The Edge of the Aquilonian Empire v3.0

December 24, 2017 | Author: HPLCthulhu | Category: Herbalism, Alternative Medicine, Psychological Resilience, Emotions, Self-Improvement
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Short Description

Conan RPG from FFG...

Description

adventures in the Hyborian Age at

The Edge of the Aquilonian Empire

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ARCANE POWER

Ranked

ENHANCE

Prerequisites: Arcane Rating 1+ ENHANCE BASIC POWER When making an Athletics check, the Arcanist may roll an Enhance power check as part of the pool. The user may spend Z/z to gain s or a (user’s choice) on the check. COST 10

CONTROL

CONTROL

Enhance can be used with the Coordination skill.

Enhance can be used with the Resilience skill.

COST 5

CONTROL

COST 5

Take an Arcane Leap Action; make an Enhance power check. The user may spend Z/z to jump horizontally to any location in short range. COST 10

CONTROL

CONTROL

CONTROL

Enhance can be used with the Melee Skill.

Enhance can be used with

When performing an Arcane Leap, the user can jump

the Brawl skill.

vertically in addition to horizontally.

COST 5

COST 5

COST 10

CONTROL

CONTROL

RANGE

Enhance can be used with the Ranged skill.

Ongoing effect: Commit C. The user increases his Brawn

Spend Z/z to increase power’s range by a number of range bands equal to Range upgrades purchased.

characteristic by 1 (to a maximum of 6).

COST 5

COST 10

COST 10

CONTROL

CONTROL

Ongoing effect: Commit C. The user increases his Agility

The user can perform an Arcane Leap as a maneuver

characteristic by 1 (to a maximum of 6).

instead of an action. COST 10

COST 10

FORCE POWER

Ranked

FORESEE

Prerequisites: Force Rating 1+

FORESEE BASIC POWER The Arcanist can feel the Arcane flowing around everything, seeing what is and what will be. The Arcanist may spend Z/z to gain vague hints of events to come up to a day into his future. COST 10

CONTROL When making a skill check to determine initiative, the Arcanist user may roll a Foresee power check as part of the pool. He may spend Z/z to gain s per point on the check. COST 10

STRENGTH Spend Z/z to pick out specific details equal to Strength upgrades purchased. COST 5

MAGNITUDE Spend Z/z to increase targets affected equal to Magnitude upgrades purchased. COST 5

MAGNITUDE Spend Z/z to increase targets affected equal to Magnitude upgrades purchased. COST 5

RANGE

CONTROL

DURATION

Spend Z/z to increase power’s range by a number of range bands equal to Range upgrades purchased.

Affected targets increase their ranged and melee defense by 2 for the first round of combat.

Spend Z/z to increase days into the future the user may see equal to Duration upgrades purchased.

COST 5

COST 10

RANGE

RANGE

Spend Z/z to increase power’s range by a number of range bands equal to Range upgrades purchased.

Spend Z/z to increase power’s range by a number of range bands equal to Range upgrades purchased.

COST 5

COST 5

STRENGTH Spend Z/z to pick out specific details equal to Strength upgrades purchased. COST 5

COST 5

CONTROL

DURATION

When performing a Foresee power check as part of an initiative check, the Arcanist may spend Z/z

Spend Z/z to increase days into the future the user may see equal to Duration upgrades purchased. COST 5

to allow all affected targets to take one free maneuver before the first round of combat begins. COST 15

ARCANE POWER

Ranked

INFLUENCE Prerequisites: Arcane Rating 1+

INFLUENCE BASIC POWER The character may attempt to guide, shape, and even twist the thoughts and feelings of others. Special Rule (Z/z use): When guiding and shaping thoughts, only z may be used to generate negative emotions such as rage, fear, and hatred. Only Z may be used to generate positive emotions such as peace, tranquility, and friendliness. Other emotions such as confusion can be generated with either Z or z. The character may spend Z/z to stress the mind of one living target he is engaged with, inflicting 1 strain. COST 10

RANGE

MAGNITUDE

CONTROL

Spend Z/z to increase power’s range by a number of Range bands equal to range upgrades purchased.

Spend Z/z to increase targets affected equal to Magnitude upgrades purchased.

The Arcanist may make an opposed Discipline vs Discipline check combined with an Influence Power check. If the Arcanist spends Z/z and succeeds on the check, he can force the target to adopt an emotional state or believe something untrue, lasting for 1 round or 5 minutes.

COST 5

COST 5

COST 10

CONTROL

STRENGTH

When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Arcanist may roll an Influence Power check as part of his dice pool. He may spend Z/z to gain s or a (user’s choice) on the check.

When stressing the mind of a target, the character inflicts 2 strain.

COST 15

COST 10

RANGE

MAGNITUDE

DURATION

DURATION

Spend Z/z to increase power’s range by a number of Range bands equal to range upgrades purchased.

Spend Z/z to increase targets affected equal to Magnitude upgrades purchased.

Spend Z/z to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.

Spend Z/z to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.

COST 10

COST 5

COST 5

COST 5

RANGE

MAGNITUDE

DURATION

DURATION

Spend Z/z to increase power’s range by a number of range bands equal to Range upgrades purchased.

Spend Z/z to increase targets affected equal to Magnitude upgrades purchased.

Spend Z/z to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.

Spend Z/z to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.

COST 10

COST 10

COST 5

COST 5

ARCANE POWER

Ranked

MOVE

Prerequisites: Arcane Rating 1+

MOVE BASIC POWER The Arcanist can move small objects via unnatural means. The user may spend Z/z to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range. COST 10

MAGNITUDE Spend Z/z to increase targets affected equal to Magnitude upgrades purchased.

STRENGTH

RANGE

RANGE

Spend Z/z to increase silhouette able to be targeted equal to Strength upgrades purchased.

Spend Z/z to increase power’s range by a number of range bands equal to Range upgrades purchased.

Spend Z/z to increase power’s range by a number of range bands equal to Range upgrades purchased.

COST 5

MAGNITUDE Spend Z/z to increase targets affected equal to Magnitude upgrades purchased.

COST 10

STRENGTH

CONTROL

Spend Z/z to increase silhouette able to be targeted equal to Strength upgrades purchase.

The Arcanist can hurl objects to damage targets, by making a Discipline check combined with a Move Power check, dealing damage equal to 10 times silhouette.

COST 5

MAGNITUDE Spend Z/z to increase targets affected equal to Magnitude upgrades purchased. COST 10

MAGNITUDE Spend Z/z to increase targets affected equal to Magnitude upgrades purchased.

COST 10

COST 5

COST 5

COST 10

COST 10

STRENGTH

CONTROL

RANGE

Spend Z/z to increase silhouette able to be targeted equal to Strength upgrades purchased.

The Arcanist can pull objects out of secure mountings or out of an opponent’s grasp.

Spend Z/z to increase power’s range by a number of range bands equal to Range upgrades purchased.

COST 15

COST 5

COST 15

STRENGTH

CONTROL

Spend Z/z to increase silhouette able to be targeted equal to Strength upgrades purchased.

The Arcanist can perform fine manipulation of items, allowing him to do whatever he would normally with his hands via this power at this power’s range.

COST 20

COST 15

Ranked

ARCANE POWER

SENSE

Prerequisites: Arcane Rating 1+

SENSE BASIC POWER

The Arcanist can sense the Arcane interacting with the world around him. The Arcanist may spend Z/z to sense all living things within short range (including sentient and non-sentient beings). The Arcanist may spend Z/z to sense the current emotional state of one living target with whom he is engaged. COST 10

CONTROL

CONTROL

Ongoing effect: Commit C. Once per round, when an attack targets the Arcanist user, he upgrades the difficulty of the pool once.

Effect: Spend Z/z. The Force user senses the current thoughts of one living target with whom he is engaged. COST 10

COST 10

DURATION

RANGE

Sense’s ongoing effects may be triggered one additional time

Spend Z/z to increase power’s range by a number of range bands equal to Range upgrades purchased.

per round. COST 10

COST 5

MAGNITUDE Spend Z/z to increase number of targets affected by power equal to Magnitude upgrades purchased. COST 5

STRENGTH

RANGE

When using Sense’s ongoing effects, upgrade the pool twice,

Spend Z/z to increase power’s range by a number of range bands equal to Range upgrades purchased.

instead of once. COST 10

COST 10

MAGNITUDE Spend Z/z to increase number of targets affected by power equal to Magnitude upgrades purchased. COST 10

CONTROL

RANGE

Ongoing effect: Commit C. Once per round, when making a combat check, he upgrades the ability of that check once.

Spend Z/z to increase power’s range by a number of range bands equal to Range upgrades purchased.

COST 10

COST 10

MAGNITUDE Spend Z/z to increase number of targets affected by power equal to Magnitude upgrades purchased. COST 10

BARBARIAN

Active

BEAST MASTER

Passive Ranked

Bonus Career Skills: Athletics, Knowledge: Beasts, Perception, Survival

FORAGER

TOUGHENED

OUTDOORSMAN

BEAST WRANGLER

Remove up to b b from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

Gain +2 wound threshold.

Remove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.

Add b per rank of Beast Wrangler to checks to tame or wrangle creatures.

COST 5

COST 5

COST 5

COST 5

OUTDOORSMAN

EXPERT TRACKER

TOUGHENED

EXPERT HANDLER

Remove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

Gain +2 wound threshold.

Remove b per rank of Expert Handler from Survival checks made to ride beasts.

COST 10

COST 10

COST 10

COST 10

EXPERT TRACKER

BEAST WRANGLER

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

Add b per rank of Beast Wrangler to checks to tame or wrangle creatures.

LET’S RIDE

GRIT

Once per round, may mount or dismount a beast as an incidental.

Gain +1 strain threshold.

COST 15

COST 15

COST 15

IMPROVED SPUR

SPUR

Suffer 1 strain to attempt Spur as a maneuver and decrease its difficulty to dd.

Take a Spur action; make a ddd Survival check to increase a beast’s top speed by 1. The beast suffers 2 strain every round it stays spurred.

COST 20

COST 15

NATURAL OUTDOORSMAN Once per session, may re-roll any 1 Resilience or Survival check. COST 20

EXPERT HANDLER

Remove b per rank of Expert Handler from Survival checks made to ride beasts. COST 20

COST 20

SUPREME SPUR

DEDICATION

GRIT

SOOTHING TONE

When activating and maintaining Spur, the beast only suffers 1 strain instead of 2.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Gain +1 strain threshold.

Take a Soothing Tone action; make a dd Knowledge: Beasts check to allow a beast to recover strain equal to s .

COST 25

COST 25

COST 25

COST 25

Active

BARBARIAN

CLAN LEADER

Passive Ranked

Bonus Career Skills: Cool, Discipline, Leadership, Vigiliance

OUTDOORSMAN Remove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by 10% /Rank.

COMMANDING PRESENCE Remove b per rank of Commanding Presence from Leadership and Cool checks.

TOUGHENED

SIDE STEP

Gain +2 wound threshold.

Once per round, as a maneuver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

COST 5

COST 5

COST 5

COST 5

OUTDOORSMAN

CONFIDENCE

QUICK DRAW

SWIFT

Remove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times 10%/Rank.

May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

Once per round, draw or holster a weapon or item as an incidental.

Do not suffer usual penalties for moving through difficult terrain.

COST 10

COST 10

COST 10

COST 10

NATURAL OUTDOORSMAN Once per session, may re-roll any 1 Resilience or Survival check.

TOUGHENED

BODY GUARD

BODY GUARD

Gain +2 wound threshold.

Once per round, perform a maneuver to guard an engaged ally. Suffer strain up to ranks to increase difficulty of attacks against them by that number until the start of next turn.

Once per round, perform a maneuver to guard an engaged ally. Suffer strain up to ranks to increase difficulty of attacks against them by that number until the start of next turn.

COST 15

COST 15

COST 15

CONFIDENCE May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. COST 20

COMMANDING PRESENCE Remove b per rank of Commanding Presence from Leadership and Cool checks. COST 20

FIELD COMMANDER

SIDE STEP

Take the Field Commander action; make a dd Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.

Once per round, as a maneuver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

COST 20

COORDINATED ASSAULT Take a maneuver to add a to combat checks for a number of engaged allies equal to Leadership until beginning of next turn. Increase range per rank. COST 25

NATURAL LEADER

Once per session, may re-roll any 1 Cool or Leadership check. COST 25

COST 15

IMPROVED FIELD COMMANDER

Field Commander action affects allies equal to double Presence, and may spend x to allow allies to suffer 1 strain to perform 1 action instead. COST 25

COST 20

DEDICATION Gain +1 to a single characteristic. This cannot bring a characteristic above 6. COST 25

Active

BARBARIAN

REAVER

Passive Ranked

Bonus Career Skills: Coercion, Melee, Resilience, Survival

TOUGHENED

FRENZIED ATTACK

FERAL STRENGTH

LETHAL BLOWS

Gain +2 wound threshold.

When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

COST 5

COST 5

COST 5

COST 5

FERAL STRENGTH

TOUGHENED

HEROIC FORTITUDE

KNOCKDOWN

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

Gain +2 wound threshold.

May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.

After hitting with a melee attack, may spend x to knock the target prone.

COST 10

COST 10

COST 10

COST 10

ENDURING

LETHAL BLOWS

TOUGHENED

FRENZIED ATTACK

Gain +1 soak value.

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

Gain +2 wound threshold.

When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.

COST 15

COST 15

COST 15

COST 15

TOUGHENED

FERAL STRENGTH

NATURAL BRAWLER

LETHAL BLOWS

Gain +2 wound threshold.

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

Once per session, may reroll any 1 Melee or Brawl check.

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

COST 20

COST 20

COST 20

COST 20

FRENZIED ATTACK

ENDURING

DEFENSIVE STANCE

DEDICATION

When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.

Gain +1 soak value.

Once per round, as a maneuver suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

COST 25

COST 25

COST 25

COST 25

BARBARIAN

Active

SHAMAN

Passive Ranked

Bonus Career Skills: Deception, Medicine, Resilience, Vigilance

FORAGER Remove up to b b from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

HERBAL HEALER Herbal Remedies heal 1 additional wound per rank of Herbal Healer.

GRIT

CHIRUGEON

Gain +1 strain threshold.

When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirgueon.

COST 5

COST 5

COST 5

COST 5

TOUGHENED

CHIRUGEON

Gain +2 wound threshold.

When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.

COST 10

HERBAL HEALER

HERBALIST

Herbal Remedies heal 1 additional wound per rank of Herbal Healer. COST 10

COST 10

Patients recover 1 additional wound per rank of Herbalist when they recover wounds from Herbal Remedies or long term care. COST 10

WELL ROUNDED

GRIT

POTION MAKER

MASTER HEALER

Choose any 2 skills. They permanently become career skills

Gain +1 strain threshold.

Take the Apply Potion action; make a dd Medicine check. If successful, 1 engaged ally increases 1 characteristic by 1 for the encounter and suffers 4 strain.

Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1.

COST 15

COST 15

COST 15

COST 15

DODGE

NATURAL HEALER

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

Once per session, may reroll any 1 Medicine check. COST 20

EXPERT ALCHEMIST

HERBAL HEALER

When performing an Apply Potion action, may increase the difficulty to ddd, and target only suffers 1 strain.

Herbal Remedies heal 1 additional wound per rank of Herbal Healer. COST 20

COST 20

COST 20

ANATOMY LESSONS

DEDICATION

IT’S NOT THAT BAD

After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Once per session when an ally would suffer a Critical Injury, may take an It’s Not That Bad action; make a ddd Medicine check to stop the ally from gaining the Critical Injury.

COST 25

COST 25

COST 25

MASTER ALCHEMIST When performing the Apply Potion action, spend x to increase an additional Characteristic by 1. COST 25

Active

BARBARIAN

Passive

SHIELD BREAKER

Ranked

Bonus Career Skills: Athletics, Cool, Melee: Heavy, Resilience

BURLY

FERAL STRENGTH

GRIT

Reduce any wielded weapon’s Cumbersome quality and Encumbrance rating by ranks in Burly to a minimum of 1.

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

Gain +1 strain threshold.

TOUGHENED Gain +2 wound threshold.

COST 5

COST 5

COST 5 COST 5

FERAL STRENGTH . Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

COST 10

BRACE

STRONG ARM

DURABLE

Perform the Brace maneuver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

Treat thrown weapons as if they had 1 greater range.

May reduce any Critical Injury suffered by 10 per rank of Durable. COST 10

COST 10

COST 10

SIDE STEP

BURLY

HEROIC FORTITUDE

TOUGHENED

Once per round, as a maneuver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

Reduce any wielded weapon’s Cumbersome quality and Encumbrance rating by ranks in Burly to a minimum of 1.

May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.

Gain +2 wound threshold.

COST 15

COST 15

COST 15

COST 15

BRACE

FERAL STRENGTH

MASSIVE ATTACK

HEROIC RESILIENCE

Perform the Brace maneuver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

When making a Melee or Brawl attack, suffer strain up to ranks in Massive Attack to upgrade the attack by an equal amount.

Immediately after being hit by an attack but before suffering damage, spend 1 Destiny Point to increase soak by ranks in Resilience.

COST 20

COST 20

COST 20

COST 20

BURLY

DEDICATION

ARMOR MASTER

Reduce any wielded weapon’s Cumbersome quality and Encumbrance rating by ranks in Burly to a minimum of 1.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

When wearing armor, increase total soak value by 1.

COST 25

COST 25

HEAVY HITTER

Once per session, spend x on a successful Melee: Heavy check to add the Breach 1 quality to the attack.

COST 25 COST 25

Active

BARBARIAN

Passive

SKALD

Ranked

Career Skills: Charm, Coercion, Knowledge: Lore, Leadership KILL WITH KINDNESS

GRIT

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

Gain +1 strain threshold. COST 5

COST 5

PLAUSIBLE DENIABILITY Remove b per rank of Plausible Deniability from all Coercion and Deception checks.

TOUGHENED Gain +2 wound threshold. COST 5

COST 5

INSPIRING RHETORIC

KILL WITH KINDNESS

SCATHING TIRADE

Take an Inspiring Rhetoric action; make a dd Leadership check. One ally for each s, in short range, recovers 1 strain. Spend a for 1 affected ally to recover 1 additional strain.

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

Take a Scathing Tirade action; make a dd Coercion check. One enemy for each s, in short range, suffers 1 strain. Spend a for 1 affected enemy to suffer 1 additional strain.

COST 10

COST 10

DODGE When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

PLAUSIBLE DENIABILITY Remove b per rank of Plausible Deniability from all Coercion and Deception checks. COST 10

COST 10

IMPROVED INSPIRING RHETORIC

Each ally affected by Inspiring Rhetoric gains b on all skill checks for a number of rounds equal to ranks in Leadership.

