Special Abilities | |||||
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Almost Unstoppable | |||||
While you are impaired on the damage track, you function as if you were hale. While you are debilitated, you function as if you were impaired. In other words, you don't suffer the effects of being impaired until you become debilitated, and you never suffer the effects of being debilitated. You still die if all your stat Pools are 0. Granted from Hardy | |||||
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Curious | |||||
You're always curious about your surroundings, even on a subconscious level. Whenever you use Effort to attempt navigation, perception, or initiative tasks in an area that you've only rarely or never visited before, you can apply an additional free level of Effort. Enabler. Granted from Detective | |||||
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Fast Healer | |||||
You halve the time it takes to make a recovery roll (minimum one action). Granted from Hardy | |||||
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Investigator | |||||
To really shine as an investigator, you must engage your mind and body in your deductions. You can spend points from your Might Pool, Speed Pool, or Intellect Pool to apply levels of Effort to any Intellect-based task. Enabler. Granted from Solves Mysteries | |||||
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Opportunist | |||||
You have an asset on any attack roll you make against a creature that has already been attacked at some point during the round and is within immediate range. Enabler. Granted from Stealth Flavor | |||||
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Ponderous | |||||
When you apply Effort when making a Speed roll, you must spend 1 extra point from your Speed Pool. Granted from Hardy | |||||
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Practiced In Armor | |||||
You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your choice. Enabler. Granted from Detective | |||||
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Range Increase | |||||
Ranges for you increase by one step. Immediate becomes short, short becomes long, long becomes very long, and very long becomes 1,000 feet (300 m). Enabler. Granted from Detective | |||||
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Sense Ambush | |||||
You are never surprised by an attack. Enabler. Granted from Stealth Flavor | |||||
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Eye For Detail
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When you spend five minutes or so thoroughly exploring an area no larger than a short distance in diameter, you can ask the GM one question about the area. The GM must answer you truthfully. You cannot use this more than one time per area per 24 hours. Action to initiate, five minutes to complete.
Costs 2 Intellect.
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Surging Confidence
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When you use an action to make your first recovery roll of the day, you immediately gain another action. Enabler.
Costs 1 Might.
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Danger Sense
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Your initiative task is eased. You pay the cost each time the ability is used. Enabler.
Costs 1 Speed.
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Out Of Harm's Way
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No matter how careful, an investigator sometimes ends up in a scrap. Knowing how to survive is more than half the battle. You are trained in Speed defense tasks. Enabler.
Trained.
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Sleuth
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Finding the clues is the first step in solving a mystery. You are trained in perception. Enabler.
Trained.
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Trained In Might Defense Actions
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Trained.
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Light Weapons
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Light Weapons
Practiced.
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Medium Weapons
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Medium Weapons
Practiced.
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Heavy Weapons
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Heavy Weapons
Inability.
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Your Big, Strong Body Is Slow To React
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Any task involving initiative is hindered.
Inability.
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Dmg | Skill | Pool | Type |
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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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Medium Weapon
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4 | P | M | M |
Mod:0 Cost:Free Skill:Practiced Distance:Immediate
A medium weapon of your choice. Granted from Starting Equipment. |
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Cyphers | ||
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Flagrant Provocation | Level: 6 | |
You mock or anger a creature, who then focuses its attention on you. For the next minute, the creature is hostile to you if it wasn't already, and attacks only you. Even a previously friendly creature will attack until you are debilitated, though they probably won't kill you. To observers, it may appear that they attacked you unprovoked (the GM can require an additional deception task for this effect). Subtle | ||
Inspirit Ally | Level: 2 | |
Choose an ally who can see or hear you. You cheer, encourage, inspire, or approvingly acknowledge them in your own unique way. One task they attempt before the start of your next turn is eased by two steps. Subtle | ||
Limit 2 |
Equipment |
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Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items. Granted from Starting Equipment. |
Armor of your choice. Granted from Practiced In Armor. |
Armor 1
Money
0
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