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Conan RPG from FFG
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The Edge of the Aquilonian Empire
adventures in the Hyborian Age at
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CONTROLWhen performing an Arcane Leap, the user can jump
vertically in addition to horizontally.
CONTROLThe user can perform an Arcane Leap as a maneuver
instead of an action.
RANGESpend Z/z to increase
power’s range by a number of range bands equal to Range upgrades purchased.
CONTROLEnhance can be used with the Coordination skill.
CONTROLEnhance can be used with the Melee Skill.
CONTROLEnhance can be used with the Ranged skill.
CONTROLEnhance can be used with the Resilience skill.
CONTROL
Enhance can be used with
the Brawl skill.
CONTROL
Ongoing effect: Commit C. The user increases his Agility
characteristic by 1 (to a maximum of 6).
CONTROLTake an Arcane Leap Action; make an Enhance power check.
The user may spend Z/z to jump horizontally to any
location in short range.
CONTROL
Ongoing effect: Commit C. The user increases his Brawn
characteristic by 1 (to a maximum of 6).
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
COST 10
COST 10
COST 10
COST 10
COST 10
COST 5
COST 5
COST 5
COST 5
COST 5
COST 10
ARCANE POWER
ENHANCEPrerequisites: Arcane Rating 1+
Ranked
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.
CONTROLWhen performing a Foresee power check as part of an initiative check, the Arcanist may spend Z/z
to allow all affected targets to take one free maneuver before the first round of combat begins.
RANGESpend Z/z to increase
power’s range by a number of range bands equal to Range upgrades purchased.
RANGESpend Z/z to increase
power’s range by a number of range bands equal to Range upgrades purchased.
RANGESpend Z/z to increase
power’s range by a number of range bands equal to Range upgrades purchased.
STRENGTH Spend Z/z to pick out specific details equal to Strength upgrades purchased.
STRENGTH Spend Z/z to pick out specific details equal to Strength upgrades purchased.
MAGNITUDE Spend Z/z to increase targets affected equal to Magnitude upgrades purchased.
MAGNITUDE Spend Z/z to increase targets affected equal to Magnitude upgrades purchased.
DURATIONSpend Z/z to increase
days into the future the user may see equal to Duration upgrades purchased.
DURATIONSpend Z/z to increase
days into the future the user may see equal to Duration upgrades purchased.
CONTROLAffected targets increase their ranged and melee defense by 2 for the first round of combat.
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
COST 10
COST 5
COST 5
COST 5
COST 5 COST 5
COST 15
COST 5
COST 5
COST 10 COST 5
COST 5
FORCE POWER
FORESEEPrerequisites: Force Rating 1+
Ranked
CONTROLWhen 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.
STRENGTHWhen stressing the mind of a target, the character inflicts 2 strain.
RANGE
Spend Z/z to increase power’s range by a number of Range bands equal to range upgrades purchased.
RANGE
Spend Z/z to increase power’s range by a number of range bands equal to Range upgrades purchased.
RANGE
Spend Z/z to increase power’s range by a number of Range bands equal to range upgrades purchased.
MAGNITUDE
Spend Z/z to increase targets affected equal to Magnitude upgrades purchased.
MAGNITUDE
Spend Z/z to increase targets affected equal to Magnitude upgrades purchased.
MAGNITUDE
Spend Z/z to increase targets affected equal to Magnitude upgrades purchased.
CONTROLThe 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.
DURATION
Spend Z/z to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
DURATION
Spend Z/z to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
DURATION
Spend Z/z to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
DURATION
Spend Z/z to increase duration by number of rounds (or minutes) equal to Duration upgrades purchased.
INFLUENCE BASIC POWERThe 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
COST 15 COST 10
COST 5 COST 5
COST 10
COST 10
COST 10
COST 5
COST 10
COST 5
COST 5
COST 5
COST 5
INFLUENCEPrerequisites: Arcane Rating 1+
RankedARCANE POWER
CONTROLThe 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.
STRENGTH
Spend Z/z to increase silhouette able to be targeted equal to Strength upgrades purchased.
STRENGTH
Spend Z/z to increase silhouette able to be targeted equal to Strength upgrades purchase.
STRENGTH
Spend Z/z to increase silhouette able to be targeted equal to Strength upgrades purchased.
STRENGTH
Spend Z/z to increase silhouette able to be targeted equal to Strength upgrades purchased.
CONTROLThe Arcanist can pull objects out of secure mountings or out of an opponent’s grasp.
CONTROLThe 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.
MOVE BASIC POWERThe 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
COST 5 COST 10
COST 10
COST 5 COST 10 COST 5 COST 5
COST 10 COST 15 COST 5 COST 15
COST 10 COST 20
COST 15
MAGNITUDESpend Z/z to increase targets affected equal to Magnitude upgrades purchased.
MAGNITUDESpend Z/z to increase targets affected equal to Magnitude upgrades purchased.
MAGNITUDESpend Z/z to increase targets affected equal to Magnitude upgrades purchased.
MAGNITUDESpend Z/z to increase targets affected equal to Magnitude upgrades purchased.
RANGE
Spend Z/z to increase power’s range by a number of range bands equal to Range upgrades purchased.
RANGE
Spend Z/z to increase power’s range by a number of range bands equal to Range upgrades purchased.
RANGE
Spend Z/z to increase power’s range by a number of range bands equal to Range upgrades purchased.
ARCANE POWER
MOVEPrerequisites: Arcane Rating 1+
Ranked
DURATION
Sense’s ongoing effects may be triggered one additional time
per round.
RANGESpend Z/z to increase
power’s range by a number of range bands equal to Range upgrades purchased.
RANGESpend Z/z to increase
power’s range by a number of range bands equal to Range upgrades purchased.
RANGESpend Z/z to increase
power’s range by a number of range bands equal to Range upgrades purchased.
MAGNITUDE Spend
Z/z to increase number of targets affected by power equal to Magnitude upgrades purchased.
MAGNITUDE Spend
Z/z to increase number of targets affected by power equal to Magnitude upgrades purchased.
MAGNITUDE Spend Z/z to increase number of targets affected by power equal to Magnitude upgrades purchased.
CONTROLOngoing effect: Commit C. Once per round, when an attack targets the Arcanist user, he upgrades the difficulty of the pool once.
CONTROLOngoing effect: Commit C. Once per round, when making a combat check, he upgrades the ability of that check once.
CONTROL
Effect: Spend Z/z. The Force user senses the current
thoughts of one living target with whom he is engaged.
STRENGTH
When using Sense’s ongoing effects, upgrade the pool twice,
instead of once.
SENSE BASIC POWERThe 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
COST 10
COST 10
COST 10
COST 5
COST 10
COST 10
COST 5
COST 10
COST 10
COST 10
COST 10
ARCANE POWER
SENSEPrerequisites: Arcane Rating 1+
Ranked
EXPERT HANDLER
Remove b per rank of Expert Handler from Survival checks made to ride beasts.
EXPERT HANDLER
Remove b per rank of Expert Handler from Survival checks made to ride beasts.
IMPROVED SPUR
Suffer 1 strain to attempt Spur as a maneuver and de- crease its difficulty to dd.
SPURTake 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.
SUPREME SPURWhen activating and maintaining Spur, the beast only suffers 1 strain instead of 2.
SOOTHING TONETake a Soothing Tone action; make a dd Knowledge: Beasts check to allow a beast to recover strain equal to s .
BEAST WRANGLER
Add b per rank of Beast Wrangler to checks to tame or wrangle creatures.
BEAST WRANGLER
Add b per rank of Beast Wrangler to checks to tame or wrangle creatures.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20 COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
LET’S RIDE
Once per round, may mount or dismount a beast as an incidental.
FORAGERRemove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.
OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.
EXPERT TRACKER
Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
EXPERT TRACKER
Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
NATURAL OUTDOORSMANOnce per session, may re-roll any 1 Resilience or Survival check.
BARBARIAN
BEAST MASTERBonus Career Skills: Athletics, Knowledge: Beasts, Perception, Survival
Active
Passive
Ranked
COORDINATED ASSAULTTake 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.
NATURAL LEADER
Once per session, may re-roll any 1 Cool or Leadership check.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15
COST 15 COST 15
COST 10
COST 10
COST 10 COST 10
COST 20
COST 20
COST 20 COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
COMMANDINGPRESENCERemove b per rank of Commanding Presence from Leadership and Cool checks.
COMMANDINGPRESENCERemove b per rank of Commanding Presence from Leadership and Cool checks.
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.
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.
CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by 10% /Rank.
OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times 10%/Rank.
SIDE STEPOnce per round, as a man-euver 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.
SIDE STEPOnce per round, as a man-euver 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.
BODY GUARDOnce 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.
BODY GUARDOnce 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.
NATURAL OUTDOORSMANOnce per session, may re-roll any 1 Resilience or Survival check.
QUICK DRAWOnce per round, draw or holster a weapon or item as an incidental.
SWIFTDo not suffer usual penalties for moving through difficult terrain.
BARBARIAN
CLAN LEADERBonus Career Skills: Cool, Discipline, Leadership, Vigiliance
Active
Passive
Ranked
ENDURING
Gain +1 soak value.
ENDURING
Gain +1 soak value.
HEROIC FORTITUDE
May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.
NATURAL BRAWLER
Once per session, may reroll any 1 Melee or Brawl check.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
FRENZIED ATTACK
When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.
FRENZIED ATTACK
When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.
FRENZIED ATTACK
When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.
FERAL STRENGTH
Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.
FERAL STRENGTH
Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.
FERAL STRENGTH
Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.
LETHAL BLOWS
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
LETHAL BLOWS
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
LETHAL BLOWS
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
COST 5
COST 5
COST 5 COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
KNOCKDOWNAfter hitting with a melee attack, may spend x to knock the target prone.
DEFENSIVE STANCE
Once per round, as a man- euver suffer a number of strain up to ranks in Defen-sive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.
BARBARIAN
REAVERBonus Career Skills: Coercion, Melee, Resilience, Survival
Active
Passive
Ranked
TOUGHENED
Gain +2 wound threshold.
IT’S NOT THAT BAD
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.
HERBAL HEALER
Herbal Remedies heal 1 additional wound per rank of Herbal Healer.
HERBAL HEALERHerbal Remedies heal 1 additional wound per rank of Herbal Healer.
HERBAL HEALERHerbal Remedies heal 1 additional wound per rank of Herbal Healer.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
POTION MAKERTake the Apply Potion action; make a dd Medicine check. If success- ful, 1 engaged ally increa-ses 1 characteristic by 1 for the encounter and suffers 4 strain.