IMPROVED SCATHING TIRADE

WELL ROUNDED

Each enemy affected by Scathing Tirade suffers b on all skill checks for a number of rounds equal to ranks in Coercion.

COST 15

Choose any 2 skills. They permanently become career skills. COST 15

COST 15

COST 15

GRIT Gain +1 strain threshold. COST 20

SUPREME SCATHING TIRADE

SUPREME INSPIRING RHETORIC

Suffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action. COST 20

NOBODY’S FOOL

Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action. COST 20

May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool. COST 20

STEELY NERVES

DEDICATION

NATURAL CHARMER

INTENSE PRESENCE

Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Once per session, may re-roll any 1 Charm or Deception check.

Spend 1 Destiny Point to recover strain equal to Presence rating.

COST 25

COST 25

COST 25

COST 25

BARBARIAN

Active

WARRIOR

Passive Ranked

Spec Bonus Career Skills: Cool, Melee, Resilience, Stealth

PHYSICAL TRAINING

GRIT

TOUGHENED

POINT BLANK

Add b per rank of Physical Training to Athletics and Resilience checks.

Gain +1 strain threshold.

Gain +2 wound threshold.

Add 1 damage per rank of Point Blank to damage of one hit of successful Ranged attacks made while at short range or engaged.

COST 5

COST 5

COST 5

COST 5

TOUGHENED

DURABLE

PHYSICAL TRAINING

STRONG ARM

Gain +2 wound threshold.

May reduce any Critical Injury suffered by 10 per rank of Durable.

Add b per rank of Physical Training to Athletics and Resilience checks.

Treat thrown weapons as if they had 1 greater range.

COST 10

COST 10

BLOODED

ARMOR MASTER

Add b per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by one round per rank of Blooded to a minimum of 1.

When wearing armor, increase total soak value by 1. COST 15

COST 10

COST 10

NATURAL OUTDOORSMAN Once per session, may re-roll any 1 Resilience or Survival check. COST 15

FERAL STRENGTH Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack. COST 15

COST 15

TOUGHENED

HEROIC FORTITUDE

DURABLE

KNOCKDOWN

Gain +2 wound threshold.

May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.

May reduce any Critical Injury suffered by 10 per rank of Durable.

After hitting with a melee attack, may spend x to knock the target prone.

COST 20

COST 20

COST 20

COST 20

IMPROVED ARMOR MASTER When wearing armor with a soak value of 2 or higher, increase defense by 1. COST 25

DEDICATION

UNSTOPPABLE

FERAL STRENGTH

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

If a Critical Injury roll is 1 or reduced to 1, do not received the Critical Injury.

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

COST 25

COST 25

COST 25

CAREER

Base Ability

BARBARIAN

Upgrade Ranked

Career Skills: Athletics, Brawl, Coercion, Melee, Perception Ranged, Riding, Survival

LAST ONE STANDING BASE ABILITY Once per game session, during a combat encounter, the character may spend 2 Destiny Points to make a ddd Resilience check. If he succeeds, he skips his next turn and eliminates all enemy minions in the encounter. (The minions are all eliminated immediately, so will not get to participate further in the combat, but for the sake of the narrative, the PC can spend the next round of combat incapacitating them). The narrative means by which he accomplishes this is up to the player, must be approved by the GM. COST 30

REDUCE SETBACK

ADD BOOST

REDUCE SETBACK

ADD BOOST

Remove b from skill check to activate Last One Standing.

Add b to skill check to active Last One Standing.

Remove b from skill check to activate Last One Standing.

Add b to skill check to active Last One Standing.

COST 10

COST 10

COST 10

COST 10

REDUCE DIFFICULTY

INCREASE EFFECT

INCREASE EFFECT

DESTINY

Reduce the difficulty of the skill check to activate Last One Standing to dd.

When triggering Last One Standing, also eliminate one rival per Increase Effect upgrade.

When triggering Last One Standing, also eliminate one rival per Increase Effect upgrade.

Last One Standing costs 1 Destiny Point instead of 2.

COST 15

COST 15

COST 15

COST 15

UNMATCHED PROTECTION BASE ABILITY Once per game session as an incidental, the character may spend 2 Destiny Points to gain the following ability: once per round, after suffering a hit and determining damage, the character may halve the damage (rounded up) dealt before it is applied to his soak. This ability is active for the remainder of the current round and two additional rounds. COST 30

DURATION

DURATION

SOAK

PROTECT ALLY

Unmatched Protection lasts for one additional round.

Unmatched Protection lasts for one additional round.

Gain +1 soak while Unmatched Protection is active.

Once per session, while ability is active, may choose to be hit by an attack that would hit an engaged ally.

COST 10

COST 10

COST 10

COST 10

DURATION

DESTINY

Unmatched Protection lasts for one additional round.

Unmatched Protection costs 1 Destiny Point instead of 2.

COST 15

COST 15

ADDITIONAL REDUCTION

ADDITIONAL REDUCTION

May reduce the damage of 1 additional hit suffered each round.

May reduce the damage of 1 additional hit suffered each round.

COST 15

COST 15

Active

CITIZEN

ACADEMIC

Passive Ranked

Bonus Career Skills: Education, Knowledge: Any, Knowledge: Any, Perception

RESPECTED SCHOLAR

CUNNING LINGUIST

GRIT

BRACE

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

Grants b on all attempts to communicate in unknown toungues per rank in Cunning Linguist

Gain +1 strain threshold.

Perform the Brace maneuver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

COST 5

COST 5

COST 5

COST 5

RESEARCHER

RESPECTED SCHOLAR

RESOLVE

RESEARCHER

Remove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

Remove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.

COST 10

ROSETTA STONE

Remove b per rank in Rosetta Stone from checks to decrypt Ancient glyphs. Decrease difficulty of checks to decipher such hieroglyphs by 1. COST 15

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 Knowledge skill. When making that skill check, may spend x result to gain s equal to ranks in Knowledge Specialization.

COST 10

COST 10

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 Knowledge skill. When making that skill check, may spend x result to gain s equal to ranks in Knowledge Specialization.

COST 10

NATURAL SCHOLAR

WELL ROUNDED

Once per session, may re-roll any 1 Knowledge skill check.

Choose any 2 skills. They permanently become career skills.

COST 15

COST 15

COST 15

INTENSE FOCUS

CONFIDENCE

RESOLVE

Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.

May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

COST 20

COST 20

COST 20

COST 20

STROKE OF GENIUS

MENTAL FORTRESS

DEDICATION

TOUGHENED

Once per session, make one skill check using Intellect rather than the characteristic linked to that skill.

Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect or Cunning checks until end of encounter.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Gain +2 wound threshold.

COST 25

COST 25

COST 25

COST 25

Active

CITIZEN

Passive

AMBASSADOR

Ranked

Career Skills: Charm, Coercion, Deception, Knowledge: Greater or Lesser Kingdoms

KILL WITH KINDNESS

GRIT

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

Gain +1 strain threshold. COST 5

COST 5

PLAUSIBLE DENIABILITY Remove b per rank of Plausible Deniability from all Coercion and Deception checks.

TOUGHENED Gain +2 wound threshold. COST 5

COST 5

INSPIRING RHETORIC

KILL WITH KINDNESS

SCATHING TIRADE

Take an Inspiring Rhetoric action; make a dd Leadership check. One ally for each s, in short range, recovers 1 strain. Spend a for 1 affected ally to recover 1 additional strain.

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

Take a Scathing Tirade action; make a dd Coercion check. One enemy for each s, in short range, suffers 1 strain. Spend a for 1 affected enemy to suffer 1 additional strain.

COST 10

COST 10

DODGE When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

PLAUSIBLE DENIABILITY Remove b per rank of Plausible Deniability from all Coercion and Deception checks. COST 10

COST 10

IMPROVED INSPIRING RHETORIC

Each ally affected by Inspiring Rhetoric gains b on all skill checks for a number of rounds equal to ranks in Leadership.

IMPROVED SCATHING TIRADE

WELL ROUNDED

Each enemy affected by Scathing Tirade suffers b on all skill checks for a number of rounds equal to ranks in Coercion.

COST 15

Choose any 2 skills. They permanently become career skills. COST 15

COST 15

COST 15

GRIT Gain +1 strain threshold. COST 20

SUPREME SCATHING TIRADE

SUPREME INSPIRING RHETORIC

Suffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action. COST 20

NOBODY’S FOOL

Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action. COST 20

May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool. COST 20

STEELY NERVES

DEDICATION

NATURAL CHARMER

INTENSE PRESENCE

Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Once per session, may re-roll any 1 Charm or Deception check.

Spend 1 Destiny Point to recover strain equal to Presence rating.

COST 25

COST 25

COST 25

COST 25

CITIZEN

Active

CRAFTSMAN

Passive Ranked

Bonus Career Skills: Craft: Trade, Discipline, Knowledge: Trade, Negotiation

KNOW SOMEBODY

Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody. COST 5

SMOOTH TALKER

WHEEL AND DEAL

GRIT

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

Gain +1 strain threshold. COST 5

COST 5

COST 5

SMOOTH TALKER

GREASED PALMS

MASTER MERCHANT

TOUGHNESS

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

Before making a social check, may spend up to 50 silver per rank of Greased Palms to upgrade the ability of the check once for every 50 silver spent.

When buying/selling goods, or paying off/taking more Obligation, suffer 2 strain to buy for 25% less, sell for 25% more, buy off 1 more Obligation, or take 1 less.

Gain +2 wound threshold.

COST 10

COST 10

COST 10

COST 10

GRIT

WHEEL AND DEAL

BOUGHT INFO

GRIT

Gain +1 strain threshold.

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

Instead of making a Knowledge check, may take a Bought Info action; spend silver pieces equal to 50 times the difficulty of the check to pass with one s.

Gain +1 strain threshold.

COST 15

COST 15

COST 15

COST 15

KNOW SOMEBODY Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody. COST 20

DEDICATION Gain +1 to a single characteristic. This cannot bring a characteristic above 6. COST 25

SOUND INVESTMENTS

SOUND INVESTMENTS

At the start of each session, gain 100 silver for each rank of Sound Investments.

At the start of each session, gain 100 silver for each rank of Sound Investments.

COST 20

INTENSE FOCUS Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once. COST 20

COST 20

NATURAL NEGOTIATOR

SUPERIOR REFLEXES

TOUGHNESS

Once per session, may re-roll any 1 Cool or Negotiation check.

Gain +1 melee defence.

Gain +2 wound threshold.

COST 25

COST 25

COST 25

Active

CITIZEN

HEALER

Passive Ranked

Bonus Career Skills: Cool, Knowledge (Education), Medicine, Resilience

CHIRUGEON

HERBALIST

GRIT

RESOLVE

When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.

Patients recover 1 additional wound per rank of Herbalist when they recover wounds from herbal remedies & long term care.

Gain +1 strain threshold.

When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

COST 5

COST 5

COST 5

COST 5

POTION MAKER

GRIT

CHIRUGEON

RESOLVE

Take the Apply Potion action; make a dd Medicine check. If successful, 1 engaged ally increases 1 characteristic by 1 for the encounter and suffers 4 strain.

Gain +1 strain threshold.

When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.

When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

COST 10

COST 10

COST 10

COST 10

CHIRUGEON

GRIT

HERBALIST

PRESSURE POINT

When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.

Gain +1 strain threshold.

Patients recover 1 additional wound per rank of Herbalist when they recover wounds from Herbal Remedies & long term care.

When making a Brawl check against an opponent, instead of dealing damage, may deal equivalent strain plus additional strain equal to ranks in Medicine (ignoring soak).

COST 15

COST 15

COST 15

COST 15

EXPERT ALCHEMIST

When performing an Apply Potion action, may increase the difficulty to ddd, and target only suffers 1 strain.

NATURAL DOCTOR

TOUGHENED

ANATOMY LESSONS

Once per session, may reroll any 1 Medicine check.

Gain +2 wound threshold.

After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.

COST 20

COST 20

COST 20

COST 20

MASTER ALCHEMIST When performing the Apply Potion action, spend x to increase an additional Characteristic by 1. COST 25

MASTER HEALER

Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1. COST 25

DEDICATION

DODGE

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

COST 25

COST 25

Active

CITIZEN

Passive

TRADER

Ranked

Bonus Career Skills: Deception, Knowledge: Empire, Knowledge: Underworld, Negotiation

KNOW SOMEBODY Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

CONVINCING DEMEANOR Remove b per rank of Convincing Demeanor from Deception or Skulduggery checks.

WHEEL AND DEAL

SMOOTH TALKER

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

COST 5

COST 5

COST 5

COST 5

WHEEL AND DEAL

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

GRIT

SPARE POUCH

Gain +1 strain threshold. COST 10

COST 10

Spend 1 Destiny Point to produce a previously undocumented item (with restrictions) from a pouch or a satchel.

TOUGHENED Gain +2 wound threshold. COST 10

COST 10

KNOW SOMEBODY

NOBODY’S FOOL

SMOOTH TALKER

NOBODY’S FOOL

Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

COST 15

COST 15

COST 15

COST 15

WHEEL AND DEAL

STEELY NERVES

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.

COST 20

COST 20

BLACK MARKET CONTACTS

BLACK MARKET CONTACTS

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

COST 20

KNOW SOMEBODY Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody. COST 25

NATURAL NEGOTIATOR

Once per session, may re-roll any 1 Cool or Negotiation check. COST 25

COST 20

DEDICATION

MASTER MERCHANT

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

When buying/selling goods, or paying off/taking more Obligation, suffer 2 strain to buy for 25% less, sell for 25% more, buy off 1 more Obligation, or take 1 less.

COST 25

COST 25

CAREER

Base Ability

CITIZEN

Upgrade Ranked

Career Skills: Charm, Deception, Education, Knowledge: Greater or Lesser Kingdoms, Knowledge: Lore. Leadership, Negotiation, Streetwise

INSIGHTFUL REVELATION BASE ABILITY Once per game, the character may perform an Insightful Revelation action and spend 2 Destiny Points to make a ddd Knowledge: Education check. If he succeeds, he learns some valuable information that he did not previously possess pertaining to his current situation. What he learns is up to the GM, but it must be valuable to the player overcoming his immediate encounter or situation, and the information cannot be obtainable by any other immediately available means. COST 30

REDUCE SETBACK

DESTINY

REDUCE DIFFICULTY

ADDITIONAL SKILLS

Remove b from skill check to activate Insightful Revelation.

Insightful Revelation costs 1 Destiny Point instead of 2.

Reduce the difficulty of the skill check to activate Insightful Revelation to dd.

When making the Insightful Revelation action, the character may use any Knowledge skill.

COST 10

COST 10

COST 10

COST 10

ADD BOOST

REDUCE SETBACK

INCREASE EFFECT

DURATION

Add b to skill check to activate Insightful Revelation.

Remove b from skill check to activate Insightful Revelation.

If the check is successful, the character may spend x to gain another piece of equally useful information..

The character may perform the Insightful Revelation action one additional time per session..

COST 15

COST 15

COST 15

COST 15

UNMATCHED EXPERTISE BASE ABILITY Once per session as an action, the character may spend two Destiny Points to reduce the difficulty of all career skill checks made by one (to a minimum of d) for the remainder of the encounter. COST 30

REDUCE SETBACK

ACTIVATION

ACTIVATION

REDUCE SETBACK

Remove b from career skill checks made while Unmatched Expertise is activated.

Activate Unmatched Expertise as a maneuver instead of an action.

Activate Unmatched Expertise as an incidental that can be triggered out of turn instead of a maneuver.

Remove b from career skill checks made while Unmatched Expertise is activated.

COST 10

COST 10

REDUCE DIFFICULTY

Reduce the difficulty of career skill checks by 2 instead of 1. COST 15

COST 10

SUPERIOR REDUCTION

Once per session while ability is activated, may reduce the difficulty of one non-career skill. COST 15

COST 10

DESTINY

REDUCE DIFFICULTY

Unmatched Expertise costs 1 Destiny Point to activate instead of 2.

The difficulty of all career Skill Checks is reduced to Simple (–) instead of d.

COST 15

COST 15

CLERGY

Active

CHAMPION

Passive Ranked

Spec Bonus Career Skills: Coercion, Melee, Riding, Vigiliance

OUTDOORSMAN Remove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by 10% /Rank.

COMMANDING PRESENCE Remove b per rank of Commanding Presence from Leadership and Cool checks.

TOUGHENED

SIDE STEP

Gain +2 wound threshold.

Once per round, as a maneuver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

COST 5

COST 5

COST 5

COST 5

OUTDOORSMAN

CONFIDENCE

QUICK DRAW

SWIFT

Remove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times 10%/Rank.

May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

Once per round, draw or holster a weapon or item as an incidental.

Do not suffer usual penalties for moving through difficult terrain.

COST 10

COST 10

COST 10

COST 10

NATURAL OUTDOORSMAN Once per session, may re-roll any 1 Resilience or Survival check.

TOUGHENED

BODY GUARD

BODY GUARD

Gain +2 wound threshold.

Once per round, perform a maneuver to guard an engaged ally. Suffer strain up to ranks to increase difficulty of attacks against them by that number until the start of next turn.

Once per round, perform a maneuver to guard an engaged ally. Suffer strain up to ranks to increase difficulty of attacks against them by that number until the start of next turn.

COST 15

COST 15

COST 15

CONFIDENCE May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. COST 20

COMMANDING PRESENCE Remove b per rank of Commanding Presence from Leadership and Cool checks. COST 20

FIELD COMMANDER

SIDE STEP

Take the Field Commander action; make a dd Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.

Once per round, as a maneuver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

COST 20

COORDINATED ASSAULT Take a maneuver to add a to combat checks for a number of engaged allies equal to Leadership until beginning of next turn. Increase range per rank. COST 25

NATURAL LEADER

Once per session, may re-roll any 1 Cool or Leadership check. COST 25

COST 15

IMPROVED FIELD COMMANDER

Field Commander action affects allies equal to double Presence, and may spend x to allow allies to suffer 1 strain to perform 1 action instead. COST 25

COST 20

DEDICATION Gain +1 to a single characteristic. This cannot bring a characteristic above 6. COST 25

Active

CLERGY

CLERIC

Passive Ranked

Career Skills: Cool, Education, Medicine, Resilience

FORAGER Remove up to b b from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

HERBAL HEALER Herbal Remedies heal 1 additional wound per rank of Herbal Healer.

GRIT

CHIRUGEON

Gain +1 strain threshold.

When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirgueon.

COST 5

COST 5

COST 5

COST 5

TOUGHENED

CHIRUGEON

Gain +2 wound threshold.

When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.

