task in which you are not already trained: Might, Speed, or Intellect. You are trained in defense tasks of that type. Enabler.
Trained.
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Stealth Skills
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You are trained in your choice of two of the following skills: disguise, deception, lockpicking, pickpocketing, seeing through deception, sleight of hand, or stealth. You can choose this ability multiple times, but you must select different skills each time. Enabler.
Trained.
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Trained In Three Areas Of Knowledge Of Your Choice
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Trained.
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Light Weapons
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Practiced.
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Heavy Weapons
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Inability.
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Medium Weapons
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Inability.
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You Have Few Social Graces
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Any task involving charm, persuasion, or etiquette is hindered.
Inability.
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Practiced With Medium Weapons
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You can use light and medium weapons without penalty. If you wield a heavy weapon, attacks with it are hindered. Enabler.
Practiced.
Inability.
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Dmg | Skill | Pool | Type |
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Light Weapon
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2 | P | S | L |
Mod:0 Cost:Free Skill:Practiced Distance:Immediate
A light weapon of your choice. Granted from Starting Equipment. Attacks are eased by 1 for Light weapons |
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Punch
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2 | P | M | L |
Mod:0 Cost:Free Skill:Practiced Distance:Immediate
A right jab. Attacks are eased by 1 for Light weapons |
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Cyphers | ||
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Attractor | Level: 6 | |
One unanchored item the user's size or smaller within long range (very long range if the cypher level is 8 or higher) is drawn immediately to them. This takes one round. The item has no momentum when it arrives. Manifest | ||
Enduring Shield | Level: 10 | |
For the next day, the user has an asset to Speed defense rolls. Subtle | ||
Limit 5 |
Equipment |
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Appropriate clothing and a light weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items. Granted from Starting Equipment. |
You have two additional books on topics of your choice. Granted from Learned. |
Armor 0
Money
0
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