EXPERT ALCHEMISTWhen performing an Apply Potion action, may increase the difficulty to ddd , and target only suffers 1 strain.
CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirgueon.
CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.
HERBALISTPatients recover 1 addi-tional wound per rank of Herbalist when they recover wounds from Herbal Remedies or long term care.
NATURAL HEALER
Once per session, may re-roll any 1 Medicine check.
ANATOMY LESSONS
After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.
MASTER ALCHEMISTWhen performing the Apply Potion action, spend x to increase an additional Characteristic by 1.
MASTER HEALER
Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
DODGEWhen 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.
WELL ROUNDEDChoose any 2 skills. They permanently become career skills
FORAGERRemove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
BARBARIAN
SHAMANBonus Career Skills: Deception, Medicine, Resilience, Vigilance
Active
Passive
Ranked
MASSIVE ATTACK
When making a Melee or Brawl attack, suffer strain up to ranks in Massive Attack to upgrade the attack by an equal amount.
HEROIC RESILIENCE
Immediately after being hit by an attack but before suffering damage, spend 1 Destiny Point to increase soak by ranks in Resilience.
HEAVY HITTER Once per session, spend x on a successful Melee: Heavy check to add the Breach 1 quality to the attack.
BURLYReduce any wielded weapon’s Cumbersome quality and Encumbrance rating by ranks in Burly to a minimum of 1.
BURLYReduce any wielded weapon’s Cumbersome quality and Encumbrance rating by ranks in Burly to a minimum of 1.
BURLYReduce any wielded weapon’s Cumbersome quality and Encumbrance rating by ranks in Burly to a minimum of 1.
COST 5
COST 5
COST 5 COST 5
COST 15
COST 15 COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20 COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
SIDE STEPOnce per round, as a man-euver 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.
BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.
BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
FERAL STRENGTH
FERAL STRENGTH .
FERAL STRENGTH
DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable.
GRIT
Gain +1 strain threshold.
HEROIC FORTITUDE
May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.
STRONG ARM
Treat thrown weapons as if they had 1 greater range.
ARMOR MASTER
When wearing armor, inc-rease total soak value by 1.
BARBARIAN
SHIELD BREAKERBonus Career Skills: Athletics, Cool, Melee: Heavy, Resilience
Active
Passive
Ranked
Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.
Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.
Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.
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
Each enemy affected by Scathing Tirade suffers b on all skill checks for a number of rounds equal to ranks in Coercion.
WELL ROUNDED
Choose any 2 skills. They permanently become career skills.
INSPIRING RHETORIC
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.
SCATHING TIRADE
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.
SUPREME INSPIRING RHETORICSuffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action.
SUPREME SCATHING TIRADE
Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action.
STEELY NERVESSpend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.
NATURAL CHARMER
Once per session, may re-roll any 1 Charm or Deception check.
INTENSE PRESENCE
Spend 1 Destiny Point to recover strain equal to Presence rating.
KILL WITH KINDNESS
Remove b per rank of Kill with Kindness from all Charm and Leadership checks.
KILL WITH KINDNESS
Remove b per rank of Kill with Kindness from all Charm and Leadership checks.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.
PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.
TOUGHENED
Gain +2 wound threshold.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15 COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20 COST 20 COST 20
COST 25
COST 25 COST 25 COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
DODGEWhen 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.
NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
BARBARIAN
SKALDCareer Skills: Charm, Coercion, Knowledge: Lore, Leadership
Active
Passive
Ranked
UNSTOPPABLEIf a Critical Injury roll is 1 or reduced to 1, do not received the Critical Injury.
PHYSICAL TRAINING
Add b per rank of Physical Training to Athletics and Resilience checks.
PHYSICAL TRAINING
Add b per rank of Physical Training to Athletics and Resilience checks.
GRIT
Gain +1 strain threshold.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
COST 5
COST 5 COST 5
COST 5
COST 15
COST 15
COST 15 COST 15
COST 10
COST 10 COST 10
COST 10
COST 20
COST 20
COST 20 COST 20
COST 25
COST 25 COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
STRONG ARMTreat thrown weapons as if they had 1 greater range.
POINT BLANKAdd 1 damage per rank of Point Blank to damage of one hit of successful Ranged attacks made while at short range or engaged.
ARMOR MASTERWhen wearing armor, inc-rease total soak value by 1.
IMPROVED ARMOR MASTER
When wearing armor with a soak value of 2 or higher, increase defense by 1.
DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable.
DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable.
NATURAL OUTDOORSMANOnce per session, may re-roll any 1 Resilience or Survival check.
BLOODEDAdd 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.
HEROIC FORTITUDE
May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.
FERAL STRENGTH
Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.
FERAL STRENGTH
Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.
KNOCKDOWNAfter hitting with a melee attack, may spend x to knock the target prone.
BARBARIAN
WARRIORSpec Bonus Career Skills: Cool, Melee, Resilience, Stealth
Active
Passive
Ranked
LAST ONE STANDING BASE ABILITYOnce 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.
UNMATCHED PROTECTION BASE ABILITYOnce 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.
REDUCE SETBACK
Remove b from skill check to activate Last One Standing.
REDUCE SETBACK
Remove b from skill check to activate Last One Standing.
DURATIONUnmatched Protection lasts for one additional round.
DURATIONUnmatched Protection lasts for one additional round.
DURATIONUnmatched Protection lasts for one additional round.
REDUCE DIFFICULTY
Reduce the difficulty of the skill check to activate Last One Standing to dd .
ADD BOOSTAdd b to skill check to ac-tive Last One Standing.
ADD BOOSTAdd b to skill check to ac-tive Last One Standing.
INCREASE EFFECT
When triggering Last One Standing, also eliminate one rival per Increase Effect upgrade.
INCREASE EFFECT
When triggering Last One Standing, also eliminate one rival per Increase Effect upgrade.
DESTINYUnmatched Protection costs 1 Destiny Point instead of 2.
SOAKGain +1 soak while Unmatched Protection is active.
ADDITIONALREDUCTIONMay reduce the damage of 1 additional hit suffered each round.
ADDITIONALREDUCTIONMay reduce the damage of 1 additional hit suffered each round.
PROTECT ALLYOnce per session, while ability is active, may choose to be hit by an attack that would hit an engaged ally.
DESTINYLast One Standing costs 1 Destiny Point instead of 2.
COST 30
COST 30
COST 10
COST 10
COST 10
COST 10
COST 10
COST 10
COST 10
COST 10
COST 15
COST 15
COST 15
COST 15
COST 15
COST 15
COST 15
COST 15
CAREER
BARBARIANCareer Skills: Athletics, Brawl, Coercion, Melee, Perception
Ranged, Riding, Survival
Base Ability
Upgrade
Ranked
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.
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.
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.
NATURAL SCHOLAR
Once per session, may re-roll any 1 Knowledge skill check.
RESEARCHERRemove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
INTENSE FOCUSPerform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.
CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
STROKE OF GENIUS
Once per session, make one skill check using Intellect rather than the characteristic linked to that skill.
MENTAL FORTRESS
Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect or Cunning checks until end of encounter.
TOUGHENED
Gain +2 wound threshold.
RESPECTED SCHOLAR
May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.
RESPECTED SCHOLAR
May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.
CUNNING LINGUIST
Grants b on all attempts to communicate in unknown toungues per rank in Cunning Linguist
GRIT
Gain +1 strain threshold.
COST 5
COST 5
COST 5
COST 5
COST 15 COST 15
COST 15 COST 15
COST 10 COST 10
COST 10
COST 10
COST 20
COST 20 COST 20 COST 20
COST 25 COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.
RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.
RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.
RESEARCHERRemove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
WELL ROUNDED
Choose any 2 skills. They permanently become career skills.
CITIZEN
ACADEMICBonus Career Skills: Education, Knowledge: Any, Knowledge: Any, Perception
Active
Passive
Ranked
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
Each enemy affected by Scathing Tirade suffers b on all skill checks for a number of rounds equal to ranks in Coercion.
WELL ROUNDED
Choose any 2 skills. They permanently become career skills.
INSPIRING RHETORIC
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.
SCATHING TIRADE
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.
SUPREME INSPIRING RHETORICSuffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action.
SUPREME SCATHING TIRADE
Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action.
STEELY NERVESSpend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.
NATURAL CHARMER
Once per session, may re-roll any 1 Charm or Deception check.
INTENSE PRESENCE
Spend 1 Destiny Point to recover strain equal to Presence rating.
KILL WITH KINDNESS
Remove b per rank of Kill with Kindness from all Charm and Leadership checks.
KILL WITH KINDNESS
Remove b per rank of Kill with Kindness from all Charm and Leadership checks.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.
PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.
TOUGHENED
Gain +2 wound threshold.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15 COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20 COST 20 COST 20
COST 25
COST 25 COST 25 COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
DODGEWhen 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.
NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
CITIZEN
AMBASSADORCareer Skills: Charm, Coercion, Deception, Knowledge: Greater or Lesser Kingdoms
Active
Passive
Ranked
BOUGHT INFOInstead 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.
GREASED PALMS
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.
TOUGHNESS
Gain +2 wound threshold.
TOUGHNESS
Gain +2 wound threshold.
SOUND INVESTMENTSAt the start of each session, gain 100 silver for each rank of Sound Investments.
SOUNDINVESTMENTSAt the start of each session, gain 100 silver for each rank of Sound Investments.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10 COST 10
COST 10
COST 20 COST 20 COST 20
COST 20
COST 25 COST 25
COST 25 COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
KNOW SOMEBODY Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.
KNOW SOMEBODY
Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.
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.
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.
WHEEL AND DEAL
When selling goods legally, gain 10% more credits per rank of Wheel and Deal.
WHEEL AND DEAL
When selling goods legally, gain 10% more credits per rank of Wheel and Deal.
MASTER MERCHANT
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.
INTENSE FOCUSPerform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.
SUPERIOR REFLEXES
Gain +1 melee defence.
NATURAL NEGOTIATOR
Once per session, may re-roll any 1 Cool or Negotiation check.
CITIZEN
CRAFTSMANBonus Career Skills: Craft: Trade, Discipline, Knowledge: Trade, Negotiation
Active
Passive
Ranked
POTION MAKERTake the Apply Potion action; make a dd Medicine check. If success- ful, 1 engaged ally increa-ses 1 characteristic by 1 for the encounter and suffers 4 strain.
EXPERT ALCHEMISTWhen performing an Apply Potion action, may increase the difficulty to ddd , and target only suffers 1 strain.
PRESSURE POINT
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).
CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.
CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.
CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.
HERBALISTPatients recover 1 addi-tional wound per rank of Herbalist when they recover wounds from herbal remedies & long term care.
HERBALISTPatients recover 1 addi-tional wound per rank of Herbalist when they recover wounds from Herbal Remedies & long term care.
NATURAL DOCTOR
Once per session, may re-roll any 1 Medicine check.
TOUGHENED
Gain +2 wound threshold.
ANATOMY LESSONS
After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.
MASTER ALCHEMISTWhen performing the Apply Potion action, spend x to increase an additional Characteristic by 1.
MASTER HEALER Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.
RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.
COST 5 COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
DODGEWhen 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.
CITIZEN
HEALERBonus Career Skills: Cool, Knowledge (Education), Medicine, Resilience
Active
Passive
Ranked
NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
SPARE POUCHSpend 1 Destiny Point to produce a previously undocumented item (with restrictions) from a pouch or a satchel.
STEELY NERVES
Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.
BLACK MARKET CONTACTS
When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.
BLACK MARKET CONTACTS
When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.
NATURAL NEGOTIATOR
Once per session, may re-roll any 1 Cool or Negotiation check.
MASTER MERCHANT
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.
KNOW SOMEBODY
Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.
KNOW SOMEBODY
Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.
KNOW SOMEBODY
Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.
CONVINCING DEMEANORRemove b per rank of Convincing Demeanor from Deception or Skulduggery checks.
WHEEL AND DEAL
When selling goods legally, gain 10% more credits per rank of Wheel and Deal.
WHEEL AND DEAL
When selling goods legally, gain 10% more credits per rank of Wheel and Deal.
WHEEL AND DEAL
When selling goods legally, gain 10% more credits per rank of Wheel and Deal.
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.
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.
COST 5 COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20 COST 20
COST 25
COST 25 COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
GRIT
Gain +1 strain threshold.
TOUGHENED
Gain +2 wound threshold.
CITIZEN
TRADERBonus Career Skills: Deception, Knowledge: Empire, Knowledge: Underworld, Negotiation
Active
Passive
Ranked
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.
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.
REDUCE SETBACK
Remove b from skill check to activate Insightful Revelation.
REDUCE SETBACK
Remove b from career skill checks made while Unmatched Expertise is activated.
ADD BOOSTAdd b to skill check to ac-tivate Insightful Revelation.
REDUCE DIFFICULTY
Reduce the difficulty of career skill checks by 2 instead of 1.
DESTINYInsightful Revelation costs 1 Destiny Point instead of 2.
ACTIVATIONActivate Unmatched Exper-tise as a maneuver instead of an action.
REDUCE SETBACK
Remove b from skill check to activate Insightful Revelation.
SUPERIOR REDUCTION
Once per session while ability is activated, may reduce the difficulty of one non-career skill.
REDUCE DIFFICULTY
Reduce the difficulty of the skill check to activate In-sightful Revelation to dd .
ACTIVATIONActivate Unmatched Exper-tise as an incidental that can be triggered out of turn instead of a maneuver.
INCREASE EFFECT
If the check is successful, the character may spend x to gain another piece of equally useful information..
DESTINYUnmatched Expertise costs 1 Destiny Point to activate instead of 2.
ADDITIONAL SKILLS
When making the Insight-ful Revelation action, the character may use any Knowledge skill.
REDUCE SETBACK
Remove b from career skill checks made while Unmatched Expertise is activated.
DURATIONThe character may per-form the Insightful Revela-tion action one additional time per session..
REDUCE DIFFICULTY
The difficulty of all career Skill Checks is reduced to Simple (–) instead of d.
COST 30
COST 30
COST 10
COST 10
COST 10
COST 10
COST 10
COST 10
COST 10
COST 10
COST 15
COST 15
COST 15
COST 15
COST 15
COST 15
COST 15
COST 15
CAREER
CITIZENCareer Skills: Charm, Deception, Education, Knowledge: Greater or Lesser Kingdoms,
Knowledge: Lore. Leadership, Negotiation, Streetwise
Base Ability
Upgrade
Ranked
COORDINATED ASSAULTTake 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.
NATURAL LEADER
Once per session, may re-roll any 1 Cool or Leadership check.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15
COST 15 COST 15
COST 10
COST 10
COST 10 COST 10
COST 20
COST 20
COST 20 COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
COMMANDINGPRESENCERemove b per rank of Commanding Presence from Leadership and Cool checks.
COMMANDINGPRESENCERemove b per rank of Commanding Presence from Leadership and Cool checks.
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.
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.
CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by 10% /Rank.
OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times 10%/Rank.
SIDE STEPOnce per round, as a man-euver 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.
SIDE STEPOnce per round, as a man-euver 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.
BODY GUARDOnce 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.
BODY GUARDOnce 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.
NATURAL OUTDOORSMANOnce per session, may re-roll any 1 Resilience or Survival check.
QUICK DRAWOnce per round, draw or holster a weapon or item as an incidental.
SWIFTDo not suffer usual penalties for moving through difficult terrain.
CLERGY
CHAMPIONSpec Bonus Career Skills: Coercion, Melee, Riding, Vigiliance
Active
Passive
Ranked
TOUGHENED
Gain +2 wound threshold.
IT’S NOT THAT BAD
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.
HERBAL HEALER
Herbal Remedies heal 1 additional wound per rank of Herbal Healer.
HERBAL HEALERHerbal Remedies heal 1 additional wound per rank of Herbal Healer.
HERBAL HEALERHerbal Remedies heal 1 additional wound per rank of Herbal Healer.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
POTION MAKERTake the Apply Potion action; make a dd Medicine check. If success- ful, 1 engaged ally increa-ses 1 characteristic by 1 for the encounter and suffers 4 strain.
EXPERT ALCHEMISTWhen performing an Apply Potion action, may increase the difficulty to ddd , and target only suffers 1 strain.
CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirgueon.
CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.
HERBALISTPatients recover 1 addi-tional wound per rank of Herbalist when they recover wounds from Herbal Remedies or long term care.
NATURAL HEALER
Once per session, may re-roll any 1 Medicine check.
ANATOMY LESSONS
After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.
MASTER ALCHEMISTWhen performing the Apply Potion action, spend x to increase an additional Characteristic by 1.
MASTER HEALER
Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
DODGEWhen 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.
WELL ROUNDEDChoose any 2 skills. They permanently become career skills
FORAGERRemove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
CLERGY
CLERICCareer Skills: Cool, Education, Medicine, Resilience
Active
Passive
Ranked
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
Each enemy affected by Scathing Tirade suffers b on all skill checks for a number of rounds equal to ranks in Coercion.
WELL ROUNDED
Choose any 2 skills. They permanently become career skills.
INSPIRING RHETORIC
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.
SCATHING TIRADE
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.
SUPREME INSPIRING RHETORICSuffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action.
SUPREME SCATHING TIRADE
Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action.
STEELY NERVESSpend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.
NATURAL CHARMER
Once per session, may re-roll any 1 Charm or Deception check.
INTENSE PRESENCE
Spend 1 Destiny Point to recover strain equal to Presence rating.
KILL WITH KINDNESS
Remove b per rank of Kill with Kindness from all Charm and Leadership checks.
KILL WITH KINDNESS
Remove b per rank of Kill with Kindness from all Charm and Leadership checks.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.
PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.
TOUGHENED
Gain +2 wound threshold.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15 COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20 COST 20 COST 20
COST 25
COST 25 COST 25 COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
DODGEWhen 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.
NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
CLERGY
EVANGELISTBonus Career Skills: Charm, Coercion, Education, Knowledge: Any
Active
Passive
Ranked
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.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
COST 5
COST 5
COST 5
COST 5
COST 15 COST 15
COST 15
COST 15
COST 10 COST 10
COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
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.
SCATHING TIRADE
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.
SUPREME SCATHING TIRADE
Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action.
PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.
PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.
NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
CONVINCINGDEMEANORRemove b per rank of Convincing Demeanor from Deception or Skulduggery checks.
CONVINCINGDEMEANORRemove b per rank of Convincing Demeanor from Deception or Skulduggery checks.
STREET SMARTS
Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.
STREET SMARTS
Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.
INTIMIDATINGMay 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.
INTIMIDATINGMay 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.
INTIMIDATINGMay 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.
INTIMIDATINGMay 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.
NATURAL ENFORCER
Once per session, may re-roll any 1 Coercion or Streetwise check.
CLERGY
MENDICANTBonus Career Skills: Brawl, Coercion, Medicine, Streetwise
Active
Passive
Ranked
ROSETTA STONERemove b per rank in Rosetta Stone from checks to decrypt Ancient glyphs. Decrease difficulty of checks to decipher such hieroglyphs by 1.
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.
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.
NATURAL SCHOLAR
Once per session, may re-roll any 1 Knowledge skill check.
RESEARCHERRemove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
INTENSE FOCUSPerform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.
CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
SUDDEN REVELATION
Once per session, make one skill check using Intellect rather than the characteristic linked to that skill.
MENTAL FORTRESS
Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect or Cunning checks until end of encounter.
TOUGHENED
Gain +2 wound threshold.
RESPECTED SCHOLAR
May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.
RESPECTED SCHOLAR
May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.
CUNNING LINGUIST
Grants b on all attempts to communicate in unknown toungues per rank in Cunning Linguist
GRIT
Gain +1 strain threshold.
COST 5
COST 5
COST 5
COST 5
COST 15 COST 15
COST 15 COST 15
COST 10 COST 10
COST 10
COST 10
COST 20
COST 20 COST 20 COST 20
COST 25 COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.
RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.
RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.
RESEARCHERRemove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
WELL ROUNDED
Choose any 2 skills. They permanently become career skills.
CLERGY
MONKCareer Skills: Education, Knowledge: Religion, Knowledge: Any, Lore
Active
Passive
Ranked
WORKS LIKE A CHARM
Once per session, make one skill check using Presence rather than the characteristic linked to that skill.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
NATURAL CHARMER
Once per session, may re-roll any 1 Charm or Deception check.
COST 5 COST 5 COST 5 COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10 COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25 COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
INDISTINGUISHABLE
Upgrade difficulty of checks to identify char-acter once per rank of Indistinguishable.
INDISTINGUISHABLE
Upgrade difficulty of checks to identify char-acter once per rank of Indistinguishable.
KILL WITH KINDNESS
Remove b per rank of Kill with Kindness from all Charm and Leadership checks.
KILL WITH KINDNESS
Remove b per rank of Kill with Kindness from all Charm and Leadership checks.
NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
DODGEWhen 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.
DODGEWhen 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.
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.
INSPIRING RHETORIC
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.
SUPREME INSPIRING RHETORIC
Suffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action.
STEELY NERVES
Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.
INTENSE PRESENCE
Spend 1 Destiny Point to recover strain equal to Presence rating.
SIXTH SENSE
Gain +1 ranged defense.
CLERGY
PRIESTBonus Career Skills: Charm, Coercion, Education, Negotiation
Active
Passive
Ranked
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.
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.
REDUCE SETBACK
Remove b from skill check to activate Insightful Revelation.
REDUCE SETBACK
Remove b from career skill checks made while Unmatched Expertise is activated.
ADD BOOSTAdd b to skill check to ac-tivate Insightful Revelation.
REDUCE DIFFICULTY
Reduce the difficulty of career skill checks by 2 instead of 1.
DESTINYInsightful Revelation costs 1 Destiny Point instead of 2.
ACTIVATIONActivate Unmatched Exper-tise as a maneuver instead of an action.
REDUCE SETBACK
Remove b from skill check to activate Insightful Revelation.
SUPERIOR REDUCTION
Once per session while ability is activated, may reduce the difficulty of one non-career skill.
REDUCE DIFFICULTY
Reduce the difficulty of the skill check to activate In-sightful Revelation to dd .
ACTIVATIONActivate Unmatched Exper-tise as an incidental that can be triggered out of turn instead of a maneuver.
INCREASE EFFECT
If the check is successful, the character may spend x to gain another piece of equally useful information..
DESTINYUnmatched Expertise costs 1 Destiny Point to activate instead of 2.
ADDITIONAL SKILLS
When making the Insight-ful Revelation action, the character may use any Knowledge skill.
REDUCE SETBACK
Remove b from career skill checks made while Unmatched Expertise is activated.
DURATIONThe character may per-form the Insightful Revela-tion action one additional time per session..
REDUCE DIFFICULTY
The difficulty of all career Skill Checks is reduced to Simple (–) instead of d.
COST 30
COST 30
COST 10
COST 10
COST 10
COST 10
COST 10
COST 10
COST 10
COST 10
COST 15
COST 15
COST 15
COST 15
COST 15
COST 15
COST 15
COST 15
CAREER
CLERGYCareer Skills: Charm, Deception, Discipline, Knowledge: Lore,
Knowledge: Religion. Leadership, Medicine, Perception
Base Ability
Upgrade
Ranked
INTENSE PRESENCE
Spend 1 Destiny Point to recover strain equal to Presence rating.
NATURAL ATHLETE
Once per session, may re-roll any 1 Athletics or Coordination check.
CONGENIALAs 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.
IMPROVED DISTRACTING BEHAVIOR
The Distracting Behavior maneuver inflicts tt on NPC’s checks when NPCs target character’s allies.
GRIT
Gain +1 strain threshold.
TOUGHENED
Gain +2 wound threshold.
BIGGEST FANOnce per session, may take a Biggest Fan action; make a ddd Charm check to turn one NPC into the character’s biggest fan.
COORDINATION DODGEWhen targeted by a combat check, may spend 1 Destiny Point to add f equal to ranks in Coordination to check.
DECEPTIVE TAUNT
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.
DISTRACTING BEHAVIORAs 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.
DISTRACTING BEHAVIORAs 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.
DISTRACTINGBEHAVIORAs 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
COST 5
COST 5
COST 5
COST 15
COST 15 COST 15
COST 15
COST 10 COST 10 COST 10
COST 10
COST 20
COST 20
COST 20 COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
CONVINCING DEMEANORRemove b per rank of Convincing Demeanor from Deception or Skulduggery checks.
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.
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.
KILL WITH KINDNESS
Remove b per rank of Kill with Kindness from all Charm and Leadership checks.
DODGEWhen 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.
JUMP UPOnce per round, may stand from seated or prone as an incidental.
SECOND WINDOnce per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
COLONIST
BARDBonus Career Skills: Charm, Coordination, Deception, Knowledge: Lore
Active
Passive
Ranked
AMICOSpend 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.
AMICOSpend 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.
INIMICOSpend 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
INIMICOSpend 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
UNRELENTING SKEPTIC
When targeted by a Deception check, the character automatically adds f to the check equal to ranks in Vigilance.
IMPROVED UNRELENTING SKEPTICWhen targeted by a Deception check that fails, may spend 1 Destiny Point to add y to results.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
TOUGHENED
Gain +2 wound threshold.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10 COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25
COST 25 COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
NATURAL MARKSMAN
Once per session, may re-roll any 1 Ranged (Light) or Ranged (Heavy) check.
HARD HEADEDWhen staggered or disor- iented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.
HARD HEADEDWhen staggered or disor- iented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.
STREET SMARTS
Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.
QUICK DRAWOnce per round, draw or sheath a weapon or item as an incidental.
DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.
DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.
POINT BLANKAdd 1 damage per rank of Point Blank to damage of one hit of successful Ranged attacks made while at short range or engaged.
POINT BLANKAdd 1 damage per rank of Point Blank to damage of one hit of successful Ranged attacks made while at short range or engaged.
IMPROVED HARD HEADEDWhen incapacitated due to strain exceeding threshold, take a ddddd Disc-ipline check (–d per rank of Hard Headed) to reduce strain to 1 below threshold.
COLONIST
CONSTABLEBonus Career Skills: Coercion, Knowledge (Underworld), Melee, Vigilance
Active
Passive
Ranked
CARTOGRAPHEROnce per round, suffer 2 strain to decrease the difficulty of next Astronomy check by 1 to a minimum of d.
MASTER HORSEMAN
Add one point of Defense per rank of Master Horseman when mounted.
DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.
HORSEMANRemove b per rank of Horseman from all Ride checks.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
JUMP UPOnce per round, may stand from seated or prone as an incidental.
KNOCKDOWNAfter hitting with a melee attack, may spend x to knock the target prone.
DODGEWhen 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.
DODGEWhen 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.
MAPPERRemove b per rank of Mapper from Astronomy checks. Astronomy checks take half normal time.
MAPPERRemove b per rank of Mapper from Astronomy checks. Astronomy checks take half normal time.
STREET SMARTS
Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.
STREET SMARTS
Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.
RAPID RECOVERY
When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.
RAPID RECOVERY
When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.
RAPID RECOVERY
When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.
COST 5
COST 5 COST 5 COST 5
COST 15
COST 15 COST 15 COST 15
COST 10
COST 10
COST 10 COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25
COST 25 COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
COLONIST
FRINGERBonus Career Skills: Astronomy, Coordination, Negotiation, Streetwise
Active
Passive
Ranked
POTION MAKERTake the Apply Potion action; make a dd Medicine check. If success- ful, 1 engaged ally increa-ses 1 characteristic by 1 for the encounter and suffers 4 strain.
EXPERT ALCHEMISTWhen performing an Apply Potion action, may increase the difficulty to ddd , and target only suffers 1 strain.
PRESSURE POINT
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).
CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.
CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.
CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.
HERBALISTPatients recover 1 addi-tional wound per rank of Herbalist when they recover wounds from herbal remedies & long term care.
HERBALISTPatients recover 1 addi-tional wound per rank of Herbalist when they recover wounds from Herbal Remedies & long term care.
NATURAL DOCTOR
Once per session, may re-roll any 1 Medicine check.
TOUGHENED
Gain +2 wound threshold.
ANATOMY LESSONS
After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.
MASTER ALCHEMISTWhen performing the Apply Potion action, spend x to increase an additional Characteristic by 1.
MASTER HEALER Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.
RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.
COST 5 COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
DODGEWhen 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.
COLONIST
HEALERBonus Career Skills: Cool, Knowledge (Education), Medicine, Resilience
Active
Passive
Ranked
THROWING CREDITS
At the beginning of a session, spend 100 Silver Pieces to ignore the strain threshold penalty due to a triggered Obligation.
TOUGHENED
Gain +2 wound threshold.
NATURAL MERCHANT
Once per session, may re-roll any 1 Streetwise or Negotiation check.
SOUND INVESTMENTS At the start of each session, gain 50 Silver Pieces for each rank of Sound Investments.
SOUND INVESTMENTS At the start of each session, gain 50 Silver Pieces for each rank of Sound Investments.
SOUNDINVESTMENTSAt the start of each session, gain 50 Silver Pieces for each rank of Sound Investments.
SOUND INVESTMENTSAt the start of each session, gain 50 Silver Pieces for each rank of Sound Investments.
SOUND INVESTMENTSAt the start of each session, gain 50 Silver Pieces for each rank of Sound Investments.
GRIT
Gain +1 strain threshold.
COST 5 COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
MASTER MERCHANT
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.
KNOW SOMEBODY
Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.
WHEEL AND DEAL
When selling goods legally, gain 10% more credits per rank of Wheel and Deal.
WHEEL AND DEAL
When selling goods legally, gain 10% more credits per rank of Wheel and Deal.
PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.
RAPID RECOVERY
When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.
RAPID RECOVERY
When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.
INTENSE FOCUSPerform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.
BOUGHT INFO 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.
GREASED PALMS 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.
COLONIST
MERCATORBonus Career Skills: Discipline, Knowledge: Education, Knowledge: Underworld, Negotiation
Active
Passive
Ranked
ROSETTA STONERemove b per rank in Rosetta Stone from checks to decrypt Ancient glyphs. Decrease difficulty of checks to decipher such hieroglyphs by 1.
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.
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.
NATURAL SCHOLAR
Once per session, may re-roll any 1 Knowledge skill check.
RESEARCHERRemove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
INTENSE FOCUSPerform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.
CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
STROKE OF GENIUS
Once per session, make one skill check using Intellect rather than the characteristic linked to that skill.
MENTAL FORTRESS
Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect or Cunning checks until end of encounter.
TOUGHENED
Gain +2 wound threshold.
RESPECTED SCHOLAR
May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.
RESPECTED SCHOLAR
May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.
CUNNING LINGUIST
Grants b on all attempts to communicate in unknown toungues per rank in Cunning Linguist
GRIT
Gain +1 strain threshold.
COST 5
COST 5
COST 5
COST 5
COST 15 COST 15
COST 15 COST 15
COST 10 COST 10
COST 10
COST 10
COST 20
COST 20 COST 20 COST 20
COST 25 COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.
RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.
RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.
RESEARCHERRemove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
WELL ROUNDED
Choose any 2 skills. They permanently become career skills.
COLONIST
SCHOLARBonus Career Skills: Knowledge: Any, Knowledge: Any, Knowledge: Any, Perception
Active
Passive
Ranked
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.