COST 10

HERBAL HEALER

HERBALIST

Herbal Remedies heal 1 additional wound per rank of Herbal Healer. COST 10

COST 10

Patients recover 1 additional wound per rank of Herbalist when they recover wounds from Herbal Remedies or long term care. COST 10

WELL ROUNDED

GRIT

POTION MAKER

MASTER HEALER

Choose any 2 skills. They permanently become career skills

Gain +1 strain threshold.

Take the Apply Potion action; make a dd Medicine check. If successful, 1 engaged ally increases 1 characteristic by 1 for the encounter and suffers 4 strain.

Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1.

COST 15

COST 15

COST 15

COST 15

DODGE

NATURAL HEALER

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

Once per session, may reroll any 1 Medicine check. COST 20

EXPERT ALCHEMIST

HERBAL HEALER

When performing an Apply Potion action, may increase the difficulty to ddd, and target only suffers 1 strain.

Herbal Remedies heal 1 additional wound per rank of Herbal Healer. COST 20

COST 20

COST 20

ANATOMY LESSONS

DEDICATION

IT’S NOT THAT BAD

After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Once per session when an ally would suffer a Critical Injury, may take an It’s Not That Bad action; make a ddd Medicine check to stop the ally from gaining the Critical Injury.

COST 25

COST 25

COST 25

MASTER ALCHEMIST When performing the Apply Potion action, spend x to increase an additional Characteristic by 1. COST 25

Active

CLERGY

EVANGELIST

Passive Ranked

Bonus Career Skills: Charm, Coercion, Education, Knowledge: Any

KILL WITH KINDNESS

GRIT

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

Gain +1 strain threshold. COST 5

COST 5

PLAUSIBLE DENIABILITY Remove b per rank of Plausible Deniability from all Coercion and Deception checks.

TOUGHENED Gain +2 wound threshold. COST 5

COST 5

INSPIRING RHETORIC

KILL WITH KINDNESS

SCATHING TIRADE

Take an Inspiring Rhetoric action; make a dd Leadership check. One ally for each s, in short range, recovers 1 strain. Spend a for 1 affected ally to recover 1 additional strain.

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

Take a Scathing Tirade action; make a dd Coercion check. One enemy for each s, in short range, suffers 1 strain. Spend a for 1 affected enemy to suffer 1 additional strain.

COST 10

COST 10

DODGE When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

PLAUSIBLE DENIABILITY Remove b per rank of Plausible Deniability from all Coercion and Deception checks. COST 10

COST 10

IMPROVED INSPIRING RHETORIC

Each ally affected by Inspiring Rhetoric gains b on all skill checks for a number of rounds equal to ranks in Leadership.

IMPROVED SCATHING TIRADE

WELL ROUNDED

Each enemy affected by Scathing Tirade suffers b on all skill checks for a number of rounds equal to ranks in Coercion.

COST 15

Choose any 2 skills. They permanently become career skills. COST 15

COST 15

COST 15

GRIT Gain +1 strain threshold. COST 20

SUPREME SCATHING TIRADE

SUPREME INSPIRING RHETORIC

Suffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action. COST 20

NOBODY’S FOOL

Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action. COST 20

May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool. COST 20

STEELY NERVES

DEDICATION

NATURAL CHARMER

INTENSE PRESENCE

Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Once per session, may re-roll any 1 Charm or Deception check.

Spend 1 Destiny Point to recover strain equal to Presence rating.

COST 25

COST 25

COST 25

COST 25

CLERGY

Active

MENDICANT

Passive Ranked

Bonus Career Skills: Brawl, Coercion, Medicine, Streetwise

PLAUSIBLE DENIABILITY Remove b per rank of Plausible Deniability from all Coercion and Deception checks.

NOBODY’S FOOL

GRIT

INTIMIDATING

May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

Gain +1 strain threshold.

May suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number.

COST 5

COST 5

COST 5

COST 5

STREET SMARTS

STREET SMARTS

Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

COST 10

COST 10

CONVINCING DEMEANOR Remove b per rank of Convincing Demeanor from Deception or Skulduggery checks. COST 10

INTIMIDATING May suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number. COST 10

CONVINCING DEMEANOR

PLAUSIBLE DENIABILITY

Remove b per rank of Convincing Demeanor from Deception or Skulduggery checks.

Remove b per rank of Plausible Deniability from all Coercion and Deception checks.

COST 15

COST 15

SCATHING TIRADE

GRIT

Take a Scathing Tirade action; make a dd Coercion check. One enemy for each s, in short range, suffers 1 strain. Spend a for 1 affected enemy to suffer 1 additional strain.

Gain +1 strain threshold. COST 15

COST 15

NATURAL ENFORCER

NOBODY’S FOOL

Once per session, may re-roll any 1 Coercion or Streetwise check.

May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

COST 20

COST 20

IMPROVED SCATHING TIRADE

Each enemy affected by Scathing Tirade suffers b on all skill checks for a number of rounds equal to ranks in Coercion. COST 20

INTIMIDATING May suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number. COST 20

INTIMIDATING

DEDICATION

May suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

COST 25

COST 25

SUPREME SCATHING TIRADE

Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action. COST 25

INCITE REBELLION

Once per session, may take an Incite Rebellion action; make a ddd Coercion check to cause a number of beings up to ranks in Coercion to become rebellious for the encounter. COST 25

Active

CLERGY

MONK

Passive Ranked

Career Skills: Education, Knowledge: Religion, Knowledge: Any, Lore

RESPECTED SCHOLAR

CUNNING LINGUIST

GRIT

BRACE

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

Grants b on all attempts to communicate in unknown toungues per rank in Cunning Linguist

Gain +1 strain threshold.

Perform the Brace maneuver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

COST 5

COST 5

COST 5

COST 5

RESEARCHER

RESPECTED SCHOLAR

RESOLVE

RESEARCHER

Remove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

Remove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.

COST 10

ROSETTA STONE Remove b per rank in Rosetta Stone from checks to decrypt Ancient glyphs. Decrease difficulty of checks to decipher such hieroglyphs by 1. COST 15

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 Knowledge skill. When making that skill check, may spend x result to gain s equal to ranks in Knowledge Specialization.

COST 10

COST 10

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 Knowledge skill. When making that skill check, may spend x result to gain s equal to ranks in Knowledge Specialization.

COST 10

NATURAL SCHOLAR

WELL ROUNDED

Once per session, may re-roll any 1 Knowledge skill check.

Choose any 2 skills. They permanently become career skills.

COST 15

COST 15

COST 15

INTENSE FOCUS

CONFIDENCE

RESOLVE

Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.

May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

COST 20

COST 20

COST 20

COST 20

SUDDEN REVELATION

MENTAL FORTRESS

DEDICATION

TOUGHENED

Once per session, make one skill check using Intellect rather than the characteristic linked to that skill.

Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect or Cunning checks until end of encounter.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Gain +2 wound threshold.

COST 25

COST 25

COST 25

COST 25

Active

CLERGY

PRIEST

Passive Ranked

Bonus Career Skills: Charm, Coercion, Education, Negotiation

INDISTINGUISHABLE

Upgrade difficulty of checks to identify character once per rank of Indistinguishable.

KILL WITH KINDNESS

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

COST 5

INDISTINGUISHABLE

Upgrade difficulty of checks to identify character once per rank of Indistinguishable.

NOBODY’S FOOL

CONFIDENCE

May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

COST 5

COST 5

COST 5

GRIT

GRIT

DODGE

Gain +1 strain threshold.

Gain +1 strain threshold.

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

COST 10

COST 10

COST 10

COST 10

KILL WITH KINDNESS

Remove b per rank of Kill with Kindness from all Charm and Leadership checks. COST 15

INSPIRING RHETORIC

STEELY NERVES

CONFIDENCE

Take an Inspiring Rhetoric action; make a dd Leadership check. One ally for each s, in short range, recovers 1 strain. Spend a for 1 affected ally to recover 1 additional strain.

Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.

May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. COST 15

COST 15

COST 15

IMPROVED INSPIRING RHETORIC

Each ally affected by Inspiring Rhetoric gains b on all skill checks for a number of rounds equal to ranks in Leadership.

INTENSE PRESENCE

Spend 1 Destiny Point to recover strain equal to Presence rating. COST 20

WORKS LIKE A CHARM

Once per session, make one skill check using Presence rather than the characteristic linked to that skill. COST 20

COST 20

DODGE When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number. COST 20

SUPREME INSPIRING RHETORIC

Suffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action. COST 25

NATURAL CHARMER

DEDICATION

SIXTH SENSE

Once per session, may re-roll any 1 Charm or Deception check.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Gain +1 ranged defense.

COST 25

COST 25

COST 25

CAREER

Base Ability

CLERGY

Ranked

Upgrade

Career Skills: Charm, Deception, Discipline, Knowledge: Lore, Knowledge: Religion. Leadership, Medicine, Perception

INSIGHTFUL REVELATION BASE ABILITY Once per game, the character may perform an Insightful Revelation action and spend 2 Destiny Points to make a ddd Knowledge: Education check. If he succeeds, he learns some valuable information that he did not previously possess pertaining to his current situation. What he learns is up to the GM, but it must be valuable to the player overcoming his immediate encounter or situation, and the information cannot be obtainable by any other immediately available means. COST 30

REDUCE SETBACK

DESTINY

REDUCE DIFFICULTY

ADDITIONAL SKILLS

Remove b from skill check to activate Insightful Revelation.

Insightful Revelation costs 1 Destiny Point instead of 2.

Reduce the difficulty of the skill check to activate Insightful Revelation to dd.

When making the Insightful Revelation action, the character may use any Knowledge skill.

COST 10

COST 10

COST 10

COST 10

ADD BOOST

REDUCE SETBACK

INCREASE EFFECT

DURATION

Add b to skill check to activate Insightful Revelation.

Remove b from skill check to activate Insightful Revelation.

If the check is successful, the character may spend x to gain another piece of equally useful information..

The character may perform the Insightful Revelation action one additional time per session..

COST 15

COST 15

COST 15

COST 15

UNMATCHED EXPERTISE BASE ABILITY Once per session as an action, the character may spend two Destiny Points to reduce the difficulty of all career skill checks made by one (to a minimum of d) for the remainder of the encounter. COST 30

REDUCE SETBACK

ACTIVATION

ACTIVATION

REDUCE SETBACK

Remove b from career skill checks made while Unmatched Expertise is activated.

Activate Unmatched Expertise as a maneuver instead of an action.

Activate Unmatched Expertise as an incidental that can be triggered out of turn instead of a maneuver.

Remove b from career skill checks made while Unmatched Expertise is activated.

COST 10

COST 10

REDUCE DIFFICULTY

Reduce the difficulty of career skill checks by 2 instead of 1. COST 15

COST 10

SUPERIOR REDUCTION

Once per session while ability is activated, may reduce the difficulty of one non-career skill. COST 15

COST 10

DESTINY

REDUCE DIFFICULTY

Unmatched Expertise costs 1 Destiny Point to activate instead of 2.

The difficulty of all career Skill Checks is reduced to Simple (–) instead of d.

COST 15

COST 15

COLONIST

Active

BARD

Passive Ranked

Bonus Career Skills: Charm, Coordination, Deception, Knowledge: Lore

SMOOTH TALKER

KILL WITH KINDNESS

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

Remove b per rank of Kill with Kindness from all Charm and Leadership checks. COST 5

DISTRACTING BEHAVIOR

CONVINCING DEMEANOR

As a maneuver, suffer strain up to ranks in Cunning. Until start of next turn, equal number of engaged NPCs suffer t on checks. Ranks increase range.

Remove b per rank of Convincing Demeanor from Deception or Skulduggery checks.

COST 5

COST 5

DISTRACTING BEHAVIOR As a maneuver, suffer strain up to ranks in Cunning. Until start of next turn, equal number of engaged NPCs suffer t on checks. Ranks increase range. COST 10

DISTRACTING BEHAVIOR As a maneuver, suffer strain up to ranks in Cunning. Until start of next turn, equal number of engaged NPCs suffer t on checks. Ranks increase range.

COST 5

CONGENIAL

DODGE

JUMP UP

As an incidental, suffer strain up to ranks in Congenial to downgrade difficulty when making or upgrade difficulty when targeted by a Charm or Negotiation check.

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

Once per round, may stand from seated or prone as an incidental.

COST 10

COST 10

COST 10

INTENSE PRESENCE

NATURAL ATHLETE

SECOND WIND

Spend 1 Destiny Point to recover strain equal to Presence rating.

Once per session, may re-roll any 1 Athletics or Coordination check.

Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.

COST 15

COST 15

COST 15

COST 15

SMOOTH TALKER When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

IMPROVED DISTRACTING BEHAVIOR The Distracting Behavior maneuver inflicts tt on NPC’s checks when NPCs target character’s allies.

TOUGHENED

GRIT Gain +1 strain threshold. COST 20

Gain +2 wound threshold. COST 20

COST 20

COST 20

BIGGEST FAN

DECEPTIVE TAUNT

Once per session, may take a Biggest Fan action; make a ddd Charm check to turn one NPC into the character’s biggest fan.

Once per session, may make Deceptive Taunt action; make opposed Deception check to force one adversary to attack the character on the adversary’s next turn.

COST 25

COST 25

COORDINATION DODGE When targeted by a combat check, may spend 1 Destiny Point to add f equal to ranks in Coordination to check. COST 25

DEDICATION Gain +1 to a single characteristic. This cannot bring a characteristic above 6. COST 25

COLONIST

Active

CONSTABLE

Passive Ranked

Bonus Career Skills: Coercion, Knowledge (Underworld), Melee, Vigilance

HARD HEADED

GRIT

STREET SMARTS

TOUGHENED

When staggered or disoriented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.

Gain +1 strain threshold.

Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

Gain +2 wound threshold.

COST 5

COST 5

COST 5

COST 5

DURABLE

AMICO

INIMICO

QUICK DRAW

May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.

Spend aa from a Charm or Negotiation check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Amico.

Spend aa from a Deception or Coercion check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Inimico

Once per round, draw or sheath a weapon or item as an incidental.

COST 10

COST 10

COST 10

COST 10

HARD HEADED

GRIT

AMICO

POINT BLANK

When staggered or disoriented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.

Gain +1 strain threshold.

Spend aa from a Charm or Negotiation check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Amico.

Add 1 damage per rank of Point Blank to damage of one hit of successful Ranged attacks made while at short range or engaged.

COST 15

COST 15

DURABLE May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1. COST 20

COST 15

COST 15

UNRELENTING SKEPTIC

When targeted by a Deception check, the character automatically adds f to the check equal to ranks in Vigilance. COST 20

INIMICO

POINT BLANK

Spend aa from a Deception or Coercion check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Inimico

Add 1 damage per rank of Point Blank to damage of one hit of successful Ranged attacks made while at short range or engaged. COST 20

COST 20

IMPROVED HARD HEADED When incapacitated due to strain exceeding threshold, take a ddddd Discipline check (–d per rank of Hard Headed) to reduce strain to 1 below threshold. COST 25

IMPROVED UNRELENTING SKEPTIC

When targeted by a Deception check that fails, may spend 1 Destiny Point to add y to results. COST 25

DEDICATION

NATURAL MARKSMAN

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Once per session, may reroll any 1 Ranged (Light) or Ranged (Heavy) check.

COST 25

COST 25

Active

COLONIST

FRINGER

Passive Ranked

Bonus Career Skills: Astronomy, Coordination, Negotiation, Streetwise

MAPPER

STREET SMARTS

RAPID RECOVERY

STREET SMARTS

Remove b per rank of Mapper from Astronomy checks. Astronomy checks take half normal time.

Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

COST 5

COST 5

COST 5

COST 5

HORSEMAN

MAPPER

GRIT

Remove b per rank of Horseman from all Ride checks.

Remove b per rank of Mapper from Astronomy checks. Astronomy checks take half normal time.

Gain +1 strain threshold.

COST 10

TOUGHENED Gain +2 wound threshold.

COST 10

COST 10

COST 10

CARTOGRAPHER

MASTER HORSEMAN

RAPID RECOVERY

DURABLE

Once per round, suffer 2 strain to decrease the difficulty of next Astronomy check by 1 to a minimum of d.

Add one point of Defense per rank of Master Horseman when mounted.

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.

COST 15

COST 15

COST 15

COST 15

RAPID RECOVERY

JUMP UP

GRIT

KNOCKDOWN

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

Once per round, may stand from seated or prone as an incidental.

Gain +1 strain threshold.

After hitting with a melee attack, may spend x to knock the target prone.

COST 20

COST 20

COST 20

COST 20

DEDICATION

TOUGHENED

DODGE

DODGE

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Gain +2 wound threshold.

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

COST 25

COST 25

COST 25

COST 25

COLONIST

Active

HEALER

Passive Ranked

Bonus Career Skills: Cool, Knowledge (Education), Medicine, Resilience

CHIRUGEON

HERBALIST

GRIT

RESOLVE

When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.

Patients recover 1 additional wound per rank of Herbalist when they recover wounds from herbal remedies & long term care.

Gain +1 strain threshold.

When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

COST 5

COST 5

COST 5

COST 5

POTION MAKER

GRIT

CHIRUGEON

RESOLVE

Take the Apply Potion action; make a dd Medicine check. If successful, 1 engaged ally increases 1 characteristic by 1 for the encounter and suffers 4 strain.

Gain +1 strain threshold.

When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.

When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

COST 10

COST 10

COST 10

COST 10

CHIRUGEON

GRIT

HERBALIST

PRESSURE POINT

When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.

Gain +1 strain threshold.

Patients recover 1 additional wound per rank of Herbalist when they recover wounds from Herbal Remedies & long term care.

When making a Brawl check against an opponent, instead of dealing damage, may deal equivalent strain plus additional strain equal to ranks in Medicine (ignoring soak).

COST 15

COST 15

COST 15

COST 15

EXPERT ALCHEMIST

When performing an Apply Potion action, may increase the difficulty to ddd, and target only suffers 1 strain.

NATURAL DOCTOR

TOUGHENED

ANATOMY LESSONS

Once per session, may reroll any 1 Medicine check.

Gain +2 wound threshold.

After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.

COST 20

COST 20

COST 20

COST 20

MASTER ALCHEMIST When performing the Apply Potion action, spend x to increase an additional Characteristic by 1. COST 25

MASTER HEALER

Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1. COST 25

DEDICATION

DODGE

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

COST 25

COST 25

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Passive Ranked

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At the start of each session, gain 50 Silver Pieces for each rank of Sound Investments. COST 5

3/$86,%/( '(1,$%,/,7< Remove b per rank of Plausible Deniability from all Coercion and Deception checks.

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When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

Gain +1 strain threshold. COST 5

COST 5

COST 5

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When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

When selling goods legally, gain 10% more credits per rank of Wheel and Deal. COST 10

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At the start of each session, gain 50 Silver Pieces for each rank of Sound Investments.

