The Edge of the Aquilonian Empire v3.0
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).
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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