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.
REDUCE SETBACK
Remove b from skill check to activate Insightful Revelation.
REDUCE SETBACK
Remove b from career skill checks made while Unmatched Expertise is activated.
ADD BOOSTAdd b to skill check to ac-tivate Insightful Revelation.
REDUCE DIFFICULTY
Reduce the difficulty of career skill checks by 2 instead of 1.
DESTINYInsightful Revelation costs 1 Destiny Point instead of 2.
ACTIVATIONActivate Unmatched Exper-tise as a maneuver instead of an action.
REDUCE SETBACK
Remove b from skill check to activate Insightful Revelation.
SUPERIOR REDUCTION
Once per session while ability is activated, may reduce the difficulty of one non-career skill.
REDUCE DIFFICULTY
Reduce the difficulty of the skill check to activate In-sightful Revelation to dd .
ACTIVATIONActivate Unmatched Exper-tise as an incidental that can be triggered out of turn instead of a maneuver.
INCREASE EFFECT
If the check is successful, the character may spend x to gain another piece of equally useful information..
DESTINYUnmatched Expertise costs 1 Destiny Point to activate instead of 2.
ADDITIONAL SKILLS
When making the Insight-ful Revelation action, the character may use any Knowledge skill.
REDUCE SETBACK
Remove b from career skill checks made while Unmatched Expertise is activated.
DURATIONThe character may per-form the Insightful Revela-tion action one additional time per session..
REDUCE DIFFICULTY
The difficulty of all career Skill Checks is reduced to Simple (–) instead of d.
COST 30
COST 30
COST 10
COST 10
COST 10
COST 10
COST 10
COST 10
COST 10
COST 10
COST 15
COST 15
COST 15
COST 15
COST 15
COST 15
COST 15
COST 15
CAREER
COLONISTCareer Skills: Brawl, Charm, Education, Knowledge, Melee: Light
Negotiation, Streetwise, Vigilance
Base Ability
Upgrade
Ranked
EXPERT HANDLER
Remove b per rank of Expert Handler from Survival checks made to ride beasts.
EXPERT HANDLER
Remove b per rank of Expert Handler from Survival checks made to ride beasts.
IMPROVED SPUR
Suffer 1 strain to attempt Spur as a maneuver and de- crease its difficulty to dd.
SPURTake 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.
SUPREME SPURWhen activating and maintaining Spur, the beast only suffers 1 strain instead of 2.
SOOTHING TONETake a Soothing Tone action; make a dd Knowledge: Beasts check to allow a beast to recover strain equal to s .
BEAST WRANGLER
Add b per rank of Beast Wrangler to checks to tame or wrangle creatures.
BEAST WRANGLER
Add b per rank of Beast Wrangler to checks to tame or wrangle creatures.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20 COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
LET’S RIDE
Once per round, may mount or dismount a beast as an incidental.
FORAGERRemove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.
OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.
EXPERT TRACKER
Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
EXPERT TRACKER
Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
NATURAL OUTDOORSMANOnce per session, may re-roll any 1 Resilience or Survival check.
EXPLORER
ANIMAL HANDLERBonus Career Skills: Athletics, Knowledge: Beasts, Perception, Survival
Active
Passive
Ranked
COMMANDING PRESENCERemove b per rank of Commanding Presence from Leadership and Cool checks.
COMMANDINGPRESENCERemove b per rank of Commanding Presence from Leadership and Cool checks.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
DEFEND THE SHIP
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.
COST 5 COST 5
COST 5
COST 5
COST 15 COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
SOLID REPAIRSThe character repairs 1 additional hull trauma per rank of Solid Repairs whenever he oversees the repairs to a ship or vessel
SOLID REPAIRSThe character repairs 1 additional hull trauma per rank of Solid Repairs whenever he oversees repairs to a ship or vessel.
SOLID REPAIRSThe character repairs 1 additional hull trauma per rank of Solid Repairs whenever he oversees repairs to a ship or vessel.
COMMANDAdd b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.
COMMANDAdd b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.
RAPID REACTION
Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.
RAPID REACTION
Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.
CARTOGRAPHER
Remove b per rank of Cartographer from Astronomy/Cartography checks. Such checks take half normal time.
CARTOGRAPHER
Remove b per rank of Cartographer from Astronomy/Cartography checks. Such checks take half normal time.
CARTOGRAPHER
Remove b per rank of Cartographer from Astronomy/Cartography checks. Such checks take half normal time.
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.
FAMILIAR SEAS
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.
HOLD TOGETHERSpend 1 Destiny Point to perform a Hold Together incidental immediately after a ship or vessel takes damage to turn it into system strain.
MASTER CARTOGPHER
Once per round, suffer 2 strain to decrease the difficulty of next Astronomy/Cartography check by 1 to a minimum of d.
EXPLORER
CAPTAINBonus Career Skills: Discipline, Leadership, Navigation, Scribe
Active
Passive
Ranked
NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
SPARE POUCHSpend 1 Destiny Point to produce a previously undocumented item (with restrictions) from a pouch or a satchel.
STEELY NERVES
Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.
BLACK MARKET CONTACTS
When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.
BLACK MARKET CONTACTS
When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.
NATURAL NEGOTIATOR
Once per session, may re-roll any 1 Cool or Negotiation check.
MASTER MERCHANT
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.
KNOW SOMEBODY
Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.
KNOW SOMEBODY
Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.
KNOW SOMEBODY
Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.
CONVINCING DEMEANORRemove b per rank of Convincing Demeanor from Deception or Skulduggery checks.
WHEEL AND DEAL
When selling goods legally, gain 10% more credits per rank of Wheel and Deal.
WHEEL AND DEAL
When selling goods legally, gain 10% more credits per rank of Wheel and Deal.
WHEEL AND DEAL
When selling goods legally, gain 10% more credits per rank of Wheel and Deal.
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.
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.
COST 5 COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20 COST 20
COST 25
COST 25 COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
GRIT
Gain +1 strain threshold.
TOUGHENED
Gain +2 wound threshold.
EXPLORER
PEDDLERBonus Career Skills: Deception, Knowledge: Empire, Knowledge: Underworld, Negotiation
Active
Passive
Ranked
NATURAL PILOT
Once per session, may re-roll any 1 Piloting check.
DEAD TO RIGHTS
Spend 1 Destiny Point to add additional damage equal to half Agility (round up) to one hit of a successful attack.
IMPROVED DEAD TO RIGHTS
Spend 1 Destiny Point to add additional damage equal to Agility to one hit of a successful attack.
BRILLIANT EVASION
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 5
COST 5
COST 5 COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20 COST 20 COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
IMPROVEDOPEN SAILSSuffer 1 strain to attempt Open Sails as a maneuver and decrease its difficulty to dd.
TRICKY SAILORCount vessel or ship piloted as having a silhouette 1 lower when being attacked.
SKILLED SAILOR
Remove b per rank of Skilled Sailor from all Piloting checks.
SKILLED SAILOR
Remove b per rank of Skilled Sailor from all Piloting checks.
COME ABOUT
Increase defense of vessel or ship being piloted by 1 per rank of Come About.
SUPREME OPEN SAILSWhen performing Open Sails top speed increases by 2 instead of 1.
MASTER SAILOROnce per round when Piloting a ship, may suffer 2 strain to perform any action as a maneuver.
OPEN SAILSTake 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.
BOARDING PARTY
Once per round, may enter or exit a vessel as an incidental.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
ASTRONOMERRemove b per rank of Astronomer from Astronomy/Cartography checks. Such checks take half normal time.
ASTRONOMERRemove b per rank of Astronomer from Astronomy/Cartography checks. Such checks take half normal time.
TOUGHENED
Gain +2 wound threshold.
RAPID RECOVERY
When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.
EXPLORER
SAILORBonus Career Skills: Astronomy, Knowledge: Ship, Melee: Light, Pilot Ship
Active
Passive
Ranked
NATURAL HUNTER
Once per session, may re-roll any 1 Perception or Vigillance check.
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.
LET’S RIDEOnce per round, may mount or dismount a beast as an incidental.
DISORIENTAfter hitting with a combat check, may spend aa to disorient target for a number of rounds equal to ranks in Disorient.
DISORIENTAfter hitting with a combat check, may spend aa to disorient target for a number of rounds equal to ranks in Disorient.
BELT POUCHSpend 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.
STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.
SHORTCUTDuring a chase, add b per rank in Shortcut to any checks made to catch or escape an opponent.
SHORTCUTDuring 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
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10 COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25 COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
RAPID RECOVERY
When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.
RAPID RECOVERY
When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.
GRIT
Gain +1 strain threshold.
TOUGHENED
Gain +2 wound threshold.
GRIT
Gain +1 strain threshold.
STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.
FORAGERRemove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
HEIGHTENEDAWARENESSAllies within close range add b to Perception or Vigilance checks. Engaged allies add bb .
QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
EXPLORER
SCOUTBonus Career Skills: Athletics, Medicine, Ride Horse, Survival
Active
Passive
Ranked
STUNNING BLOW
When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.
PINTake 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.
RESEARCHERRemove b per rank in Researcher from all Knowledge checks. Researching a subject takes half the time.
RESPECTED SCHOLAR
May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.
RESOLVEWhen the character invol- untarily suffers strain, he suffers 1 less strain per rank or Resolve (min 1).
GRIT
Gain +1 strain threshold.
HARD HEADEDWhen staggered or disor- iented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.
WELL ROUNDED
Choose any 2 skills. They permanently become career skills
KNOCKDOWNAfter hitting with a melee attack, may spend x to knock the target prone.
TOUGHENED
Gain +2 wound threshold.
ENDURING
Gain +1 soak value.
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
GRIT
Gain +1 strain threshold.
KNOWLEDGE SPECIALIZATION
When acquired, choose 1 knowledge skill. May spend x when rolling that skill to gain s equal to ranks in Knowledge Specialization.
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 15
COST 10
COST 20
COST 25
COST 5
COST 15
COST 10
COST 20
COST 25
COST 5
COST 15
COST 10
COST 20
COST 25
COST 5
COST 15
COST 10
COST 20
COST 25
COST 5
HARD HEADEDWhen staggered or disor- iented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.
RESEARCHERRemove b per rank in Researcher from all Knowledge checks. Researching a subject takes half the time.
KNOWLEDGE SPECIALIZATION
When acquired, choose 1 knowledge skill. May spend x when rolling that skill to gain s equal to ranks in Knowledge Specialization.
RESPECTED SCHOLAR
May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.