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When selling goods legally, gain 10% more credits per rank of Wheel and Deal. COST 10

COST 10 COST 10

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Before making a social check, may spend up to 50 Silver Pieces per rank of Greased Palms to upgrade the ability of the check once for every 50 Silver spent.

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At the beginning of a session, spend 100 Silver Pieces to ignore the strain threshold penalty due to a triggered Obligation. COST 15

COST 15

SOUND INVESTMENTS At the start of each session, gain 50 Silver Pieces for each rank of Sound Investments.

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Instead of making a Knowledge check, may take a Bought Info action; spend Silver Pieces equal to 50 times the difficulty of the check to pass with one s.

SOUND INVESTMENTS At the start of each session, gain 50 Silver Pieces for each rank of Sound Investments. COST 15

COST 15

TOUGHENED

MASTER MERCHANT

KNOW SOMEBODY

Gain +2 wound threshold.

When buying/selling goods, or paying off/taking more Obligation, suffer 2 strain to buy for 25% less, sell for 25% more, buy off 1 more Obligation, or take 1 less.

Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

COST 20

COST 20

COST 20

COST 20

NATURAL MERCHANT

INTENSE FOCUS

DEDICATION

Once per session, may re-roll any 1 Streetwise or Negotiation check.

Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

COST 25

COST 25

COST 25

SOUND INVESTMENTS At the start of each session, gain 50 Silver Pieces for each rank of Sound Investments. COST 25

COLONIST

Active

SCHOLAR

Passive Ranked

Bonus Career Skills: Knowledge: Any, Knowledge: Any, Knowledge: Any, Perception

RESPECTED SCHOLAR

CUNNING LINGUIST

GRIT

BRACE

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

Grants b on all attempts to communicate in unknown toungues per rank in Cunning Linguist

Gain +1 strain threshold.

Perform the Brace maneuver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

COST 5

COST 5

COST 5

COST 5

RESEARCHER

RESPECTED SCHOLAR

RESOLVE

RESEARCHER

Remove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

Remove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.

COST 10

ROSETTA STONE Remove b per rank in Rosetta Stone from checks to decrypt Ancient glyphs. Decrease difficulty of checks to decipher such hieroglyphs by 1. COST 15

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 Knowledge skill. When making that skill check, may spend x result to gain s equal to ranks in Knowledge Specialization.

COST 10

COST 10

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 Knowledge skill. When making that skill check, may spend x result to gain s equal to ranks in Knowledge Specialization.

COST 10

NATURAL SCHOLAR

WELL ROUNDED

Once per session, may re-roll any 1 Knowledge skill check.

Choose any 2 skills. They permanently become career skills.

COST 15

COST 15

COST 15

INTENSE FOCUS

CONFIDENCE

RESOLVE

Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.

May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

COST 20

COST 20

COST 20

COST 20

STROKE OF GENIUS

MENTAL FORTRESS

DEDICATION

TOUGHENED

Once per session, make one skill check using Intellect rather than the characteristic linked to that skill.

Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect or Cunning checks until end of encounter.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Gain +2 wound threshold.

COST 25

COST 25

COST 25

COST 25

CAREER

Base Ability

COLONIST

Upgrade Ranked

Career Skills: Brawl, Charm, Education, Knowledge, Melee: Light Negotiation, Streetwise, Vigilance

INSIGHTFUL REVELATION BASE ABILITY Once per game, the character may perform an Insightful Revelation action and spend 2 Destiny Points to make a ddd Knowledge: Education check. If he succeeds, he learns some valuable information that he did not previously possess pertaining to his current situation. What he learns is up to the GM, but it must be valuable to the player overcoming his immediate encounter or situation, and the information cannot be obtainable by any other immediately available means. COST 30

REDUCE SETBACK

DESTINY

REDUCE DIFFICULTY

ADDITIONAL SKILLS

Remove b from skill check to activate Insightful Revelation.

Insightful Revelation costs 1 Destiny Point instead of 2.

Reduce the difficulty of the skill check to activate Insightful Revelation to dd.

When making the Insightful Revelation action, the character may use any Knowledge skill.

COST 10

COST 10

COST 10

COST 10

ADD BOOST

REDUCE SETBACK

INCREASE EFFECT

DURATION

Add b to skill check to activate Insightful Revelation.

Remove b from skill check to activate Insightful Revelation.

If the check is successful, the character may spend x to gain another piece of equally useful information..

The character may perform the Insightful Revelation action one additional time per session..

COST 15

COST 15

COST 15

COST 15

UNMATCHED EXPERTISE BASE ABILITY Once per session as an action, the character may spend two Destiny Points to reduce the difficulty of all career skill checks made by one (to a minimum of d) for the remainder of the encounter. COST 30

REDUCE SETBACK

ACTIVATION

ACTIVATION

REDUCE SETBACK

Remove b from career skill checks made while Unmatched Expertise is activated.

Activate Unmatched Expertise as a maneuver instead of an action.

Activate Unmatched Expertise as an incidental that can be triggered out of turn instead of a maneuver.

Remove b from career skill checks made while Unmatched Expertise is activated.

COST 10

COST 10

REDUCE DIFFICULTY

Reduce the difficulty of career skill checks by 2 instead of 1. COST 15

COST 10

SUPERIOR REDUCTION

Once per session while ability is activated, may reduce the difficulty of one non-career skill. COST 15

COST 10

DESTINY

REDUCE DIFFICULTY

Unmatched Expertise costs 1 Destiny Point to activate instead of 2.

The difficulty of all career Skill Checks is reduced to Simple (–) instead of d.

COST 15

COST 15

Active

EXPLORER

ANIMAL HANDLER

Passive Ranked

Bonus Career Skills: Athletics, Knowledge: Beasts, Perception, Survival

FORAGER

TOUGHENED

OUTDOORSMAN

BEAST WRANGLER

Remove up to b b from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

Gain +2 wound threshold.

Remove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.

Add b per rank of Beast Wrangler to checks to tame or wrangle creatures.

COST 5

COST 5

COST 5

COST 5

OUTDOORSMAN

EXPERT TRACKER

TOUGHENED

EXPERT HANDLER

Remove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

Gain +2 wound threshold.

Remove b per rank of Expert Handler from Survival checks made to ride beasts.

COST 10

COST 10

COST 10

COST 10

EXPERT TRACKER

BEAST WRANGLER

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

Add b per rank of Beast Wrangler to checks to tame or wrangle creatures.

LET’S RIDE

GRIT

Once per round, may mount or dismount a beast as an incidental.

Gain +1 strain threshold.

COST 15

COST 15

COST 15

IMPROVED SPUR

SPUR

Suffer 1 strain to attempt Spur as a maneuver and decrease its difficulty to dd.

Take a Spur action; make a ddd Survival check to increase a beast’s top speed by 1. The beast suffers 2 strain every round it stays spurred.

COST 20

COST 15

NATURAL OUTDOORSMAN Once per session, may re-roll any 1 Resilience or Survival check. COST 20

EXPERT HANDLER

Remove b per rank of Expert Handler from Survival checks made to ride beasts. COST 20

COST 20

SUPREME SPUR

DEDICATION

GRIT

SOOTHING TONE

When activating and maintaining Spur, the beast only suffers 1 strain instead of 2.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Gain +1 strain threshold.

Take a Soothing Tone action; make a dd Knowledge: Beasts check to allow a beast to recover strain equal to s .

COST 25

COST 25

COST 25

COST 25

EXPLORER

Active

CAPTAIN

Passive Ranked

Bonus Career Skills: Discipline, Leadership, Navigation, Scribe

SOLID REPAIRS

COMMAND

RAPID REACTION

CARTOGRAPHER

The character repairs 1 additional hull trauma per rank of Solid Repairs whenever he oversees the repairs to a ship or vessel

Add b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.

Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.

Remove b per rank of Cartographer from Astronomy/Cartography checks. Such checks take half normal time.

COST 5

KNOWN SAILS Once per session, may perform the Known Sails maneuver; make a ddd Knowledge: Ships check to gain familiarity with a ship’s design.

COST 5

COST 5

COMMANDING PRESENCE Remove b per rank of Commanding Presence from Leadership and Cool checks.

COST 5

GRIT

FAMILIAR SEAS

Gain +1 strain threshold. COST 10

COST 10

COST 10

Once per session, may perform a Familiar Seas maneuver; make a ddd Knowledge: Seas or Kingdoms check to reveal local conditions and other useful information. COST 10

SOLID REPAIRS

COMMAND

RAPID REACTION

CARTOGRAPHER

The character repairs 1 additional hull trauma per rank of Solid Repairs whenever he oversees repairs to a ship or vessel.

Add b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.

Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.

Remove b per rank of Cartographer from Astronomy/Cartography checks. Such checks take half normal time.

COST 15

HOLD TOGETHER Spend 1 Destiny Point to perform a Hold Together incidental immediately after a ship or vessel takes damage to turn it into system strain.

COST 15

COST 15

COST 15

COMMANDING PRESENCE Remove b per rank of Commanding Presence from Leadership and Cool checks.

GRIT

MASTER CARTOGPHER

Gain +1 strain threshold. COST 20

COST 20

Once per round, suffer 2 strain to decrease the difficulty of next Astronomy/ Cartography check by 1 to a minimum of d. COST 20

COST 20

SOLID REPAIRS

DEFEND THE SHIP

DEDICATION

CARTOGRAPHER

The character repairs 1 additional hull trauma per rank of Solid Repairs whenever he oversees repairs to a ship or vessel.

Take the Defend the Ship action; all combat checks made from this ship count their target’s Defense as one lower until beginning of next turn. Does not stack.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Remove b per rank of Cartographer from Astronomy/Cartography checks. Such checks take half normal time.

COST 25

COST 25

COST 25

COST 25

EXPLORER

Active

PEDDLER

Passive Ranked

Bonus Career Skills: Deception, Knowledge: Empire, Knowledge: Underworld, Negotiation

KNOW SOMEBODY Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

CONVINCING DEMEANOR Remove b per rank of Convincing Demeanor from Deception or Skulduggery checks.

WHEEL AND DEAL

SMOOTH TALKER

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

COST 5

COST 5

COST 5

COST 5

WHEEL AND DEAL

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

GRIT

SPARE POUCH

Gain +1 strain threshold. COST 10

COST 10

Spend 1 Destiny Point to produce a previously undocumented item (with restrictions) from a pouch or a satchel.

TOUGHENED Gain +2 wound threshold. COST 10

COST 10

KNOW SOMEBODY

NOBODY’S FOOL

SMOOTH TALKER

NOBODY’S FOOL

Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

COST 15

COST 15

COST 15

COST 15

WHEEL AND DEAL

STEELY NERVES

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.

COST 20

COST 20

BLACK MARKET CONTACTS

BLACK MARKET CONTACTS

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

COST 20

KNOW SOMEBODY Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody. COST 25

NATURAL NEGOTIATOR

Once per session, may re-roll any 1 Cool or Negotiation check. COST 25

COST 20

DEDICATION

MASTER MERCHANT

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

When buying/selling goods, or paying off/taking more Obligation, suffer 2 strain to buy for 25% less, sell for 25% more, buy off 1 more Obligation, or take 1 less.

COST 25

COST 25

EXPLORER

Active

SAILOR

Passive Ranked

Bonus Career Skills: Astronomy, Knowledge: Ship, Melee: Light, Pilot Ship

OPEN SAILS

SKILLED SAILOR

ASTRONOMER

BOARDING PARTY

Take a Open Sails action; make a ddd Piloting check to increase a vessel's top speed by 1 for a number of rounds equal to Cunning. COST 5

Remove b per rank of Skilled Sailor from all Piloting checks.

Remove b per rank of Astronomer from Astronomy/Cartography checks. Such checks take half normal time.

Once per round, may enter or exit a vessel as an incidental.

SKILLED SAILOR

DEAD TO RIGHTS

ASTRONOMER

RAPID RECOVERY

Remove b per rank of Skilled Sailor from all Piloting checks.

Spend 1 Destiny Point to add additional damage equal to half Agility (round up) to one hit of a successful attack.

Remove b per rank of Astronomer from Astronomy/Cartography checks. Such checks take half normal time.

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

COST 10

COST 5

COST 5

COST 5

COST 10

COST 10 COST 10

IMPROVED OPEN SAILS

IMPROVED DEAD TO RIGHTS

Suffer 1 strain to attempt Open Sails as a maneuver and decrease its difficulty to dd.

Spend 1 Destiny Point to add additional damage equal to Agility to one hit of a successful attack.

GRIT

NATURAL PILOT

Gain +1 strain threshold. COST 15

Once per session, may reroll any 1 Piloting check. COST 15

COST 15

COST 15

GRIT Gain +1 strain threshold. COST 20

SUPREME OPEN SAILS When performing Open Sails top speed increases by 2 instead of 1. COST 20

TRICKY SAILOR

COME ABOUT

Count vessel or ship piloted as having a silhouette 1 lower when being attacked.

Increase defense of vessel or ship being piloted by 1 per rank of Come About.

COST 20

COST 20

MASTER SAILOR

DEDICATION

TOUGHENED

BRILLIANT EVASION

Once per round when Piloting a ship, may suffer 2 strain to perform any action as a maneuver.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Gain +2 wound threshold.

Once per encounter may take Brilliant Evasion action. Select 1 opponent and make an Opposed Piloting check to stop opponent from attacking character for rounds equal to Agility.

COST 25

COST 25

COST 25

COST 25

EXPLORER

Active

SCOUT

Passive Ranked

Bonus Career Skills: Athletics, Medicine, Ride Horse, Survival

RAPID RECOVERY

STALKER

GRIT

SHORTCUT

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

Add b per rank of Stalker to all Stealth and Coordination checks.

Gain +1 strain threshold.

During a chase, add b per rank in Shortcut to any checks made to catch or escape an opponent.

COST 5

COST 5

COST 5

COST 5

FORAGER

QUICK STRIKE

Remove up to b b from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

Add b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

LET’S RIDE

Once per round, may mount or dismount a beast as an incidental.

COST 10

COST 10

DISORIENT After hitting with a combat check, may spend a a to disorient target for a number of rounds equal to ranks in Disorient.

COST 10

RAPID RECOVERY

NATURAL HUNTER

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

Once per session, may re-roll any 1 Perception or Vigillance check. COST 15

COST 15

FAMILIAR LANDS

Once per session, as a maneuver make a ddd Knowledge: Greater or Lesser Kingdoms to reveal the current type of environment and other useful information.

COST 10

SHORTCUT During a chase, add b per rank in Shortcut to any checks made to catch or escape an opponent. COST 15

COST 15

GRIT Gain +1 strain threshold. COST 20

HEIGHTENED AWARENESS Allies within close range add b to Perception or Vigilance checks. Engaged allies add b b .

TOUGHENED

QUICK STRIKE

Gain +2 wound threshold.

Add b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

COST 20

COST 20

COST 20

BELT POUCH

DEDICATION

STALKER

DISORIENT

Spend 1 Destiny Point to perform a Belt Pouch incidental; produce a previously undocumented item or weapon (with restrictions) from a belt pouch or a satchel.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Add b per rank of Stalker to all Stealth and Coordination checks.

After hitting with a combat check, may spend a a to disorient target for a number of rounds equal to ranks in Disorient.

COST 25

COST 25

COST 25

COST 25

EXPLORER

Active

TOMB RAIDER

Passive Ranked

Bonus Career Skills: Athletics, Discipline, Knowledge: Education, Knowledge: Lore

WELL ROUNDED

HARD HEADED

RESEARCHER

GRIT

Choose any 2 skills. They permanently become career skills

When staggered or disoriented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.

Remove b per rank in Researcher from all Knowledge checks. Researching a subject takes half the time.

Gain +1 strain threshold.

COST 5

COST 5

COST 5

COST 5

DURABLE

TOUGHENED

RESOLVE

May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.

Gain +2 wound threshold.

When the character involuntarily suffers strain, he suffers 1 less strain per rank or Resolve (min 1).

COST 10

COST 10

COST 10

KNOWLEDGE SPECIALIZATION When acquired, choose 1 knowledge skill. May spend x when rolling that skill to gain s equal to ranks in Knowledge Specialization. COST 10

STUNNING BLOW

KNOCKDOWN

When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.

After hitting with a melee attack, may spend x to knock the target prone. COST 15

COST 15

RESPECTED SCHOLAR

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar. COST 15

GRIT

HARD HEADED

ENDURING

When staggered or disoriented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.

Gain +1 soak value. COST 20

Gain +1 strain threshold. COST 20

RESEARCHER Remove b per rank in Researcher from all Knowledge checks. Researching a subject takes half the time. COST 15

KNOWLEDGE SPECIALIZATION When acquired, choose 1 knowledge skill. May spend x when rolling that skill to gain s equal to ranks in Knowledge Specialization. COST 20

COST 20

PIN

DEDICATION

Take Pin action: make an Opposed Athletics check to immobilize an engaged opponent until the end of the character’s next turn. Spend x to extend duration one round.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

COST 25

COST 25

RESPECTED SCHOLAR

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar. COST 25

LORE MASTER Once per session, take a Lore Master action, make ddd Lore or Knowledge check to gain information regarding a relic, ruin, or piece of history. COST 25

CAREER

Base Ability

EXPLORER

Upgrade Ranked

Career Skills: Astronomy, Cool, Knowledge: Lore, Knowledge: Lesser Kingdoms, Knowledge: Languages, Perception, Ride: Horse, Survival

SUDDEN DISCOVERY BASE ABILITY Once per game session, the character may spend 2 Destiny Points to make a ddd Knowledge: Lesser Kingdoms or Knowledge: Greater Kindgdoms check. If he succeeds, the character can pinpoint his exact location without a map or other guide, discover a lost or hidden item or location, or identify a safe and fast path through any terrain. The exact nature of what the character is trying to accomplish, as well as the end results, must be approved by the GM. COST 30

ADD BOOST

REDUCE SETBACK

REDUCE SETBACK

CHANGE SKILL

Add b to skill check to activate Sudden Discovery.

Remove b from skill check to activate Sudden Discovery.

Remove b from skill check to activate Sudden Discovery.

Sudden Discovery can be activated with the Astrogation or Survival skills.

COST 10

COST 10

COST 10

COST 10

ADD BOOST

REDUCE DIFFICULTY

FREQUENCY

DESTINY

Add b to skill check to activate Sudden Discovery.

Reduce the difficulty of the skill check to activate Sudden Discovery to dd.

Sudden Discovery may be used twice per game session.

Sudden Discovery costs 1 Destiny Point instead of 2.

COST 15

COST 15

COST 15

COST 15

UNMATCHED MOBILITY BASE ABILITY Once per game session as an incidental, the character may spend 2 Destiny Points to increase the number of maneuvers he is allowed to perform in a turn to three for the next two rounds. This third maneuver may be gained through any of the means a second maneuver is normally gained. COST 30

DURATION

FREE MANEUVER

FREE MANEUVER

MELEE DEFENSE

Unmatched Mobility lasts for one additional round.

