Special Abilities | |||||
---|---|---|---|---|---|
Controlled Fall | |||||
When you fall while you are able to use actions and within reach of a vertical surface, you can attempt to slow your fall. Make a Speed roll with a difficulty of 1 for every 20 feet (6 m) you fall. On a success, you take half damage from the fall. If you reduce the difficulty to 0, you take no damage. Enabler. Granted from Master Athlete | |||||
|
|||||
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 Master Athlete | |||||
|
|||||
Fists Of Fury | |||||
You inflict 2 additional points of damage with unarmed attacks. Enabler. Granted from Looks For Trouble | |||||
|
|||||
Greater Enhanced Potential | |||||
You gain 6 points to divide among your stat Pools however you wish. Enabler. Granted from Looks For Trouble | |||||
|
|||||
No Need For Weapons | |||||
When you make an unarmed attack (such as a punch or kick), it counts as a medium weapon instead of a light weapon. Enabler. Granted from Master Athlete | |||||
|
|||||
Protector | |||||
You designate a single character to be your charge. You can change this freely every round, but you can have only one charge at a time. As long as that charge is within immediate range, they gain an asset for Speed defense tasks because you have their back. Enabler. Granted from Looks For Trouble | |||||
|
|||||
Quick Recovery | |||||
Your second recovery roll (usually requiring ten minutes) is only a single action. Enabler. Granted from Master Athlete | |||||
|
|||||
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 Master Athlete | |||||
|
|||||
Runner | |||||
Your standard movement increases from short to long. Enabler. Granted from Master Athlete | |||||
|
|||||
Stone Breaker | |||||
Your attacks against objects inflict 4 additional points of damage when you use a melee weapon that you wield in two hands. Enabler. Granted from Master Athlete | |||||
|
|||||
Subtle Steps | |||||
When you move no more than a short distance, you can move without making a sound, regardless of the surface you move across. Enabler. Granted from Master Athlete | |||||
|
|||||
|
---|
Knock Out
|
You make a melee attack that inflicts no damage. Instead, if the attack hits, make a second Might-based roll. If successful, a foe of level 3 or lower is knocked unconscious for one minute. For each level of Effort used, you can affect one higher level of foe, or you can extend the duration for an additional minute. Action.
Costs 5+ Might.
|
Run And Fight
|
You can move a short distance and make a melee attack that inflicts 2 additional points of damage. Action.
Costs 4 Might.
|
Surging Confidence
|
When you use an action to make your first recovery roll of the day, you immediately gain another action. Enabler.
Costs 1 Might.
|
Hand To Eye
|
This ability provides an asset to any tasks involving manual dexterity, such as pickpocketing, lockpicking, games involving agility, and so on. Each use lasts up to a minute; a new use (to switch tasks) replaces the previous use. Action to initiate.
Costs 2 Speed.
|
Obstacle Running
|
For the next minute, you can ignore obstacles that slow your movement, allowing you to travel at normal speed through areas with rubble, fences, tables, and similar objects that you would have to climb over or move around. This movement might include sliding on a railing, briefly running along a wall, or even stepping on a creature to boost yourself over something. If an obstacle would normally require a Might or Speed task to overcome, such as swinging on a rope, balancing on a rope, or jumping over a hole, you are trained in that task. Enabler.
Costs 3 Speed.
Trained.
|
Physical Skills
|
You are trained in two skills in which you are not already trained. Choose two of the following: balancing, climbing, jumping, running, or swimming. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.
Trained.
|
Skill With Defense
|
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.
|
Straightforward
|
You are trained in one of the following tasks (choose one): breaking things, climbing, jumping, or running. Enabler.
Trained.
|
Trained Without Armor
|
You are trained in Speed defense tasks when not wearing armor. Enabler.
Trained.
|
Wound Tender
|
You are trained in healing. Enabler.
Trained.
|
You Have An Eye For Detail
|
You are trained in any task that involves finding or noticing small details.
Trained.
|
You Know A Little About Everything
|
You are trained in any task that involves identifying objects or calling to mind a minor detail or bit of trivia.
Trained.
|
Your Skill At Making Deductions Can Be Imposing
|
You are trained in any task that involves intimidating another creature.
Trained.
|
Light Weapons
|
Light Weapons
Practiced.
|
Medium Weapons
|
Medium Weapons
Practiced.
|
Heavy Weapons
|
Heavy Weapons
Inability.
|
Your Confidence Comes Off As Arrogance To People Who Don't Know You
|
Any task involving positive social interactions is hindered.
Inability.
|
|
Dmg | Skill | Pool | Type |
---|---|---|---|---|
Punch
|
2 | P | M | L |
Mod:0 Cost:Free Skill:Practiced Distance:Immediate
A right jab. Attacks are eased by 1 for Light weapons |
||||
Medium Weapon
|
4 | P | M | M |
Mod:0 Cost:Free Skill:Practiced Distance:Immediate
A medium weapon of your choice. Granted from Starting Equipment. |
||||
Cyphers | ||
---|---|---|
Efficacy Boost | Level: 4 | |
This cypher boosts an ability that requires a skill roll. The use of the ability is eased (eased by two steps if the cypher is level 5 or higher). Power Boost | ||
Tenacious Defense | Level: 10 | |
Your grit, determination, and tenacity favor you, causing you to take less harm. You gain +1 Armor for one hour. If the cypher level is 7 or higher, you gain +2 Armor instead. If the cypher level is 10, you gain +3 Armor instead. Subtle | ||
Limit 2 |
Equipment |
---|
You have a bag of light tools. Granted from Perceptive. |
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 0
Money
0
|