EXPLORER
TOMB RAIDERBonus Career Skills: Athletics, Discipline, Knowledge: Education, Knowledge: Lore
Active
Passive
Ranked
SUDDEN DISCOVERY BASE ABILITYOnce 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.
UNMATCHED MOBILITY BASE ABILITYOnce per game session as an incidental, the character may spend 2 Destiny Points to increase the number of maneuvers he is al-lowed 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.
ADD BOOSTAdd b to skill check to activate Sudden Discovery.
DURATIONUnmatched Mobility lasts for one additional round.
DURATIONUnmatched Mobility lasts for one additional round.
DURATIONUnmatched Mobility lasts for one additional round.
ADD BOOSTAdd b to skill check to activate Sudden Discovery.
REDUCE SETBACK
Remove b from skill check to activate Sudden Discovery.
FREE MANEUVER
Gain one additional free maneuver while base ability is active. This does not in-crease per turn maneuvers.
FREE MANEUVER
Gain one additional free maneuver while base ability is active. This does not in-crease per turn maneuvers.
REDUCE DIFFICULTY
Reduce the difficulty of the skill check to activate Sud-den Discovery to dd .
REDUCE SETBACK
Remove b from skill check to activate Sudden Discovery.
FREQUENCYSudden Discovery may be used twice per game session.
DESTINYUnmatched Mobility costs 1 Destiny Point instead of 2.
CHANGE SKILLSudden Discovery can be activated with the Astroga-tion or Survival skills.
MELEE DEFENSE
Gain +1 melee defense while Unmatched Mobility is active.
DESTINYSudden Discovery costs 1 Destiny Point instead of 2.
RANGED DEFENSE
Gain +1 ranged defense while Unmatched Mobility is active.
COST 30
COST 30
COST 10
COST 10
COST 10
COST 10 COST 10
COST 10
COST 10
COST 10
COST 15
COST 15
COST 15 COST 15
COST 15
COST 15
COST 15 COST 15
CAREER
EXPLORERCareer Skills: Astronomy, Cool, Knowledge: Lore, Knowledge: Lesser Kingdoms, Knowledge: Languages,
Perception, Ride: Horse, Survival
Base Ability
Upgrade
Ranked
ROSETTA STONERemove b per rank in Rosetta Stone from checks to decrypt Ancient glyphs. Decrease difficulty of checks to decipher such hieroglyphs by 1.
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.
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.
NATURAL SCHOLAR
Once per session, may re-roll any 1 Knowledge skill check.
RESEARCHERRemove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
INTENSE FOCUSPerform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.
CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
SUDDEN INSIGHT
Once per session, make one skill check using Intellect rather than the characteristic linked to that skill.
MENTAL FORTRESS
Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect or Cunning checks until end of encounter.
TOUGHENED
Gain +2 wound threshold.
RESPECTED SCHOLAR
May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.
RESPECTED SCHOLAR
May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.
CUNNING LINGUIST
Grants b on all attempts to communicate in unknown toungues per rank in Cunning Linguist
GRIT
Gain +1 strain threshold.
COST 5
COST 5
COST 5
COST 5
COST 15 COST 15
COST 15 COST 15
COST 10 COST 10
COST 10
COST 10
COST 20
COST 20 COST 20 COST 20
COST 25 COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.
RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.
RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.
RESEARCHERRemove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
WELL ROUNDED
Choose any 2 skills. They permanently become career skills.
FOREIGNER
IMPERIAL SCHOLARCareer Skills: Education, Knowledge: Any, Knowledge: Any, Perception
Active
Passive
Ranked
NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
SPARE POUCHSpend 1 Destiny Point to produce a previously undocumented item (with restrictions) from a pouch or a satchel.
STEELY NERVES
Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.
BLACK MARKET CONTACTS
When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.
BLACK MARKET CONTACTS
When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.
NATURAL NEGOTIATOR
Once per session, may re-roll any 1 Cool or Negotiation check.
MASTER MERCHANT
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.
KNOW SOMEBODY
Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.
KNOW SOMEBODY
Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.
KNOW SOMEBODY
Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.
CONVINCING DEMEANORRemove b per rank of Convincing Demeanor from Deception or Skulduggery checks.
WHEEL AND DEAL
When selling goods legally, gain 10% more credits per rank of Wheel and Deal.
WHEEL AND DEAL
When selling goods legally, gain 10% more credits per rank of Wheel and Deal.
WHEEL AND DEAL
When selling goods legally, gain 10% more credits per rank of Wheel and Deal.
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.
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.
COST 5 COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20 COST 20
COST 25
COST 25 COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
GRIT
Gain +1 strain threshold.
TOUGHENED
Gain +2 wound threshold.
FOREIGNER
MERCHANTBonus Career Skills: Deception, Knowledge: Lore, Knowledge: Underworld, Negotiation
Active
Passive
Ranked
TOUGHENED
Gain +2 wound threshold.
IT’S NOT THAT BAD
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.
HERBAL HEALER
Herbal Remedies heal 1 additional wound per rank of Herbal Healer.
HERBAL HEALERHerbal Remedies heal 1 additional wound per rank of Herbal Healer.
HERBAL HEALERHerbal Remedies heal 1 additional wound per rank of Herbal Healer.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
POTION MAKERTake the Apply Potion action; make a dd Medicine check. If success- ful, 1 engaged ally increa-ses 1 characteristic by 1 for the encounter and suffers 4 strain.
EXPERT ALCHEMISTWhen performing an Apply Potion action, may increase the difficulty to ddd , and target only suffers 1 strain.
CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirgueon.
CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.
HERBALISTPatients recover 1 addi-tional wound per rank of Herbalist when they recover wounds from Herbal Remedies or long term care.
NATURAL HEALER
Once per session, may re-roll any 1 Medicine check.
ANATOMY LESSONS
After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.
MASTER ALCHEMISTWhen performing the Apply Potion action, spend x to increase an additional Characteristic by 1.
MASTER HEALER
Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
DODGEWhen 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.
WELL ROUNDEDChoose any 2 skills. They permanently become career skills
FORAGERRemove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
FOREIGNER
MONKCareer Skills: Brawl, Cool, Education, Medicine
Active
Passive
Ranked
POTION MAKERTake the Apply Potion action; make a dd Medicine check. If success- ful, 1 engaged ally increa-ses 1 characteristic by 1 for the encounter and suffers 4 strain.
EXPERT ALCHEMISTWhen performing an Apply Potion action, may increase the difficulty to ddd , and target only suffers 1 strain.
PRESSURE POINT
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).
CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.
CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Chirugeon.
CHIRUGEONWhen making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon.
HERBALISTPatients recover 1 addi-tional wound per rank of Herbalist when they recover wounds from herbal remedies & long term care.
HERBALISTPatients recover 1 addi-tional wound per rank of Herbalist when they recover wounds from Herbal Remedies & long term care.
NATURAL DOCTOR
Once per session, may re-roll any 1 Medicine check.
TOUGHENED
Gain +2 wound threshold.
ANATOMY LESSONS
After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.
MASTER ALCHEMISTWhen performing the Apply Potion action, spend x to increase an additional Characteristic by 1.
MASTER HEALER Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.
RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.
COST 5 COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
DODGEWhen 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.
FOREIGNER
PHYSICIANBonus Career Skills: Cool, Knowledge: Education, Knowledge: Lore, Medicine
Active
Passive
Ranked
CLEVER SOLUTION
Once per session, make one skill check using Cunning rather than the characteristic linked to that skill.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25 COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
NATURAL BRAWLER
Once per session, may reroll any 1 Melee or Brawl check.
TOUGHENED
Gain +2 wound threshold.
FRENZIED ATTACK
When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.
FRENZIED ATTACK
When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.
KNOCKDOWNAfter hitting with a melee attack, may spend x to knock the target prone.
DEFENSIVE STANCE
Once per round, as a man- euver suffer a number of strain up to ranks in Defen-sive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.
DEFENSIVE STANCE
Once per round, as a man- euver suffer a number of strain up to ranks in Defen-sive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.
MASTER OF SHADOWSOnce per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
JUMP UPOnce per round, may stand from seated or prone as an incidental.
DODGEWhen 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.
DODGEWhen 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.
STUNNING BLOW
When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
SOFT SPOTAfter making a successful attack, may spend 1 Destiny Point to add damage equal to Cunning to one hit.
IMPROVED STUNNING BLOW
When dealing strain damage with Melee or Brawl checks, may spend x to stagger target for 1 round per x .
NATURAL ROGUEOnce per session re-roll any 1 Skulduggery or Stealth check.
FOREIGNER
WARRIOR-MONKSpec Bonus Career Skills: Brawl, Deception, Discipline, Stealth
Active
Passive
Ranked
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.
NATURAL MARKSMAN
Once per session, may re-roll any 1 Ranged check.
SNIPER SHOTBefore making a non-thrown 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.
CONFIDENCEMay decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
STRONG ARMTreat thrown weapons as if they had 1 greater range.
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.
GRIT
Gain +1 strain threshold.
TOUGHENED
Gain +2 wound threshold.
DEADLY ACCURACY
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.
TRUE AIMOnce per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.
TRUE AIMOnce per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.
COMMANDAdd b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.
COMMANDAdd b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.
SECOND WINDOnce per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
SECOND WINDOnce per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
POINT BLANKAdd 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.
POINT BLANKAdd 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 5
COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10 COST 10
COST 10
COST 10
COST 20
COST 20 COST 20
COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
SIDE STEPOnce per round, as a man-euver, 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.
LETHAL BLOWSAdd +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
FOREIGNER
WARRIORBonus Career Skills: Discipline, Melee, Leadership, Ranged
Active
Passive
Ranked
DEADLY ACCURACY
When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill.
COST 25
QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
COST 10
LETHAL BLOWSAdd +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
COST 5
LETHAL BLOWSAdd +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
COST 15
LETHAL BLOWSAdd +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
COST 20
MASTER OF SHADOWSOnce per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1.
COST 25
TARGETED BLOWAfter making a successful attack, may spend 1 Destiny Point to add Agility in damage to one hit.
COST 15
COST 15
COST 20
COST 5
PRECISE AIMOnce 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.
COST 10
PRECISE AIMOnce 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.
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
COST 25
STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.
COST 5
STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.
COST 15
STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.
COST 20
GRIT
Gain +1 strain threshold.COST 5
QUICK DRAW Once per round, draw or sheath a weapon or item as an incidental.
COST 10
JUMP UPOnce per round, may stand from seated or prone as an incidental.
COST 10
COST 20
DODGEWhen 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.