Gain one additional free maneuver while base ability is active. This does not increase per turn maneuvers.

Gain one additional free maneuver while base ability is active. This does not increase per turn maneuvers.

Gain +1 melee defense while Unmatched Mobility is active.

COST 10

COST 10

COST 10

COST 10

DURATION

DURATION

DESTINY

RANGED DEFENSE

Unmatched Mobility lasts for one additional round.

Unmatched Mobility lasts for one additional round.

Unmatched Mobility costs 1 Destiny Point instead of 2.

Gain +1 ranged defense while Unmatched Mobility is active.

COST 15

COST 15

COST 15

COST 15

Active

FOREIGNER

Passive

IMPERIAL SCHOLAR

Ranked

Career Skills: Education, Knowledge: Any, Knowledge: Any, Perception RESPECTED SCHOLAR

CUNNING LINGUIST

GRIT

BRACE

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

Grants b on all attempts to communicate in unknown toungues per rank in Cunning Linguist

Gain +1 strain threshold.

Perform the Brace maneuver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

COST 5

COST 5

COST 5

COST 5

RESEARCHER

RESPECTED SCHOLAR

RESOLVE

RESEARCHER

Remove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

Remove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.

COST 10

ROSETTA STONE Remove b per rank in Rosetta Stone from checks to decrypt Ancient glyphs. Decrease difficulty of checks to decipher such hieroglyphs by 1. COST 15

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 Knowledge skill. When making that skill check, may spend x result to gain s equal to ranks in Knowledge Specialization.

COST 10

COST 10

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 Knowledge skill. When making that skill check, may spend x result to gain s equal to ranks in Knowledge Specialization.

COST 10

NATURAL SCHOLAR

WELL ROUNDED

Once per session, may re-roll any 1 Knowledge skill check.

Choose any 2 skills. They permanently become career skills.

COST 15

COST 15

COST 15

INTENSE FOCUS

CONFIDENCE

RESOLVE

Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.

May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

COST 20

COST 20

COST 20

COST 20

SUDDEN INSIGHT

MENTAL FORTRESS

DEDICATION

TOUGHENED

Once per session, make one skill check using Intellect rather than the characteristic linked to that skill.

Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect or Cunning checks until end of encounter.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Gain +2 wound threshold.

COST 25

COST 25

COST 25

COST 25

Active

FOREIGNER

MERCHANT

Passive Ranked

Bonus Career Skills: Deception, Knowledge: Lore, Knowledge: Underworld, Negotiation

KNOW SOMEBODY Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

CONVINCING DEMEANOR Remove b per rank of Convincing Demeanor from Deception or Skulduggery checks.

WHEEL AND DEAL

SMOOTH TALKER

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

COST 5

COST 5

COST 5

COST 5

WHEEL AND DEAL

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

GRIT

SPARE POUCH

Gain +1 strain threshold. COST 10

COST 10

Spend 1 Destiny Point to produce a previously undocumented item (with restrictions) from a pouch or a satchel.

TOUGHENED Gain +2 wound threshold. COST 10

COST 10

KNOW SOMEBODY

NOBODY’S FOOL

SMOOTH TALKER

NOBODY’S FOOL

Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.

May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

COST 15

COST 15

COST 15

COST 15

WHEEL AND DEAL

STEELY NERVES

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.

COST 20

COST 20

BLACK MARKET CONTACTS

BLACK MARKET CONTACTS

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

COST 20

KNOW SOMEBODY Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody. COST 25

NATURAL NEGOTIATOR

Once per session, may re-roll any 1 Cool or Negotiation check. COST 25

COST 20

DEDICATION

MASTER MERCHANT

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

When buying/selling goods, or paying off/taking more Obligation, suffer 2 strain to buy for 25% less, sell for 25% more, buy off 1 more Obligation, or take 1 less.

COST 25

COST 25

Active

FOREIGNER

Passive

MONK

Ranked

Career Skills: Brawl, Cool, Education, Medicine FORAGER Remove up to b b from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

HERBAL HEALER Herbal Remedies heal 1 additional wound per rank of Herbal Healer.

GRIT

CHIRUGEON

Gain +1 strain threshold.

When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirgueon.

COST 5

COST 5

COST 5

COST 5

TOUGHENED

CHIRUGEON

Gain +2 wound threshold.

When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.

COST 10

HERBAL HEALER

HERBALIST

Herbal Remedies heal 1 additional wound per rank of Herbal Healer. COST 10

COST 10

Patients recover 1 additional wound per rank of Herbalist when they recover wounds from Herbal Remedies or long term care. COST 10

WELL ROUNDED

GRIT

POTION MAKER

MASTER HEALER

Choose any 2 skills. They permanently become career skills

Gain +1 strain threshold.

Take the Apply Potion action; make a dd Medicine check. If successful, 1 engaged ally increases 1 characteristic by 1 for the encounter and suffers 4 strain.

Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1.

COST 15

COST 15

COST 15

COST 15

DODGE

NATURAL HEALER

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

Once per session, may reroll any 1 Medicine check. COST 20

EXPERT ALCHEMIST

HERBAL HEALER

When performing an Apply Potion action, may increase the difficulty to ddd, and target only suffers 1 strain.

Herbal Remedies heal 1 additional wound per rank of Herbal Healer. COST 20

COST 20

COST 20

ANATOMY LESSONS

DEDICATION

IT’S NOT THAT BAD

After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Once per session when an ally would suffer a Critical Injury, may take an It’s Not That Bad action; make a ddd Medicine check to stop the ally from gaining the Critical Injury.

COST 25

COST 25

COST 25

MASTER ALCHEMIST When performing the Apply Potion action, spend x to increase an additional Characteristic by 1. COST 25

Active

FOREIGNER

PHYSICIAN

Passive Ranked

Bonus Career Skills: Cool, Knowledge: Education, Knowledge: Lore, Medicine

CHIRUGEON

HERBALIST

GRIT

RESOLVE

When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.

Patients recover 1 additional wound per rank of Herbalist when they recover wounds from herbal remedies & long term care.

Gain +1 strain threshold.

When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

COST 5

COST 5

COST 5

COST 5

POTION MAKER

GRIT

CHIRUGEON

RESOLVE

Take the Apply Potion action; make a dd Medicine check. If successful, 1 engaged ally increases 1 characteristic by 1 for the encounter and suffers 4 strain.

Gain +1 strain threshold.

When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.

When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

COST 10

COST 10

COST 10

COST 10

CHIRUGEON

GRIT

HERBALIST

PRESSURE POINT

When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.

Gain +1 strain threshold.

Patients recover 1 additional wound per rank of Herbalist when they recover wounds from Herbal Remedies & long term care.

When making a Brawl check against an opponent, instead of dealing damage, may deal equivalent strain plus additional strain equal to ranks in Medicine (ignoring soak).

COST 15

COST 15

COST 15

COST 15

EXPERT ALCHEMIST

When performing an Apply Potion action, may increase the difficulty to ddd, and target only suffers 1 strain.

NATURAL DOCTOR

TOUGHENED

ANATOMY LESSONS

Once per session, may reroll any 1 Medicine check.

Gain +2 wound threshold.

After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.

COST 20

COST 20

COST 20

COST 20

MASTER ALCHEMIST When performing the Apply Potion action, spend x to increase an additional Characteristic by 1. COST 25

MASTER HEALER

Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1. COST 25

DEDICATION

DODGE

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

COST 25

COST 25

FOREIGNER

Active

WARRIOR-MONK

Passive Ranked

Spec Bonus Career Skills: Brawl, Deception, Discipline, Stealth GRIT

DODGE

FRENZIED ATTACK

DEFENSIVE STANCE

Gain +1 strain threshold.

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.

Once per round, as a maneuver suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.

COST 5

COST 5

COST 5

COST 5

STUNNING BLOW

GRIT

SOFT SPOT

JUMP UP

When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.

Gain +1 strain threshold.

After making a successful attack, may spend 1 Destiny Point to add damage equal to Cunning to one hit.

Once per round, may stand from seated or prone as an incidental.

COST 10

COST 10

COST 10

COST 10

KNOCKDOWN

FRENZIED ATTACK

GRIT

DODGE

After hitting with a melee attack, may spend x to knock the target prone.

When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.

Gain +1 strain threshold.

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

COST 15

COST 15

COST 15

COST 15

NATURAL BRAWLER

TOUGHENED

Once per session, may reroll any 1 Melee or Brawl check.

Gain +2 wound threshold. COST 20

COST 20

IMPROVED STUNNING BLOW

When dealing strain damage with Melee or Brawl checks, may spend x to stagger target for 1 round per x . COST 20

DEFENSIVE STANCE

Once per round, as a maneuver suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round. COST 20

DEDICATION

CLEVER SOLUTION

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Once per session, make one skill check using Cunning rather than the characteristic linked to that skill.

COST 25

COST 25

MASTER OF SHADOWS Once per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1. COST 25

NATURAL ROGUE Once per session re-roll any 1 Skulduggery or Stealth check. COST 25

Active

FOREIGNER

WARRIOR

Passive Ranked

Bonus Career Skills: Discipline, Melee, Leadership, Ranged

COMMAND

SECOND WIND

POINT BLANK

SIDE STEP

Add b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.

Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.

Add 1 damage per rank of Point Blank to the damage of one hit of a successful Ranged attack made while at short range or engaged.

Once per round, as a maneuver, suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

COST 5

COST 5

COST 5

COST 5

SECOND WIND

CONFIDENCE

STRONG ARM

POINT BLANK

Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.

May decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

Treat thrown weapons as if they had 1 greater range.

Add 1 damage per rank of Point Blank to the damage of one hit of a successful Ranged attack made while at short range or engaged.

COST 10

COST 10

COST 10

COST 10

FIELD COMMANDER

Take the Field Commander action; make a dd Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.

COMMAND

NATURAL MARKSMAN

Add b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.

Once per session, may reroll any 1 Ranged check. COST 15

COST 15

SNIPER SHOT Before making a nonthrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase.

COST 15

IMPROVED FIELD COMMANDER

Field Commander action affects allies equal to double Presence, and may spend x to allow allies to suffer 1 strain to perform 1 action instead.

COST 15

GRIT

TOUGHENED

LETHAL BLOWS

Gain +1 strain threshold.

Gain +2 wound threshold.

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

COST 20

COST 20

COST 20

COST 20

DEADLY ACCURACY

TRUE AIM

DEDICATION

TRUE AIM

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made using that skill.

Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.

COST 25

COST 25

COST 25

COST 25

Active

NOBLE

ASSASSIN

Passive Ranked

Bonus Career Skills: Melee, Skulduggery, Stealth, Vigilance GRIT

LETHAL BLOWS

STALKER

DODGE

Gain +1 strain threshold.

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

Add b per rank of Stalker to all Stealth and Coordination checks.

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

COST 5

COST 5

COST 5

COST 5

PRECISE AIM

JUMP UP

QUICK STRIKE

Once per round, may perform a Precise Aim maneuver. Suffer strain up to ranks in Precise Aim and reduce target’s Melee and Ranged Defense by that number.

Once per round, may stand from seated or prone as an incidental.

Add b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

COST 10

QUICK DRAW

Once per round, draw or sheath a weapon or item as an incidental. COST 10

COST 10

COST 10

TARGETED BLOW

STALKER

LETHAL BLOWS

ANATOMY LESSONS

After making a successful attack, may spend 1 Destiny Point to add Agility in damage to one hit.

Add b per rank of Stalker to all Stealth and Coordination checks.

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.

COST 15

COST 15

COST 15

COST 15

STALKER

SNIPER SHOT

DODGE

LETHAL BLOWS

Add b per rank of Stalker to all Stealth and Coordination checks.

Before making a nonthrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase.

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

COST 20

COST 20

COST 20

PRECISE AIM

DEADLY ACCURACY

DEDICATION

Once per round, may perform a Precise Aim maneuver. Suffer strain up to ranks in Precise Aim and reduce target’s Melee and Ranged Defense by that number.

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

COST 25

COST 25

COST 20

COST 25

MASTER OF SHADOWS Once per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1. COST 25

NOBLE

Active

CAVALIER

Passive Ranked

Bonus Career Skills: Leadership, Melee, Riding, Vigilance

GRIT

QUICK STRIKE

LET’S RIDE

Gain +1 strain threshold.

Add b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

Once per round, may mount or dismount a beast, as an incidental action.

COST 5

DEFENSIVE RIDING

COST 5

COST 5

COST 5

FIELD COMMANDER

CONFIDENCE

QUICK STRIKE

Take the Field Commander action; make a dd Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.

May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

Add b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

COST 10

Increase defense of a steed by 1 per rank of Defensive Riding.

COST 10

SITUATIONAL AWARENESS Allies within short range add b to their Perception and Vigilance checks while mounted. Allies in Combat add bb instead. COST 10

COST 10

COMMAND

GRIT

FULL STOP

DEFENSIVE RIDING

Add b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.

Gain +1 strain threshold.

When Riding a steed, take a Full Stop maneuver to reduce speed to zero. Suffer strain equal to the speed reduced.

Increase defense of a steed being ridden by 1 per rank of Defensive Riding.

COST 15

COST 15

COST 15 COST 15

IMPROVED FIELD COMMANDER

Field Commander action affects allies equal to double Presence, and may spend x to allow allies to suffer 1 strain to perform 1 action instead.

COMMAND

FORM ON ME

TRICKY TARGET

Add b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.

Allies equal to ranks in Leadership in close range gain the benefits of the Gain the Advantage action.

Count steed ridden as having a silhouette 1 lower when being attacked.

COST 20

COST 20

COST 20

COST 20

MASTER LEADER

CONFIDENCE

DEDICATION

BRILLIANT EVASION

Once per round, suffer 2 strain to decrease difficulty of next Leadership check by one, to a minimum of d.

May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Once per encounter may take Brilliant Evasion action. Select 1 opponent and make an Opposed Riding check to stop opponent from attacking character for rounds equal to Agility.

COST 25

COST 25

COST 25

COST 25

Active

NOBLE

Passive

COURTIER

Ranked

Career Skills: Deceipt, Knowledge: Court, Leadership, Negotiation KILL WITH KINDNESS

GRIT

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

Gain +1 strain threshold. COST 5

COST 5

PLAUSIBLE DENIABILITY Remove b per rank of Plausible Deniability from all Coercion and Deception checks.

TOUGHENED Gain +2 wound threshold. COST 5

COST 5

INSPIRING RHETORIC

KILL WITH KINDNESS

SCATHING TIRADE

Take an Inspiring Rhetoric action; make a dd Leadership check. One ally for each s, in short range, recovers 1 strain. Spend a for 1 affected ally to recover 1 additional strain.

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

Take a Scathing Tirade action; make a dd Coercion check. One enemy for each s, in short range, suffers 1 strain. Spend a for 1 affected enemy to suffer 1 additional strain.

COST 10

COST 10

DODGE When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

PLAUSIBLE DENIABILITY Remove b per rank of Plausible Deniability from all Coercion and Deception checks. COST 10

COST 10

IMPROVED INSPIRING RHETORIC

Each ally affected by Inspiring Rhetoric gains b on all skill checks for a number of rounds equal to ranks in Leadership.

IMPROVED SCATHING TIRADE

WELL ROUNDED

Each enemy affected by Scathing Tirade suffers b on all skill checks for a number of rounds equal to ranks in Coercion.

COST 15

Choose any 2 skills. They permanently become career skills. COST 15

COST 15

COST 15

GRIT Gain +1 strain threshold. COST 20

SUPREME SCATHING TIRADE

SUPREME INSPIRING RHETORIC

Suffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action. COST 20

NOBODY’S FOOL

Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action. COST 20

May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool. COST 20

STEELY NERVES

DEDICATION

NATURAL CHARMER

INTENSE PRESENCE

Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Once per session, may re-roll any 1 Charm or Deception check.

Spend 1 Destiny Point to recover strain equal to Presence rating.

COST 25

COST 25

COST 25

COST 25

Active

NOBLE

Passive

DILETTANTE Career Skills: Education, Knowledge: Any, Knowledge: Court, Knowledge: Lore

Ranked

RESPECTED SCHOLAR

CUNNING LINGUIST

GRIT

BRACE

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

Grants b on all attempts to communicate in unknown toungues per rank in Cunning Linguist

Gain +1 strain threshold.

Perform the Brace maneuver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

COST 5

COST 5

COST 5

COST 5

RESEARCHER

RESPECTED SCHOLAR

RESOLVE

RESEARCHER

Remove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.

May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.

When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

Remove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.

COST 10

ROSETTA STONE Remove b per rank in Rosetta Stone from checks to decrypt Ancient glyphs. Decrease difficulty of checks to decipher such hieroglyphs by 1. COST 15

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 Knowledge skill. When making that skill check, may spend x result to gain s equal to ranks in Knowledge Specialization.

COST 10

COST 10

KNOWLEDGE SPECIALIZATION

When acquired, choose 1 Knowledge skill. When making that skill check, may spend x result to gain s equal to ranks in Knowledge Specialization.

COST 10

NATURAL SCHOLAR

WELL ROUNDED

Once per session, may re-roll any 1 Knowledge skill check.

Choose any 2 skills. They permanently become career skills.

COST 15

COST 15

COST 15

INTENSE FOCUS

CONFIDENCE

RESOLVE

Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.

May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.

COST 20

COST 20

COST 20

COST 20

SUDDEN REVELATION

MENTAL FORTRESS

DEDICATION

TOUGHENED

Once per session, make one skill check using Intellect rather than the characteristic linked to that skill.

Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect or Cunning checks until end of encounter.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Gain +2 wound threshold.

COST 25

COST 25

COST 25

COST 25

Active

NOBLE

DUELIST

Passive Ranked

Bonus Career Skills: Coercion, Cool, Melee: Light, Perception GRIT

QUICK STRIKE

RAPID REACTION

QUICK DRAW

Gain +1 strain threshold.

Add b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.

Once per round, draw a weapon or item as an incidental.

COST 5

COST 5

LETHAL BLOWS

GRIT

QUICK STRIKE

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

Gain +1 strain threshold.

Add b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

COST 10

COST 10

TOUGHENED Gain +2 wound threshold. COST 15

COST 5

COST 5

IMPROVED QUICK DRAW May use Quick Draw twice per round. COST 10

COST 10

DEADLY PRECISION

DODGE

Do not add b to combat checks due to the use of the Aim maneuver.

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

COST 15

SORRY ABOUT THE MESS Decrease the Critical Rating of a weapon by 1 (minimum 1) against targets that have not yet acted this encounter. COST 15

COST 15

CONFIDENCE

LETHAL BLOWS

BLADES FLASHING

RAPID REACTION

May decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

As an incidental, suffer 2 strain to avoid increasing the difficulty of a Melee: Light check to attack with two weapons.

Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.

COST 20

COST 20

COST 20

COST 20

DEDICATION Gain +1 to a single characteristic. This cannot bring a characteristic above 6. COST 25

SPITFIRE After a successful combined check with two Melee: Light weapons, additional hits can be allocated to other targets within range of the weapon.

NATURAL FIGHTER

DEADLY ACCURACY

Once per session, may reroll any 1 Melee: Light or Melee: Heavy check.

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made using that skill.

COST 25

COST 25 COST 25

NOBLE

Active

EMISSARY

Passive Ranked

Bonus Career Skills: Charm, Deception, Knowledge:(Lesser or Greater Kingdoms), Negotiation

INDISTINGUISHABLE

KILL WITH KINDNESS

NOBODY’S FOOL

CONFIDENCE

Upgrade difficulty of checks to identify character once per rank of Indistinguishable.

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.

May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

COST 5

COST 5

COST 5

COST 5

INDISTINGUISHABLE

GRIT

GRIT

DODGE

Upgrade difficulty of checks to identify character once per rank of Indistinguishable.

Gain +1 strain threshold.

Gain +1 strain threshold.

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

COST 10

COST 10

COST 10

COST 10

KILL WITH KINDNESS

INSPIRING RHETORIC

STEELY NERVES

CONFIDENCE

Remove b per rank of Kill with Kindness from all Charm and Leadership checks.

Take an Inspiring Rhetoric action; make a dd Leadership check. One ally for each s, in short range, recovers 1 strain. Spend a for 1 affected ally to recover 1 additional strain.

Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.

May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

COST 15

COST 15

COST 15

COST 15

IMPROVED INSPIRING RHETORIC

Each ally affected by Inspiring Rhetoric gains b on all skill checks for a number of rounds equal to ranks in Leadership.

INTENSE PRESENCE

WORKS LIKE A CHARM

DODGE

Spend 1 Destiny Point to recover strain equal to Presence rating.

Once per session, make one skill check using Presence rather than the characteristic linked to that skill.

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

COST 20

COST 20

COST 20

COST 20

SUPREME INSPIRING RHETORIC

Suffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action. COST 25

NATURAL CHARMER

DEDICATION

SIXTH SENSE

Once per session, may re-roll any 1 Charm or Deception check.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Gain +1 ranged defense.

COST 25

COST 25

COST 25

OUTLAW

Active

BRIGAND

Passive Ranked

Bonus Career Skills: Ranged, Ride, Stealth, Survival

RAPID RECOVERY

STALKER

GRIT

SHORTCUT

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

Add b per rank of Stalker to all Stealth and Coordination checks.

Gain +1 strain threshold.

During a chase, add b per rank in Shortcut to any checks made to catch or escape an opponent.

COST 5

COST 5

COST 5

COST 5

FORAGER

QUICK STRIKE

LET’S RIDE

Remove up to b b from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

Add b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

Once per round, may mount or dismount a beast as an incidental.

COST 10

COST 10

DISORIENT After hitting with a combat check, may spend a a to disorient target for a number of rounds equal to ranks in Disorient.

COST 10

COST 10

RAPID RECOVERY

NATURAL HUNTER

FAMILIAR LANDS

SHORTCUT

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

Once per session, may re-roll any 1 Perception or Vigillance check.

Once per session, as a maneuver, make a ddd Knowledge: Kingdoms (or appropriate skill check) to reveal local conditions and other useful information.

During a chase, add b per rank in Shortcut to any checks made to catch or escape an opponent.

COST 15

COST 15

COST 15

COST 15

GRIT Gain +1 strain threshold. COST 20

HEIGHTENED AWARENESS Allies within close range add b to Perception or Vigilance checks. Engaged allies add b b .

TOUGHENED

QUICK STRIKE

Gain +2 wound threshold.

Add b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

COST 20

COST 20

COST 20

ALWAYS PREPARED

DEDICATION

STALKER

DISORIENT

Spend 1 Destiny Point to perform an Always Prepared incidental; produce a previously undocumented item or weapon (with restrictions) from a belt pouch or a satchel.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Add b per rank of Stalker to all Stealth and Coordination checks.

After hitting with a combat check, may spend a a to disorient target for a number of rounds equal to ranks in Disorient.

COST 25

COST 25

COST 25

COST 25

Active

OUTLAW

Passive

CUT THROAT Spec Bonus Career Skills: Cool, Coordination, Skullduggery, Streetwise

Ranked

GRIT

DODGE

FRENZIED ATTACK

DEFENSIVE STANCE

Gain +1 strain threshold.

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.

Once per round, as a maneuver suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.

COST 5

COST 5

COST 5

COST 5

STUNNING BLOW

GRIT

SOFT SPOT

JUMP UP

When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.

Gain +1 strain threshold.

After making a successful attack, may spend 1 Destiny Point to add damage equal to Cunning to one hit.

Once per round, may stand from seated or prone as an incidental.

COST 10

COST 10

COST 10

COST 10

KNOCKDOWN

FRENZIED ATTACK

GRIT

DODGE

After hitting with a melee attack, may spend x to knock the target prone.

When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.

Gain +1 strain threshold.

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

COST 15

COST 15

COST 15

COST 15

NATURAL BRAWLER

TOUGHENED

Once per session, may reroll any 1 Melee or Brawl check.

Gain +2 wound threshold. COST 20

COST 20

IMPROVED STUNNING BLOW

When dealing strain damage with Melee or Brawl checks, may spend x to stagger target for 1 round per x . COST 20

DEFENSIVE STANCE

Once per round, as a maneuver suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round. COST 20

DEDICATION

CLEVER SOLUTION

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Once per session, make one skill check using Cunning rather than the characteristic linked to that skill.

COST 25

COST 25

MASTER OF SHADOWS Once per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1. COST 25

NATURAL ROGUE Once per session re-roll any 1 Skulduggery or Stealth check. COST 25

Active

OUTLAW

THUG

Passive Ranked

Spec Bonus Career Skills: Brawl, Coercion, Knowledge: Underworld, Streetwise

TOUGHENED

INTIMIDATING

FEARSOME

STREET SMARTS

Gain +2 wound threshold.

May suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number.

When an enemy becomes engaged with the character, they may force the enemy to make a fear check, with the difficulty equal to ranks in Fearsome.

Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

COST 5

COST 5

COST 5

COST 5

DURABLE

STUNNING BLOW

NATURAL ENFORCER

TALK THE TALK

May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.

When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.

Once per session, may re-roll any 1 Coercion or Streetwise check.

When making a Knowledge check, the character may spend 1 Destiny Point to substitute Knowledge: Underworld or Streetwise for the required skill.

COST 10

COST 10

COST 10

COST 10

INTIMIDATING

DEFENSIVE STANCE

TOUGHENED

LOOM

May suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number.

Once per round, as a maneuver suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.

Gain +2 wound threshold.

When an ally engaged with the character makes a successful Charm, Deception, or Negotiation check, the character adds a per rank in Coercion to the ally’s check.

COST 15

COST 15

COST 15

COST 15

SECOND WIND

STREET SMARTS

WALK THE WALK

INTIMIDATING

Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.

Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

The character may spend 1 Destiny Point to add damage equal to his ranks in Streetwise to one hit of a successful Brawl check.

May suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number.

COST 20

COST 20

COST 20

COST 20

FEARSOME

DEDICATION

When an enemy becomes engaged with the character, they may force the enemy to make a fear check, with the difficulty equal to ranks in Fearsome.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

COST 25

COST 25

BLACK MARKET CONTACTS When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction. COST 25

FEARSOME When an enemy becomes engaged with the character, they may force the enemy to make a fear check, with the difficulty equal to ranks in Fearsome. COST 25

ROGUE

Active

BANDIT

Passive Ranked

Bonus Career Skills: Cool, Knowledge: Steed, Ranged, Riding OPEN REINS

SKILLED RIDER

Take an Open Reins action; make a ddd Piloting check to increase a steed's top speed by 1 for a number of rounds equal to Cunning.

MAPPER

LET’S RIDE

Remove b per rank of Skilled Rider from all Ride checks.

Remove b per rank of Mapper from Astronomy/Cartography checks. These checks take half normal time.

Once per round, may mount or dismount a beast as an incidental.

SKILLED RIDER

DEAD TO RIGHTS

MAPPER

RAPID RECOVERY

Remove b per rank of Skilled Rider from all Ride checks.

Spend 1 Destiny Point to add additional damage equal to half Agility (round up) to one hit of a successful attack made Melee or Ranged.

Remove b per rank of Mapper from Astrogation/Cartography checks. These checks take half normal time.

When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.

COST 5

COST 5

COST 10

COST 5

COST 5

COST 10

COST 10

COST 10

IMPROVED OPEN REINS

IMPROVED DEAD TO RIGHTS

Suffer 1 strain to attempt Open Reins as a maneuver and decrease its difficulty to dd.

Spend 1 Destiny Point to add additional damage equal to Agility to one hit of a successful attack made with Melee or Ranged.

COST 15

GRIT

NATURAL RIDER

Gain +1 strain threshold. COST 15

Once per session, may reroll any 1 Ride check.

COST 15

COST 15

GRIT Gain +1 strain threshold. COST 20

SUPREME OPEN REINS When performing Open Reins, top speed increases by 2 instead of 1. COST 20

TRICKY TARGET

DEFENSIVE RIDING

Count steed as having a silhouette 1 lower when being attacked.

Increase defense of steed being ridde by 1 per rank of Defensive Riding.

COST 20

COST 20

MASTER RIDER

DEDICATION

TOUGHENED

BRILLIANT EVASION

Once per round when Riding a steed, may suffer 2 strain to perform any action as a maneuver.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Gain +2 wound threshold.

Once per encounter may take Brilliant Evasion action. Select 1 opponent and make an Opposed Riding check to stop opponent from attacking character for rounds equal to Agility.

COST 25

COST 25

COST 25

COST 25

ROGUE

Active

CUTPURSE

Passive Ranked

Bonus Career Skills: Scribe, Skulduggery, Stealth, Vigilance

STREET SMARTS Remove b per rank of Street Smarts from Streetwise or Knowledge: Underworld checks. COST 5

BLACK MARKET CONTACTS

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

INDISTINGUISHABLE

Upgrade difficulty of checks to identify character once per rank of Indistinguishable.

LOCK PICKER Remove b per rank of Lock Picker from checks made to disable a trap or open a locked door.

COST 5 COST 5

COST 5

BLACK MARKET CONTACTS

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction. COST 10

DODGE

GRIT

HIDDEN POUCH

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

Gain +1 strain threshold.

Gain hidden storage in equipment or on person that holds items with total encumbrance equal to ranks in Hidden Pouch.

COST 10

COST 10

COST 10

STALKER

GRIT

RAPID REACTION

SHORTCUT

Add b per rank of Stalker to all Stealth and Coordination checks.

Gain +1 strain threshold.

Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.

During a chase, add b per rank in Shortcut to any checks made to catch or escape an opponent.

COST 15

COST 15

COST 15

COST 15

LOCK PICKER

NATURAL ROGUE

STREET SMARTS

JUMP UP

Remove b per rank of Lock Picker from checks made to disable a trap or open a locked door.

Once per session re-roll any 1 Skulduggery or Stealth check.

Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

Once per round, may stand from seated or prone as an incidental.

COST 20

COST 20

COST 20 COST 20

MASTER OF SHADOWS

DODGE

Once per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1.

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

COST 25

INDISTINGUISHABLE

COST 25

Upgrade difficulty of checks to identify character once per rank of Indistinguishable. COST 25

DEDICATION Gain +1 to a single characteristic. This cannot bring a characteristic above 6. COST 25

ROGUE

Active

PIRATE

Passive Ranked

Bonus Career Skills: Coercion, Knowledge: Ship, Melee, Sail

OPEN SAILS

ROUGH SEAS

BATTEN DOWN

SHIPWRIGHT

When reducing the amount of system strain a ship or vessel suffers, reduce 1 additional strain per rank of Batten Down.

Remove b per rank of Shipwright from Craft checks. Halve the cost to add mods to attachments.

Take a Open Sails action; make a ddd Piloting check to increase a vehicle’s top speed by 1 for a number of rounds equal to Cunning.

Do not suffer usual penalties for navigating through difficult terrain when using Sail.

GRIT

SKILLED SAILOR

RAPID REACTION

GRIT

Gain +1 strain threshold.

Remove b per rank of Skilled Sailor from all Sail checks.

Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.

Gain +1 strain threshold.

COST 5

COST 10

COST 10

IMPROVED OPEN SAILS Suffer 1 strain to attempt Open Sails as a maneuver and decrease its difficulty to dd.

COST 5

COST 5

COST 5

COST 10

COST 10

TRICKY SAILOR

BATTEN DOWN

TOUGHENED

Count vessel or ship piloted as having a silhouette 1 lower when being attacked.

When reducing the amount of system strain a ship or vessel suffers, reduce 1 additional strain per rank of Batten Down.

Gain +2 wound threshold.

COST 15

COST 15

COST 15

COST 15

COME ABOUT

SKILLED SAILOR

NATURAL SAILOR

SHIPWRIGHT

Increase defense of vessel or ship being piloted by 1 per rank of Come About.

Remove b per rank of Skilled Sailor from all Sail checks.

Once per session, may reroll any 1 Pilot Ship check.

Remove b per rank of Shipwright from Craft checks. Halve the cost to add mods to attachments.

COST 20 COST 20

COST 20 COST 20

SUPREME OPEN SAILS When performing Open Sails, top speed increases by 2 instead of 1. COST 25

DROP ANCHOR

MASTER SAILOR

DEDICATION

When piloting a ship or vessel, take a Drop Anchor maneuver to reduce speed to zero. Suffer system strain equal to the speed reduced.

Once per round when piloting a vessel, may suffer 2 strain to perform any action as a maneuver.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

COST 25

COST 25

COST 25

ROGUE

Active

SCOUNDREL

Passive Ranked

Bonus Career Skills: Charm, Cool, Deception, Melee: Light

BLACK MARKET CONTACTS

CONVINCING DEMEANOR

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

Remove b per rank of Convincing Demeanor from Deception or Skulduggery checks.

QUICK DRAW

RAPID REACTION

Once per round, draw or holster a weapon or item as an incidental.

Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.

COST 5

COST 5

COST 5

COST 5

CONVINCING DEMEANOR

BLACK MARKET CONTACTS

CONVINCING DEMEANOR

Remove b per rank of Convincing Demeanor from Deception or Skulduggery checks.

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.

Remove b per rank of Convincing Demeanor from Deception or Skulduggery checks.

COST 10

QUICK STRIKE Add b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter. COST 10

COST 10

COST 10

HIDDEN POUCH

TOUGHENED

Gain hidden storage in equipment, or on person that holds items with total encumbrance equal to ranks in Hidden Pouch.

Gain +2 wound threshold. COST 15

COST 15

BLACK MARKET CONTACTS

When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction. COST 15

SIDE STEP Once per round, as a maneuver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round. COST 15

TOUGHENED

RAPID REACTION

HIDDEN POUCH

SIDE STEP

Gain +2 wound threshold.

Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.

Gain hidden storage in equipment or on person that holds items with total encumbrance equal to ranks in Hidden Pouch.

Once per round, as a maneuver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

COST 20

COST 20

COST 20

COST 20

DEDICATION

NATURAL CHARMER

SOFT SPOT

QUICK STRIKE

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Once per session, may re-roll any 1 Charm or Deception check.

After making a successful attack, may spend 1 Destiny Point to add damage equal to Cunning to one hit.

Add b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

COST 25

COST 25

COST 25

COST 25

ROGUE

Active

SWASHBUCKLER

Passive Ranked

Bonus Career Skills: Coercion, Cool, Coordination, Melee: Light

GRIT

QUICK STRIKE

RAPID REACTION

QUICK DRAW

Gain +1 strain threshold.

Add b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.

Once per round, draw a weapon or item as an incidental.

COST 5

COST 5

LETHAL BLOWS

GRIT

QUICK STRIKE

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

Gain +1 strain threshold.

Add b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

COST 10

COST 10

TOUGHENED Gain +2 wound threshold. COST 15

COST 5

COST 5

IMPROVED QUICK DRAW May use Quick Draw twice per round. COST 10

COST 10

DEADLY PRECISION

DODGE

Do not add b to combat checks due to the use of the Aim maneuver.

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

COST 15

SORRY ABOUT THE MESS Decrease the Critical Rating of a weapon by 1 (minimum 1) against targets that have not yet acted this encounter. COST 15

COST 15

CONFIDENCE

LETHAL BLOWS

BLADES FLASHING

RAPID REACTION

May decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

As an incidental, suffer 2 strain to avoid increasing the difficulty of a Melee: Light check to attack with two weapons.

Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.

COST 20

COST 20

COST 20

COST 20

DEDICATION Gain +1 to a single characteristic. This cannot bring a characteristic above 6. COST 25

DEADLY DISPATCH

After a successful combined check with two Melee: Light weapons, additional hits can be allocated to other targets within range of the weapon.

NATURAL FIGHTER

DEADLY ACCURACY

Once per session, may reroll any 1 Melee: Light or Melee: Heavy check.

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made using that skill.

COST 25

COST 25 COST 25

CAREER

Base Ability

ROGUE

Upgrade Ranked

Career Skills: Coordination, Deception, Knowledge (Underworld), Melee, Perception, Skullduggery, Streetwise, Vigilance

NARROW ESCAPE BASE ABILITY Once per game session, the character may spend two Destiny Points to make a ddd Streetwise check. If successful, the character is immediately able to flee from the current personal scale combat encounter unscathed. The challenge is not overcome or defeated, but the character is able to evade the hazard or threat for the time being. The exact nature of what the character is trying to accomplish, as well as the end results, must be approved by the GM, but be suitably creative or daring. COST 30

REDUCE SETBACK

Remove b from the skill check to activate Narrow Escape. COST 10

INCREASE EFFECT

Effect an additional number of allied characters equal to Cunning per Increase Effect upgrade purchased.

ADD BOOST

CHANGE SCALE

Add b to the skill check to activate Narrow Escape. COST 10

Narrow Escape can be activated in Squad Level or Mass Combat with a Leadership Skill Check.

COST 10

REDUCE DIFFICULTY

Reduce the difficulty of the skill check to activate Narrow Escape to dd. COST 15

INCREASE EFFECT

Effect an additional number of allied characters equal to Cunning per Increase Effect upgrade purchased. COST 15

COST 10

CHANGE SKILL

DESTINY

Narrow Escape can be activated during social encounters with the Deception skill.

Narrow Escape costs 1 Destiny Point instead of 2. COST 15

COST 15

UNMATCHED FORTUNE BASE ABILITY Once per game session as an incidental, the character may spend 2 Destiny Points to change the face of one positive die in the character’s dice pool to another face adjacent to it. An “adjacent” face is any die face sharing an edge – not a point – with the rolled face. Unmatched Fortune cannot be used on a C. COST 30

FREQUENCY

INCREASE NUMBER

SHARED LUCK

INCREASE NUMBER

Unmatched Fortune can be used one additional time each game session per Frequency upgrade purchased.

Unmatched Fortune affects one additional die per Increase Number upgrade purchased.

Unmatched Fortune can also be used on the dice pool of a willing ally within short range.

Unmatched Fortune affects one additional die per Increase Number upgrade purchased.

COST 10

COST 10

COST 10

COST 10

DESTINY

INCREASE EFFECT

INCREASE RANGE

FREQUENCY

Unmatched Fortune costs 1 Destiny Point instead of 2.

Unmatched Fortune can also be used on negative dice.

Increases the maximum range at which Unmatched Fortune can affect willing allies by 1 per Increase Range upgrade purchased.

Unmatched Fortune can be used one additional time each game session per Frequency upgrade purchased.

COST 15

COST 15

COST 15

COST 15

Active

SELL SWORD

Passive

ARBALESTER

Ranked

Bonus Career Skills: Coercion, Craft: Crossbow, Melee, Ranged: Drawn

BRACE

TOUGHENED

INTIMIDATING

DEFENSIVE STANCE

Perform the Brace maneuver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

Gain +2 wound threshold.

May suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number.

Once per round, as a maneuver suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.

COST 5

COST 5

COST 5

COST 5

SPARE QUIVER

JURY RIGGED

POINT BLANK

DISORIENT

Cannot run out of ammo due to y. Items with Limited Ammo quality run out of ammo as normal.

Choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.

Add 1 damage per rank of Point Blank to damage of one hit of successful Ranged (Heavy) or (Light) attacks made while at short range or engaged.

After hitting with a combat check, may spend a a to disorient target for a number of rounds equal to ranks in Disorient.

COST 10

COST 10

COST 10

COST 10

TOUGHENED

ARMOR MASTER

NATURAL ENFORCER

STUNNING BLOW

Gain +2 wound threshold.

When wearing armor, increase total soak value by 1.

Once per session, may re-roll any 1 Coercion or Streetwise check.

When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.

COST 15

COST 15

COST 15

COST 15

JURY RIGGED

TINKERER

DEADLY ACCURACY

Choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.

May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made using that skill.

COST 20

COST 20

COST 20

IMPROVED STUNNING BLOW When dealing strain damage with Melee or Brawl checks, may spend x to stagger target for 1 round per x. COST 20

INTIMIDATING

DEDICATION

May suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

COST 25

COST 25

IMPROVED ARMOR MASTER When wearing armor with a soak value of 2 or higher, increase defense by 1. COST 25

CRIPPLING BLOW Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter. COST 25

SELL SWORD

Active

ARCHITEKTUS

Passive Ranked

Bonus Career Skills: Cool, Education, Resilience, Seige Weapons

DURABLE

GRIT

May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.

Gain +1 strain threshold. COST 5

COST 5

OVERWHELM DEFENSES Upon a successful attack with a Seige Weapon, spend aa per rank of talent to reduce the Defense in the targeted area by 1 for each a a spent.

DEBILITATING SHOT

Upon a successful attack with a Seige Weapon, may spend aa to add the Concussive Quality, effecting all targets in the targeted area. COST 5

COST 5

TOUGHENED

BRACE

SPARE CLIP

TRUE AIM

Gain +2 wound threshold.

Perform the Brace maneuver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

Cannot run out of ammo due to y . Items with Limited Ammo quality run out of ammo as normal.

Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.

COST 10

COST 10

COST 10

COST 10

DURABLE

ENDURING

JURY RIGGED

May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.

Gain +1 soak value.

Choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.

COST 15

COST 15

COST 15

OVERWHELM DEFENSES Upon unsuccessful attack with a Seige Weapon, spend aa per rank of talent to reduce the Defense in the targeted zone by 1 for each a a spent. COST 15

TOUGHENED

ENDURING

BRACE

MASONIC SECRETS

Gain +2 wound threshold.

Gain +1 soak value.

Perform the Brace maneuver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

Before attacking a structure with a Seige Weapon, may spend 1 Destiny Point to ignore the effects of the Massive rule for the attack.

COST 20

COST 20

COST 20

COST 20

HEROIC FORTITUDE

JURY RIGGED

DEDICATION

TRUE AIM

May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.

Choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.

COST 25

COST 25

COST 25

COST 25

SELL SWORD

Active

BODY GUARD

Passive Ranked

Bonus Career Skills: Melee, Perception, Ride, Ranged

TOUGHENED Gain +2 wound threshold. COST 5

BARRAGE

Add 1 damage per rank of Barrage to 1 hit of a successful attack while using Ranged at long or extreme range.

DURABLE

GRIT

May reduce any Critical Injury suffered by 10 per rank of Durable.

Gain +1 strain threshold. COST 5

COST 5

COST 5

BODY GUARD

HARD HEADED

BARRAGE

BRACE

Once per round, perform a maneuver to guard an engaged ally. Suffer strain up to ranks to increase difficulty of attacks against them by that number until the start of next turn.

When staggered or disoriented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.

Add 1 damage per rank of Barrage to 1 hit of a successful attack while using Ranged at long or extreme range.

Perform the Brace maneuver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

COST 10

COST 10

COST 10

COST 10

BODY GUARD

SIDE STEP

DEFENSIVE STANCE

BRACE

Once per round, perform a maneuver to guard an engaged ally. Suffer strain up to ranks to increase difficulty of attacks against them by that number until the start of next turn.

Once per round, as a maneuver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

Once per round, as a maneuver suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.

Perform the Brace maneuver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

COST 15

COST 15

COST 15

COST 15

ENDURING

SIDE STEP

DEFENSIVE STANCE

HARD HEADED

Gain +1 soak value.

Once per round, as a maneuver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

Once per round, as a maneuver suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.

When staggered or disoriented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.

COST 20

COST 20

COST 20

DEDICATION

BARRAGE

TOUGHENED

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Add 1 damage per rank of Barrage to 1 hit of a successful attack while using Ranged at long or extreme range.

Gain +2 wound threshold.

COST 25

COST 25

COST 25

COST 20

IMPROVED HARD HEADED When incapacitated due to strain exceeding threshold, take a ddddd Discipline check (–d per rank of Hard Headed) to reduce strain to 1 below threshold. COST 25

SELL SWORD

Active

DOPPELSOLDNER

Passive Ranked

Bonus Career Skills: Athletics, Cool, Melee: Heavy, Resilience

BURLY

FERAL STRENGTH

GRIT

Reduce any wielded weapon’s Cumbersome quality and Encumbrance rating by ranks in Burly to a minimum of 1.

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

Gain +1 strain threshold.

TOUGHENED Gain +2 wound threshold.

COST 5

COST 5

COST 5 COST 5

FERAL STRENGTH . Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

COST 10

BRACE

STRONG ARM

DURABLE

Perform the Brace maneuver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

Treat thrown weapons as if they had 1 greater range.

May reduce any Critical Injury suffered by 10 per rank of Durable. COST 10

COST 10

COST 10

SIDE STEP

BURLY

HEROIC FORTITUDE

TOUGHENED

Once per round, as a maneuver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

Reduce any wielded weapon’s Cumbersome quality and Encumbrance rating by ranks in Burly to a minimum of 1.

May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.

Gain +2 wound threshold.

COST 15

COST 15

COST 15

COST 15

BRACE

FERAL STRENGTH

MASSIVE ATTACK

HEROIC RESILIENCE

Perform the Brace maneuver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

When making a Melee or Brawl attack, suffer strain up to ranks in Massive Attack to upgrade the attack by an equal amount.

Immediately after being hit by an attack but before suffering damage, spend 1 Destiny Point to increase soak by ranks in Resilience.

COST 20

COST 20

COST 20

COST 20

BURLY

DEDICATION

ARMOR MASTER

Reduce any wielded weapon’s Cumbersome quality and Encumbrance rating by ranks in Burly to a minimum of 1.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

When wearing armor, increase total soak value by 1.

COST 25

COST 25

HEAVY HITTER

Once per session, spend x on a successful Ranged (Heavy) or Gunnery check to add the Breach 1 quality to the attack.

COST 25 COST 25

SELL SWORD

Active

MARAUDER

Passive Ranked

Bonus Career Skills: Coercion, Melee, Resilience, Survival

TOUGHENED

FRENZIED ATTACK

FERAL STRENGTH

LETHAL BLOWS

Gain +2 wound threshold.

When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

COST 5

COST 5

COST 5

COST 5

FERAL STRENGTH

TOUGHENED

HEROIC FORTITUDE

KNOCKDOWN

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

Gain +2 wound threshold.

May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.

After hitting with a melee attack, may spend x to knock the target prone.

COST 10

COST 10

COST 10

COST 10

ENDURING

LETHAL BLOWS

TOUGHENED

FRENZIED ATTACK

Gain +1 soak value.

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

Gain +2 wound threshold.

When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.

COST 15

COST 15

COST 15

COST 15

TOUGHENED

FERAL STRENGTH

NATURAL BRAWLER

LETHAL BLOWS

Gain +2 wound threshold.

Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.

Once per session, may reroll any 1 Melee or Brawl check.

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

COST 20

COST 20

COST 20

COST 20

FRENZIED ATTACK

ENDURING

DEFENSIVE STANCE

DEDICATION

When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.

Gain +1 soak value.

Once per round, as a maneuver suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

COST 25

COST 25

COST 25

COST 25

SELL SWORD

Active

MARKSMAN

Passive Ranked

Bonus Career Skills: Cool, Perception, Ranged, Craft: Ranged Weapon

EXPERT TRACKER

SNIPER SHOT

BRACE

GRIT

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

Before making a nonthrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase.

Perform the Brace maneuver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

Gain +1 strain threshold.

COST 5

COST 5

COST 5

COST 5

GRIT

TRUE AIM

DEADLY ACCURACY

LETHAL BLOWS

Gain +1 strain threshold.

Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill.

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

COST 10

COST 10

COST 10

COST 10

BRACE

LETHAL BLOWS

SNIPER SHOT

TRUE AIM

Perform the Brace maneuver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

Before making a nonthrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase.

Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.

COST 15

COST 15

COST 15

COST 15

EXPERT TRACKER

DEADLY ACCURACY

TOUGHENED

CRIPPLING BLOW

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill.

Gain +2 wound threshold.

Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter.

COST 20

COST 20

COST 20

COST 20

QUICK FIX

NATURAL MARKSMAN

Once per session, make one skill check using Agility rather than the characteristic linked to that skill. COST 25

Once per session, may reroll any 1 Ranged check. COST 25

DEDICATION

TARGETED BLOW

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

After making a successful attack, may spend 1 Destiny Point to add Agility in damage to one hit.

COST 25

COST 25

Active

SELL SWORD

MERCENARY

Passive Ranked

Bonus Career Skills: Discipline, Melee, Leadership, Ranged

COMMAND

SECOND WIND

POINT BLANK

SIDE STEP

Add b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.

Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.

Add 1 damage per rank of Point Blank to the damage of one hit of a successful Ranged attack made while at short range or engaged.

Once per round, as a maneuver, suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round.

COST 5

COST 5

COST 5

COST 5

SECOND WIND

CONFIDENCE

STRONG ARM

POINT BLANK

Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.

May decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

Treat thrown weapons as if they had 1 greater range.

Add 1 damage per rank of Point Blank to the damage of one hit of a successful Ranged attack made while at short range or engaged.

COST 10

COST 10

COST 10

COST 10

FIELD COMMANDER

Take the Field Commander action; make a dd Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.

COMMAND

NATURAL MARKSMAN

Add b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.

Once per session, may reroll any 1 Ranged check. COST 15

COST 15

SNIPER SHOT Before making a nonthrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase.

COST 15

IMPROVED FIELD COMMANDER

Field Commander action affects allies equal to double Presence, and may spend x to allow allies to suffer 1 strain to perform 1 action instead.

COST 15

GRIT

TOUGHENED

LETHAL BLOWS

Gain +1 strain threshold.

Gain +2 wound threshold.

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

COST 20

COST 20

COST 20

COST 20

DEADLY ACCURACY

TRUE AIM

DEDICATION

TRUE AIM

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made using that skill.

Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.

COST 25

COST 25

COST 25

COST 25

CAREER

Base Ability

SELL SWORD

Upgrade Ranked

Career Skills: Athletics, Brawl, Discipline, Melee, Ride, Ranged, Resilience, Vigilance

LAST ONE STANDING BASE ABILITY Once per game session, during a combat encounter, the character may spend 2 Destiny Points to make a ddd Resilience check. If he succeeds, he skips his next turn and eliminates all enemy minions in the encounter. (The minions are all eliminated immediately, so will not get to participate further in the combat, but for the sake of the narrative, the PC can spend the next round of combat incapacitating them). The narrative means by which he accomplishes this is up to the player, must be approved by the GM. COST 30

REDUCE SETBACK

ADD BOOST

REDUCE SETBACK

ADD BOOST

Remove b from skill check to activate Last One Standing.

Add b to skill check to active Last One Standing.

Remove b from skill check to activate Last One Standing.

Add b to skill check to active Last One Standing.

COST 10

COST 10

COST 10

COST 10

REDUCE DIFFICULTY

INCREASE EFFECT

INCREASE EFFECT

DESTINY

Reduce the difficulty of the skill check to activate Last One Standing to dd.

When triggering Last One Standing, also eliminate one rival per Increase Effect upgrade.

When triggering Last One Standing, also eliminate one rival per Increase Effect upgrade.

Last One Standing costs 1 Destiny Point instead of 2.

COST 15

COST 15

COST 15

COST 15

UNMATCHED PROTECTION BASE ABILITY Once per game session as an incidental, the character may spend 2 Destiny Points to gain the following ability: once per round, after suffering a hit and determining damage, the character may halve the damage (rounded up) dealt before it is applied to his soak. This ability is active for the remainder of the current round and two additional rounds. COST 30

DURATION

DURATION

SOAK

PROTECT ALLY

Unmatched Protection lasts for one additional round.

Unmatched Protection lasts for one additional round.

Gain +1 soak while Unmatched Protection is active.

Once per session, while ability is active, may choose to be hit by an attack that would hit an engaged ally.

COST 10

COST 10

COST 10

COST 10

DURATION

DESTINY

Unmatched Protection lasts for one additional round.

Unmatched Protection costs 1 Destiny Point instead of 2.

COST 15

COST 15

ADDITIONAL REDUCTION

ADDITIONAL REDUCTION

May reduce the damage of 1 additional hit suffered each round.

May reduce the damage of 1 additional hit suffered each round.

COST 15

COST 15

Active

STALKER

ASSASSIN

Passive Ranked

Bonus Career Skills: Melee, Ranged, Skulduggery, Stealth

GRIT

LETHAL BLOWS

STALKER

DODGE

Gain +1 strain threshold.

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

Add b per rank of Stalker to all Stealth and Coordination checks.

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

COST 5

COST 5

COST 5

COST 5

PRECISE AIM

JUMP UP

QUICK STRIKE

Once per round, may perform a Precise Aim maneuver. Suffer strain up to ranks in Precise Aim and reduce target’s Melee and Ranged Defense by that number.

Once per round, may stand from seated or prone as an incidental.

Add b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

COST 10

QUICK DRAW

Once per round, draw or sheath a weapon or item as an incidental. COST 10

COST 10

COST 10

TARGETED BLOW

STALKER

LETHAL BLOWS

ANATOMY LESSONS

After making a successful attack, may spend 1 Destiny Point to add Agility in damage to one hit.

Add b per rank of Stalker to all Stealth and Coordination checks.

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.

COST 15

COST 15

COST 15

COST 15

STALKER

SNIPER SHOT

DODGE

LETHAL BLOWS

Add b per rank of Stalker to all Stealth and Coordination checks.

Before making a nonthrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase.

When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

COST 20

COST 20

COST 20

PRECISE AIM

DEADLY ACCURACY

DEDICATION

Once per round, may perform a Precise Aim maneuver. Suffer strain up to ranks in Precise Aim and reduce target’s Melee and Ranged Defense by that number.

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

COST 25

COST 25

COST 20

COST 25

MASTER OF SHADOWS Once per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1. COST 25

Active

STALKER

HUNTER

Passive Ranked

Bonus Career Skills: Knowledge: Animals, Ranged, Stealth, Survival

FORAGER

GRIT

STALKER

OUTDOORSMAN

Remove up to b b from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

Gain +1 strain threshold.

Add b per rank of Stalker to all Stealth and Coordination checks.

Remove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.

COST 5

COST 5

COST 5

COST 5

TOUGHENED

OUTDOORSMAN

CONFIDENCE

SWIFT

Gain +2 wound threshold.

Remove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.

May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.

Do not suffer usual penalties for moving through difficult terrain.

COST 10

COST 10

COST 10

COST 10

STALKER

NATURAL HUNTER

EXPERT TRACKER

Add b per rank of Stalker to all Stealth and Coordination checks.

Once per session, may re-roll any 1 Perception or Vigilance check.

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

COST 15

COST 15

COST 15

HEIGHTENED AWARENESS Allies within close range add b to Perception or Vigilance checks. Engaged allies add b b . COST 15

GRIT

HUNTER’S QUARRY

QUICK STRIKE

EXPERT TRACKER

Gain +1 strain threshold.

Take Hunter’s Quarry action; make a ddd Survival check to upgrade the ability of all attacks made against a target at long range until the end of the character’s next turn.

Add b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

COST 20

COST 20

COST 20

COST 20

BRING IT DOWN Once per attack, spend 1 Destiny Point to add damage to a single hit equal to target’s Brawn value. COST 25

IMPROVED HUNTER’S QUARRY Suffer 2 strain to perform Hunter’s Quarry action as a maneuver. COST 25

DEDICATION

SUPERIOR REFLEXES

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Gain +1 melee defence.

COST 25

COST 25

Active

STALKER

RANGER

Passive Ranked

Bonus Career Skills: Knowledge: Region, Perception, Resilience, Survival

FORAGER

STALKER

OUTDOORSMAN

EXPERT TRACKER

Remove up to b b from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

Add b per rank of Stalker to all Stealth and Coordination checks.

Remove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

COST 5

COST 5

COST 5

COST 5

OUTDOORSMAN

SWIFT

HUNTER

SOFT SPOT

Remove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.

Do not suffer usual penalties for moving through difficult terrain.

Add b per rank of Hunter to all checks when interacting with beasts or animals (including combat). Add +10 to Critical Injury results against beasts or animals per rank of Hunter.