DODGEWhen 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.
ANATOMY LESSONS
After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.
SNIPER SHOTBefore making a non-thrown 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.
NOBLE
ASSASSINBonus Career Skills: Melee, Skulduggery, Stealth, Vigilance
Active
Passive
Ranked
SITUATIONAL AWARENESSAllies within short range add b to their Perception and Vigilance checks while mounted. Allies in Combat add bb instead.
FORM ON MEAllies equal to ranks in Leadership in close range gain the benefits of the Gain the Advantage action.
MASTER LEADER
Once per round, suffer 2 strain to decrease difficulty of next Leadership check by one, to a minimum of d .
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
COST 5
COST 5 COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20 COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
QUICK STRIKEAdd 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 action.
DEFENSIVE RIDING
Increase defense of a steed by 1 per rank of Defensive Riding.
DEFENSIVE RIDING
Increase defense of a steed being ridden by 1 per rank of Defensive Riding.
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.
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.
CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
COMMANDAdd b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.
COMMANDAdd b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.
FULL STOPWhen Riding a steed, take a Full Stop maneuver to reduce speed to zero. Suffer strain equal to the speed reduced.
TRICKY TARGETCount steed ridden as having a silhouette 1 lower when being attacked.
BRILLIANT EVASION
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.
NOBLE
CAVALIERBonus Career Skills: Leadership, Melee, Riding, Vigilance
Active
Passive
Ranked
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
Each enemy affected by Scathing Tirade suffers b on all skill checks for a number of rounds equal to ranks in Coercion.
WELL ROUNDED
Choose any 2 skills. They permanently become career skills.
INSPIRING RHETORIC
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.
SCATHING TIRADE
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.
SUPREME INSPIRING RHETORICSuffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action.
SUPREME SCATHING TIRADE
Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action.
STEELY NERVESSpend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.
NATURAL CHARMER
Once per session, may re-roll any 1 Charm or Deception check.
INTENSE PRESENCE
Spend 1 Destiny Point to recover strain equal to Presence rating.
KILL WITH KINDNESS
Remove b per rank of Kill with Kindness from all Charm and Leadership checks.
KILL WITH KINDNESS
Remove b per rank of Kill with Kindness from all Charm and Leadership checks.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.
PLAUSIBLEDENIABILITYRemove b per rank of Plausible Deniability from all Coercion and Deception checks.
TOUGHENED
Gain +2 wound threshold.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15 COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20 COST 20 COST 20
COST 25
COST 25 COST 25 COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
DODGEWhen 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.
NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
NOBLE
COURTIERCareer Skills: Deceipt, Knowledge: Court, Leadership, Negotiation
Active
Passive
Ranked
ROSETTA STONERemove b per rank in Rosetta Stone from checks to decrypt Ancient glyphs. Decrease difficulty of checks to decipher such hieroglyphs by 1.
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.
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.
NATURAL SCHOLAR
Once per session, may re-roll any 1 Knowledge skill check.
RESEARCHERRemove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
INTENSE FOCUSPerform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.
CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
SUDDEN REVELATION
Once per session, make one skill check using Intellect rather than the characteristic linked to that skill.
MENTAL FORTRESS
Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect or Cunning checks until end of encounter.
TOUGHENED
Gain +2 wound threshold.
RESPECTED SCHOLAR
May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.
RESPECTED SCHOLAR
May downgrade difficulty of checks to interact with institutes of learning by one level per rank of Respected Scholar.
CUNNING LINGUIST
Grants b on all attempts to communicate in unknown toungues per rank in Cunning Linguist
GRIT
Gain +1 strain threshold.
COST 5
COST 5
COST 5
COST 5
COST 15 COST 15
COST 15 COST 15
COST 10 COST 10
COST 10
COST 10
COST 20
COST 20 COST 20 COST 20
COST 25 COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.
RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.
RESOLVEWhen a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1.
RESEARCHERRemove b per rank of Researcher from all Knowledge checks. Researching a subject takes half the time.
WELL ROUNDED
Choose any 2 skills. They permanently become career skills.
NOBLE
DILETTANTECareer Skills: Education, Knowledge: Any, Knowledge: Court, Knowledge: Lore
Active
Passive
Ranked
DEADLY PRECISION
Do not add b to combat checks due to the use of the Aim maneuver.
SORRY ABOUT THE MESSDecrease the Critical Rating of a weapon by 1 (minimum 1) against targets that have not yet acted this encounter.
IMPROVED QUICK DRAWMay use Quick Draw twice per round.
BLADES FLASHING
As an incidental, suffer 2 strain to avoid increasing the difficulty of a Melee: Light check to attack with two weapons.
SPITFIRE
After a successful combined check with two Melee: Light weapons, additional hits can be allocated to other targets within range of the weapon.
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
NATURAL FIGHTER
Once per session, may re-roll any 1 Melee: Light or Melee: Heavy check.
CONFIDENCEMay decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
TOUGHENED
Gain +2 wound threshold.
DEADLY ACCURACY
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.
LETHAL BLOWS
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
LETHAL BLOWS
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
RAPID REACTION
Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.
RAPID REACTION
Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.
QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
QUICK DRAWOnce per round, draw a weapon or item as an incidental.
DODGEWhen 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
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20 COST 20
COST 20
COST 20
COST 25
COST 25
COST 25
COST 25
NOBLE
DUELISTBonus Career Skills: Coercion, Cool, Melee: Light, Perception
Active
Passive
Ranked
WORKS LIKE A CHARM
Once per session, make one skill check using Presence rather than the characteristic linked to that skill.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
NATURAL CHARMER
Once per session, may re-roll any 1 Charm or Deception check.
COST 5 COST 5 COST 5 COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10 COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25 COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
INDISTINGUISHABLE
Upgrade difficulty of checks to identify char-acter once per rank of Indistinguishable.
INDISTINGUISHABLE
Upgrade difficulty of checks to identify char-acter once per rank of Indistinguishable.
KILL WITH KINDNESS
Remove b per rank of Kill with Kindness from all Charm and Leadership checks.
KILL WITH KINDNESS
Remove b per rank of Kill with Kindness from all Charm and Leadership checks.
NOBODY’S FOOLMay upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool.
CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
DODGEWhen 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.
DODGEWhen 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.
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.
INSPIRING RHETORIC
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.
SUPREME INSPIRING RHETORIC
Suffer 1 strain to perform Inspiring Rhetoric as a maneuver, not an action.
STEELY NERVES
Spend 1 Destiny Point to ignore effects of Critical Injuries on Willpower or Presence checks until the end of the encounter.
INTENSE PRESENCE
Spend 1 Destiny Point to recover strain equal to Presence rating.
SIXTH SENSE
Gain +1 ranged defense.
NOBLE
EMISSARYBonus Career Skills: Charm, Deception, Knowledge:(Lesser or Greater Kingdoms), Negotiation
Active
Passive
Ranked
NATURAL HUNTER
Once per session, may re-roll any 1 Perception or Vigillance check.
FAMILIAR LANDS
Once per session, as a maneuver, make a ddd Knowledge: Kingdoms (or appropriate skill check) to reveal local conditions and other useful information.
LET’S RIDE
Once per round, may mount or dismount a beast as an incidental.
DISORIENTAfter hitting with a combat check, may spend aa to disorient target for a number of rounds equal to ranks in Disorient.
DISORIENTAfter hitting with a combat check, may spend aa to disorient target for a number of rounds equal to ranks in Disorient.
ALWAYS PREPARED
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.
STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.
SHORTCUTDuring a chase, add b per rank in Shortcut to any checks made to catch or escape an opponent.
SHORTCUTDuring 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
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10 COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25 COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
RAPID RECOVERY
When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.
RAPID RECOVERY
When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.
GRIT
Gain +1 strain threshold.
TOUGHENED
Gain +2 wound threshold.
GRIT
Gain +1 strain threshold.
STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.
FORAGERRemove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
HEIGHTENEDAWARENESSAllies within close range add b to Perception or Vigilance checks. Engaged allies add bb .
QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
OUTLAW
BRIGANDBonus Career Skills: Ranged, Ride, Stealth, Survival
Active
Passive
Ranked
CLEVER SOLUTION
Once per session, make one skill check using Cunning rather than the characteristic linked to that skill.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25 COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
NATURAL BRAWLER
Once per session, may reroll any 1 Melee or Brawl check.
TOUGHENED
Gain +2 wound threshold.
FRENZIED ATTACK
When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.
FRENZIED ATTACK
When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.
KNOCKDOWNAfter hitting with a melee attack, may spend x to knock the target prone.
DEFENSIVE STANCE
Once per round, as a man- euver suffer a number of strain up to ranks in Defen-sive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.
DEFENSIVE STANCE
Once per round, as a man- euver suffer a number of strain up to ranks in Defen-sive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.
MASTER OF SHADOWSOnce per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
JUMP UPOnce per round, may stand from seated or prone as an incidental.
DODGEWhen 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.
DODGEWhen 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.
STUNNING BLOW
When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
SOFT SPOTAfter making a successful attack, may spend 1 Destiny Point to add damage equal to Cunning to one hit.
IMPROVED STUNNING BLOW
When dealing strain damage with Melee or Brawl checks, may spend x to stagger target for 1 round per x .
NATURAL ROGUEOnce per session re-roll any 1 Skulduggery or Stealth check.
OUTLAW
CUT THROATSpec Bonus Career Skills: Cool, Coordination, Skullduggery, Streetwise
Active
Passive
Ranked
LOOMWhen 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.
NATURAL ENFORCER
Once per session, may re-roll any 1 Coercion or Streetwise check.
TALK THE TALK
When making a Knowledge check, the character may spend 1 Destiny Point to substitute Knowledge: Underworld or Streetwise for the required skill.
WALK THE WALK
The character may spend 1 Destiny Point to add damage equal to his ranks in Streetwise to one hit of a successful Brawl check.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
FEARSOMEWhen an enemy becomes engaged with the char-acter, they may force the enemy to make a fear check, with the difficulty equal to ranks in Fearsome.
FEARSOMEWhen an enemy becomes engaged with the char-acter, they may force the enemy to make a fear check, with the difficulty equal to ranks in Fearsome.
FEARSOMEWhen an enemy becomes engaged with the char-acter, they may force the enemy to make a fear check, with the difficulty equal to ranks in Fearsome.
COST 5
COST 5
COST 5
COST 5
COST 15 COST 15
COST 15
COST 15
COST 10 COST 10
COST 10
COST 10
COST 20 COST 20
COST 20
COST 20
COST 25
COST 25
COST 25 COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
STREET SMARTSRemove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.