After making a successful attack, may spend 1 Destiny Point to add damage equal to Cunning to one hit.

COST 10

COST 10

COST 10

COST 10

TOUGHENED Gain +2 wound threshold. COST 15

EXPERT TRACKER

STALKER

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

Add b per rank of Stalker to all Stealth and Coordination checks. COST 15

NATURAL OUTDOORSMAN Once per session, may re-roll any 1 Resilience or Survival check. COST 15

COST 15

TOUGHENED

HUNTER

EXPERT TRACKER

BLOODED

Gain +2 wound threshold.

Add b per rank of Hunter to all checks when interacting with beasts or animals (including combat). Add +10 to Critical Injury results against beasts or animals per rank of Hunter.

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

Add b per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by one round per rank of Blooded to a minimum of 1.

COST 20

COST 20

COST 20

COST 20

ENDURING

DEDICATION

GRIT

HEROIC FORTITUDE

Gain +1 soak value.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Gain +1 strain threshold.

May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.

COST 25

COST 25

COST 25

COST 25

UNIVERSAL

Active

ARCANE DEVOTEE

Passive Ranked

Gain: Arcane Rating 1

INSIGHT

UNCANNY SENSES

INDISTINGUISHABLE

Perception and Discipline become career skills.

Add b per rank of Uncanny Senses to all Perception checks.

Upgrade difficulty of checks to identify character once per rank of Indistinguishable.

COST 5

COST 5

GRIT Gain +1 strain threshold. COST 5

COST 5

UNCANNY REACTIONS Add b per rank of Uncanny Reactions to all Vigilance checks,

TOUGHENED

SLIGHT OF MIND

SLIGHT OF MIND

Gain +2 wound threshold.

Add b to all Stealth checks unless the opposition is immune to Arcane powers.

Add b to all Stealth checks unless the opposition is immune to Arcane powers.

COST 10

COST 10

UNCANNY SENSES

Add b per rank of Uncanny Senses to all Perception checks. COST 15

COST 10

UNCANNY REACTIONS Add b per rank of Uncanny Reactions to all Vigilance checks,

GRIT

COST 10

INDISTINGUISHABLE

Gain +1 strain threshold. COST 15

Upgrade difficulty of checks to identify character once per rank of Indistinguishable.

COST 15

COST 15

TOUGHENED

SENSE DANGER

TOUCH OF FATE

BALANCE

Gain +2 wound threshold.

Once per session, remove b b from any 1 check.

Once per session, add b b to any 1 check.

When the character heals strain at the end of the encounter, he may add C per Arcane Rating. He recovers additional strain equal to Z generated.

COST 20

COST 20

COST 20

COST 20

INVIGORATE

FORCE OF WILL

ARCANE RATING

DEDICATION

Once per encounter, may add C to a check using Brawn or Agility made by an ally in short range. Z add s and z add t .

Once per session, make one skill check using Willpower rather than the characteristic linked to that skill.

Gain +1 Arcane Rating.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

COST 25

COST 25

COST 25

COST 25

UNIVERSAL

Active

ARCANE TALENT

Passive Ranked

Gain: Arcane Rating 1

UNCANNY SENSES

INSIGHT

FORAGER

Add b per rank of Uncanny Senses to all Perception checks.

Perception and Discipline become career skills.

Remove up to b b from skill checks to find food, water, or shelter. Survival checks to forage take half the time.

COST 5

COST 5

UNCANNY REACTIONS Add b per rank of Uncanny Reactions to all Vigilance checks, COST 5

COST 5

CONVINCING DEMEANOR

OVERWHELM EMOTIONS

Remove b per rank of Convincing Demeanor from Deception or Skulduggery checks.

May add C per Force Rating to Charm, Coerce, or Deceit checks. Z and z add s to some checks and f to others.

COST 10

INTENSE FOCUS

QUICK DRAW

Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.

Once per round, draw or holster a weapon or item as an incidental. COST 10

COST 10

COST 10

SENSE DANGER

SENSE EMOTIONS

BALANCE

TOUCH OF FATE

Once per session, remove b b from any 1 check.

Add b to all Charm, Coercion, and Deception checks unless the target is immune to Force Powers.

When the character heals strain at the end of the encounter, he may add C per Force Rating. He recovers additional strain equal to Z generated.

Once per session, add b b to any one check.

COST 15

COST 15

COST 15

COST 15

STREET SMARTS

UNCANNY SENSES

Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

Add b per rank of Uncanny Senses to all Perception checks. COST 20

UNCANNY REACTIONS Add b per rank of Uncanny Reactions to all Vigilance checks, COST 20

COST 20

STREET SMARTS Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks. COST 20

SIXTH SENSE

ARCANE RATING

DEDICATION

SUPERIOR REFLEXES

Gain +1 ranged defense.

Gain +1 Arcane Rating.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Gain +1 melee defense.

COST 25

COST 25

COST 25

COST 25

UNIVERSAL

Active

VETERAN

Passive Ranked

Bonus Career Skills: Athletics, Discipline, Survival, Vigilance

BASIC COMBAT TRAINING Brawl and Melee: Long become career skills. COST 5

SECOND WIND

OUTDOORSMAN

Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.

Remove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by 10% /Rank

COST 5

ADVANCED COMBAT TRAINING

Melee and Ranged become career skills. COST 5

COST 5

SECOND WIND Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.

TACTICAL COMBAT TRAINING

Ride and Seige Weapons become career skills.

Once per round, draw or sheath a weapon or item as an incidental.

Knowledge: Lesser Kingdoms and Knowledge:Greater Kingdoms become career skills. COST 10

TOUGHENED Gain +2 wound threshold. COST 10

COST 10

COST 10

QUICK DRAW

WELL TRAVELLED

GRIT

TOUGHENED

SPARE QUIVER

Gain +1 strain threshold.

Gain +2 wound threshold.

Cannot run out of ammo due to y . Items with Limited Ammo quality run out of ammo as normal.

COST 15

COST 15

COST 15

COST 15

SECOND WIND

JUMP UP

GRIT

CREATIVE KILLER

Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.

Once per round, may stand from seated or prone as an incidental.

Gain +1 strain threshold.

Reduce the crit rating of improvised weapons by 2 (to a minimum of 1).

COST 20

COST 20

COST 20

COST 20

DYNAMIC FIRE

DEDICATION

TOUGHENED

ENDURING

When making a ranged attack while engaged with an opponent, may suffer 2 strain to reduce the ranged modifier by 1.

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Gain +2 wound threshold.

Gain +1 soak value.

COST 25

COST 25

COST 25

COST 25

Active

YEOMAN

ARCHER

Passive Ranked

Bonus Career Skills: Cool, Perception, Ranged, Survival

EXPERT TRACKER

SNIPER SHOT

BRACE

GRIT

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

Before making a nonthrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase.

Perform the Brace maneuver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

Gain +1 strain threshold.

COST 5

COST 5

COST 5

COST 5

GRIT

TRUE AIM

DEADLY ACCURACY

LETHAL BLOWS

Gain +1 strain threshold.

Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill.

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

COST 10

COST 10

COST 10

COST 10

BRACE

LETHAL BLOWS

SNIPER SHOT

TRUE AIM

Perform the Brace maneuver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.

Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.

Before making a nonthrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase.

Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.

COST 15

COST 15

COST 15

COST 15

EXPERT TRACKER

DEADLY ACCURACY

TOUGHENED

CRIPPLING BLOW

Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.

When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill.

Gain +2 wound threshold.

Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter.

COST 20

COST 20

COST 20

COST 20

QUICK FIX

NATURAL MARKSMAN

Once per session, make one skill check using Agility rather than the characteristic linked to that skill. COST 25

Once per session, may reroll any 1 Ranged check. COST 25

DEDICATION

TARGETED BLOW

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

After making a successful attack, may spend 1 Destiny Point to add Agility in damage to one hit.

COST 25

COST 25

Active

YEOMAN

BAILIFF

Passive Ranked

Bonus Career Skills: Coercion, Cool, Melee, Survival

HARD HEADED

GRIT

STREET SMARTS

TOUGHENED

When staggered or disoriented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.

Gain +1 strain threshold.

Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.

Gain +2 wound threshold.

COST 5

COST 5

COST 5

COST 5

DURABLE

AMICO

INIMICO

QUICK DRAW

May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.

Spend aa from a Charm or Negotiation check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Amico.

Spend aa from a Deception or Coercion check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Inimico

Once per round, draw or sheath a weapon or item as an incidental.

COST 10

COST 10

COST 10

COST 10

HARD HEADED

GRIT

AMICO

POINT BLANK

When staggered or disoriented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.

Gain +1 strain threshold.

Spend aa from a Charm or Negotiation check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Amico.

Add 1 damage per rank of Point Blank to damage of one hit of successful Ranged attacks made while at short range or engaged.

COST 15

COST 15

DURABLE May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1. COST 20

COST 15

COST 15

UNRELENTING SKEPTIC

When targeted by a Deception check, the character automatically adds f to the check equal to ranks in Vigilance. COST 20

INIMICO

POINT BLANK

Spend aa from a Deception or Coercion check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Inimico

Add 1 damage per rank of Point Blank to damage of one hit of successful Ranged attacks made while at short range or engaged. COST 20

COST 20

IMPROVED HARD HEADED When incapacitated due to strain exceeding threshold, take a ddddd Discipline check (–d per rank of Hard Headed) to reduce strain to 1 below threshold. COST 25

IMPROVED UNRELENTING SKEPTIC

When targeted by a Deception check that fails, may spend 1 Destiny Point to add y to results. COST 25

DEDICATION

NATURAL MARKSMAN

Gain +1 to a single characteristic. This cannot bring a characteristic above 6.

Once per session, may reroll any 1 Ranged (Light) or Ranged (Heavy) check.

COST 25

COST 25

Active

YEOMAN

CROFTER

Passive Ranked

Bonus Career Skills: Cool, Education, Negotiation, Survival KNOW SOMEBODY

Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody. COST 5

SMOOTH TALKER

WHEEL AND DEAL

GRIT

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

Gain +1 strain threshold. COST 5

COST 5

COST 5

SMOOTH TALKER

GREASED PALMS

MASTER MERCHANT

TOUGHNESS

When first acquired, choose Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend x to gain additional s equal to ranks in Smooth Talker.

Before making a social check, may spend up to 50 silver per rank of Greased Palms to upgrade the ability of the check once for every 50 silver spent.

When buying/selling goods, or paying off/taking more Obligation, suffer 2 strain to buy for 25% less, sell for 25% more, buy off 1 more Obligation, or take 1 less.

Gain +2 wound threshold.

COST 10

COST 10

COST 10

COST 10

GRIT

WHEEL AND DEAL

BOUGHT INFO

GRIT

Gain +1 strain threshold.

When selling goods legally, gain 10% more credits per rank of Wheel and Deal.

Instead of making a Knowledge check, may take a Bought Info action; spend silver pieces equal to 50 times the difficulty of the check to pass with one s.

Gain +1 strain threshold.

COST 15

COST 15

COST 15

COST 15

KNOW SOMEBODY Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody. COST 20

DEDICATION Gain +1 to a single characteristic. This cannot bring a characteristic above 6. COST 25

SOUND INVESTMENTS

SOUND INVESTMENTS

At the start of each session, gain 100 silver for each rank of Sound Investments.

At the start of each session, gain 100 silver for each rank of Sound Investments.

COST 20

INTENSE FOCUS Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once. COST 20

COST 20

NATURAL NEGOTIATOR

SUPERIOR REFLEXES

TOUGHNESS

Once per session, may re-roll any 1 Cool or Negotiation check.

Gain +1 melee defence.

Gain +2 wound threshold.

COST 25

COST 25

COST 25

Cost a or x

Result Options Recover 1 strain (this option may be selected more than once). Add b to the next allied active character’s check. Notice a single important point in the ongoing conflict, such as the location of a cell door's key or a weak point in an attacker's armor. Inflict a Critical Injury with a successful attack that deals damage past soak (a cost may vary). Activate a weapon quality (a cost may vary, default aa ).

aa or x

Perform an immediate free maneuver that does not exceed the two maneuver per turn limit. Add b to the targeted character’s next check. Add b to any allied character’s next check, including the active character.

aaa or x

Negate the targeted enemy’s defensive bonuses (such as from cover, equipment or maneuvers) until the end of the current round. Ignore penalizing environmental effects until the end of the active character’s next turn. When dealing damage, have the attack disable the opponent or one piece of gear rather than dealing wounds or strain. This can be hobbling him (shot to the leg) or disabling a crossbow. The effects are temporary. Gain +1 melee or ranged defense until the end of the active character’s next turn. Force the target to drop a melee or ranged weapon they are wielding.

x

Upgrade the difficulty of the targeted character’s next check. Upgrade any allied character’s next check, including the current active character. Do something vital, such as breaking a door's latch mechanism to lock it shut.

xx

When dealing damage to a target, have the attack destroy a piece of equipment they are using.

Cost

Result Options

t or y

~The active character suffers 1 strain (this option may be selected more than once). ~The active character loses the benefits of a prior maneuver (such as taking cover or assuming a Guarded Stance)

tt or y

ttt or y

y

~An opponent may immediately perform a free maneuver in response to the active character’s check. ~Add b to the targeted character’s next check. ~The active character or an allied character suffers b on their next action. ~The active character falls prone. ~The active character grants the enemy a significant advantage in the ongoing encounter, such as damage to armor or gear. Temporary, not too excessive ~The character’s ranged weapon immediately runs out of ammunition and may not be used for the remainder of the encounter. ~Upgrade the difficulty of an allied character’s next check, including the current active character. ~The tool or melee weapon the character is using becomes damaged by one step(see pg. 159).

Maneuvers Aim Gain b on the next combat check or target a specific item at bb. Spending a consecutive maneuver aiming adds b or removes b, respectively. Assist Add b to an engaged ally’s next action. Guarded Stance Add b to any combat checks made by the attacker and any defenders, until the end of next turn. Reckless Stance Add b to any combat checks made by the attacker and any defenders, until the end of next turn. Convert Successes Convert c only s into a. This must be stated prior to rolling. x counts as both s and a. Gain a bonus Suffer 2 Strain to gain b

Manage Gear Draw/Sheath a weapon or item, or load a weapon. Move ~Change range increment from Short to Medium, Medium to Short ~Move within Short Range Move ~ Special Move from Engaged to Close or Close to Engaged - Base difficulty of dd Drop prone / Stand From prone Add b to ranged attacks and b to melee attacks against prone targets. Preparation Some actions require a preparation maneuver (or multiples). Interact With Environment Move large object, open or close a door, or take cover (gain 1+ defense).

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CHARACTER NAME

RACE CAREER SPECIALIZATIONS SOAK

CRITICALS

WOUNDS

SOCIAL FORTITUDE

STRAIN

MELEE

RANGED

THRESHOLD CURRENT

THRESHOLD CURRENT

THRESHOLD CURRENT

ENCUMBRANCE

DEFENSE

THRESHOLD CURRENT

CHARACTERISTICS

BRAWN COMBAT SKILLS

AGILITY CAREER?

INTELLECT RANK

Brawl (Br)

CUNNING

WILLPOWER

STATUS EFFECTS

ARCANE POOL

STAGGERED

Melee Light (Ag)

PRESENCE

IMMOBILIZED

Melee Heavy (Br)

DISORIENTED

Ranged - Aimed (Ag)

COMMITTED

Ranged - Thrown(Ag)

AVAILABLE

ARCANE RATING

SKILLS

GENERAL SKILLS

KNOWLEDGE SKILLS CAREER?

Astrology (Int)

RANK

Greater Kingdoms (Int)

Athletics (Br)

Education (Int)

Charm (Pr)

Lore (Int)

Coercion (Will)

Lesser Kingdoms (Int)

Scribe (Int)

Underworld (Int)

Cool (Pr)

Culture (Int)

Coordination (Ag) Deception (Cun) Discipline (Will) Leadership (Pr) Craft (Int)

Medicine (Int)

CUSTOM SKILLS

Negotiation (Pr) Perception (Cun) Pilot Craft (Ag) Ride (Ag)

Resilience (Br) Skulduggery (Cun) Stealth (Ag) Streetwise (Cun) Survival (Cun) Vigilance (Will)

TOTAL XP

SOCIAL DEFENSE

PENALTY

CORRUPTION

BONUS

COMBAT DEFENSE

AVAILABLE XP

CHARACTER TALENTS NAME

RANKS

PAGE

DESCRIPTION

CHARACTER DESCRIPTION GENDER

AGE

HEIGHT

BUILD

HAIR

EYES

MERITS & fLAWS CHARACTER MOTIVATIONS

MOTIVATION TYPE:

OBLIGATION TYPE:

MAGNITUDE:

CHARACTER OBLIGATIONS

OBLIGATION TYPE:

MAGNITUDE:

OBLIGATION TYPE:

OTHER CHARACTER NOTES

CHARACTER DESCRIPTION SHEET

MAGNITUDE:

ARMOR & SHIELD CONDITION

ARMOR TYPE

MINOR

SHIELD SOAK

MELEE DEF

NAME

RANGED DEF

ENCUMBRANCE

HARD POINT REQ

HARD POINTS

MODERATE

SPECIAL ATTACHMENTS

BASE MODIFIERS

MAJOR

MODIFICATIONS

WEAPONS

DAMAGE

CRIT

NAME

DAMAGE

NAME

HP

HARD POINT REQ

CRIT

NAME

DAMAGE

ENCUM

ENCUM

HARD POINT REQ

CRIT

ENCUM

HARD POINT REQ

RANGE:

MINOR

WEAPON:

SKILL:

MODERATE

SPECIAL: ATTACHMENTS

BASE MODIFIERS

HP

MAJOR

MODIFICATIONS

CONDITION

WEAPON TYPE:

RANGE:

MINOR

WEAPON:

SKILL:

MODERATE

SPECIAL: ATTACHMENTS

BASE MODIFIERS

HP

CONDITION

WEAPON TYPE:

MAJOR

MODIFICATIONS

CONDITION

WEAPON TYPE:

RANGE:

MINOR

WEAPON:

SKILL:

MODERATE

SPECIAL: ATTACHMENTS

BASE MODIFIERS

ARMOR & WEAPON NOTES

ARMOR & WEAPONS SHEET

MAJOR

MODIFICATIONS

PERSONAL FINANCES GEMS

VALUE

NOTES

JEWELRY

GOLD & SILVER

VALUE

WORN

COPPER

GEAR WORN & CARRIED ENCUMBRANCE

THRESHOLD

GEAR NOTES

ITEM

QUANTITY

ENCUMB.

CURRENT

ITEM

QUANTITY

ENCUMB.

OTHER PROPERTY ITEM

QUANTITY ENC

LOCATION

ITEM

PERSONAL GEAR SHEET

QUANTITY ENC

LOCATION

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