STREET SMARTS
Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.
INTIMIDATINGMay 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.
INTIMIDATINGMay 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.
INTIMIDATINGMay 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.
STUNNING BLOW
When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.
DEFENSIVE STANCE
Once per round, as a man- euver suffer a number of strain up to ranks in Defen-sive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.
BLACK MARKET CONTACTS
When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.
SECOND WINDOnce per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
OUTLAW
THUGSpec Bonus Career Skills: Brawl, Coercion, Knowledge: Underworld, Streetwise
Active
Passive
Ranked
NATURAL RIDER Once per session, may re-roll any 1 Ride check.
DEAD TO RIGHTSSpend 1 Destiny Point to add additional damage equal to half Agility (round up) to one hit of a successful attack made Melee or Ranged.
IMPROVED DEAD TO RIGHTSSpend 1 Destiny Point to add additional damage equal to Agility to one hit of a successful attack made with Melee or Ranged.
BRILLIANT EVASION
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 5
COST 5
COST 5 COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20 COST 20 COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
IMPROVEDOPEN REINSSuffer 1 strain to attempt Open Reins as a maneuver and decrease its difficulty to dd.
TRICKY TARGETCount steed as having a silhouette 1 lower when being attacked.
SKILLED RIDER
Remove b per rank of Skilled Rider from all Ride checks.
SKILLED RIDER
Remove b per rank of Skilled Rider from all Ride checks.
DEFENSIVE RIDING
Increase defense of steed being ridde by 1 per rank of Defensive Riding.
SUPREMEOPEN REINSWhen performing Open Reins, top speed increases by 2 instead of 1.
MASTER RIDEROnce per round when Riding a steed, may suffer 2 strain to perform any action as a maneuver.
OPEN REINSTake 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.
LET’S RIDEOnce per round, may mount or dismount a beast as an incidental.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
MAPPERRemove b per rank of Mapper from Astronomy/Cartography checks. These checks take half normal time.
MAPPERRemove b per rank of Mapper from Astrogation/Cartography checks. These checks take half normal time.
TOUGHENED
Gain +2 wound threshold.
RAPID RECOVERY
When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery.
ROGUE
BANDITBonus Career Skills: Cool, Knowledge: Steed, Ranged, Riding
Active
Passive
Ranked
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
NATURAL ROGUEOnce per session re-roll any 1 Skulduggery or Stealth check.
MASTER OF SHADOWS
Once per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1.
INDISTINGUISHABLE
Upgrade difficulty of checks to identify char-acter once per rank of Indistinguishable.
LOCK PICKERRemove b per rank of Lock Picker from checks made to disable a trap or open a locked door.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15
COST 15 COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
BLACK MARKET CONTACTS
When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.
BLACK MARKET CONTACTS
When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.
HIDDEN POUCHGain hidden storage in equipment or on person that holds items with total encumbrance equal to ranks in Hidden Pouch.
SHORTCUTDuring a chase, add b per rank in Shortcut to any checks made to catch or escape an opponent.
STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.
STREET SMARTS
Remove b per rank of Street Smarts from Streetwise or Knowledge: Underworld checks.
STREET SMARTS
Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.
JUMP UPOnce per round, may stand from seated or prone as an incidental.
DODGEWhen 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.
DODGEWhen 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.
RAPID REACTION
Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.
INDISTINGUISHABLE
Upgrade difficulty of checks to identify char-acter once per rank of Indistinguishable.
LOCK PICKERRemove b per rank of Lock Picker from checks made to disable a trap or open a locked door.
ROGUE
CUTPURSEBonus Career Skills: Scribe, Skulduggery, Stealth, Vigilance
Active
Passive
Ranked
IMPROVED OPEN SAILSSuffer 1 strain to attempt Open Sails as a maneuver and decrease its difficulty to dd.
TRICKY SAILORCount vessel or ship piloted as having a silhouette 1 lower when being attacked.
SKILLED SAILOR
Remove b per rank of Skilled Sailor from all Sail checks.
RAPID REACTION
Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.
COME ABOUTIncrease defense of vessel or ship being piloted by 1 per rank of Come About.
NATURAL SAILOR
Once per session, may re-roll any 1 Pilot Ship check.
SUPREMEOPEN SAILSWhen performing Open Sails, top speed increases by 2 instead of 1.
DROP ANCHORWhen piloting a ship or vessel, take a Drop Anchor maneuver to reduce speed to zero. Suffer system strain equal to the speed reduced.
MASTER SAILOROnce per round when piloting a vessel, may suffer 2 strain to perform any action as a maneuver.
OPEN SAILSTake 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.
ROUGH SEASDo not suffer usual penal-ties for navigating through difficult terrain when using Sail.
BATTEN DOWNWhen reducing the amount of system strain a ship or vessel suffers, reduce 1 additional strain per rank of Batten Down.
SHIPWRIGHTRemove b per rank of Shipwright from Craft checks. Halve the cost to add mods to attachments.
COST 5
COST 5
COST 5 COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10 COST 10
COST 10
COST 20 COST 20
COST 20
COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
TOUGHENED
Gain +2 wound threshold.
BATTEN DOWNWhen reducing the amount of system strain a ship or vessel suffers, reduce 1 additional strain per rank of Batten Down.
SHIPWRIGHTRemove b per rank of Shipwright from Craft checks. Halve the cost to add mods to attachments.
SKILLED SAILOR
Remove b per rank of Skilled Sailor from all Sail checks.
ROGUE
PIRATEBonus Career Skills: Coercion, Knowledge: Ship, Melee, Sail
Active
Passive
Ranked
HIDDEN POUCHGain hidden storage in equipment, or on person that holds items with total encumbrance equal to ranks in Hidden Pouch.
HIDDEN POUCHGain hidden storage in equipment or on person that holds items with total encumbrance equal to ranks in Hidden Pouch.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
NATURAL CHARMER
Once per session, may re-roll any 1 Charm or Deception check.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25 COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
SIDE STEPOnce per round, as a man-euver 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.
SIDE STEPOnce per round, as a man-euver 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.
BLACK MARKET CONTACTS
When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.
BLACK MARKET CONTACTS
When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.
BLACK MARKET CONTACTS
When purchasing illegal goods, may reduce rarity by 1 per rank, increasing cost by 50% of base cost per reduction.
CONVINCINGDEMEANORRemove b per rank of Convincing Demeanor from Deception or Skulduggery checks.
CONVINCING DEMEANORRemove b per rank of Convincing Demeanor from Deception or Skulduggery checks.
CONVINCING DEMEANORRemove b per rank of Convincing Demeanor from Deception or Skulduggery checks.
RAPID REACTION
Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.
RAPID REACTION
Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.
QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
QUICK DRAWOnce per round, draw or holster a weapon or item as an incidental.
SOFT SPOTAfter making a successful attack, may spend 1 Destiny Point to add damage equal to Cunning to one hit.
ROGUE
SCOUNDRELBonus Career Skills: Charm, Cool, Deception, Melee: Light
Active
Passive
Ranked
DEADLY PRECISION
Do not add b to combat checks due to the use of the Aim maneuver.
SORRY ABOUT THE MESSDecrease the Critical Rating of a weapon by 1 (minimum 1) against targets that have not yet acted this encounter.
IMPROVED QUICK DRAWMay use Quick Draw twice per round.
BLADES FLASHING
As an incidental, suffer 2 strain to avoid increasing the difficulty of a Melee: Light check to attack with two weapons.
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.
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
NATURAL FIGHTER
Once per session, may re-roll any 1 Melee: Light or Melee: Heavy check.
CONFIDENCEMay decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
TOUGHENED
Gain +2 wound threshold.
DEADLY ACCURACY
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.
LETHAL BLOWS
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
LETHAL BLOWS
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
RAPID REACTION
Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.
RAPID REACTION
Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of s to initiative checks.
QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
QUICK DRAWOnce per round, draw a weapon or item as an incidental.
DODGEWhen 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
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20 COST 20
COST 20
COST 20
COST 25
COST 25
COST 25
COST 25
ROGUE
SWASHBUCKLERBonus Career Skills: Coercion, Cool, Coordination, Melee: Light
Active
Passive
Ranked
NARROW ESCAPE BASE ABILITYOnce per game session, the character may spend two Destiny Points to make a ddd Streetwise check. If successful, the char-acter 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.
UNMATCHED FORTUNE BASE ABILITYOnce 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.
REDUCE SETBACK Remove b from the skill check to activate Narrow Escape.
FREQUENCYUnmatched Fortune can be used one additional time each game session per Fre-quency upgrade purchased.
FREQUENCYUnmatched Fortune can be used one additional time each game session per Fre-quency upgrade purchased.
REDUCE DIFFICULTY Reduce the difficulty of the skill check to activate Narrow Escape to dd.
DESTINYUnmatched Fortune costs 1 Destiny Point instead of 2.
INCREASE EFFECT Effect an additional number of allied characters equal to Cunning per Increase Effect upgrade purchased.
INCREASE EFFECT Effect an additional number of allied characters equal to Cunning per Increase Effect upgrade purchased.
INCREASE NUMBER
Unmatched Fortune af-fects one additional die per Increase Number upgrade purchased.
INCREASE NUMBER
Unmatched Fortune af-fects one additional die per Increase Number upgrade purchased.
INCREASE EFFECT
Unmatched Fortune can also be used on negative dice.
ADD BOOSTAdd b to the skill check to activate Narrow Escape.
SHARED LUCKUnmatched Fortune can also be used on the dice pool of a willing ally within short range.
CHANGE SKILLNarrow Escape can be activated during social encounters with the Deception skill.
INCREASE RANGE
Increases the maximum range at which Unmatched Fortune can affect willing allies by 1 per Increase Range upgrade purchased.
CHANGE SCALE Narrow Escape can be activated in Squad Level or Mass Combat with a Leadership Skill Check.
DESTINYNarrow Escape costs 1 Destiny Point instead of 2.
COST 30
COST 30
COST 10
COST 10
COST 10
COST 10
COST 10
COST 10
COST 10
COST 10
COST 15
COST 15
COST 15
COST 15
COST 15
COST 15
COST 15
COST 15
CAREER
ROGUECareer Skills: Coordination, Deception, Knowledge (Underworld), Melee,
Perception, Skullduggery, Streetwise, Vigilance
Base Ability
Upgrade
Ranked
TINKERERMay add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.
STUNNING BLOW
When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak.
SPARE QUIVERCannot run out of ammo due to y. Items with Limited Ammo quality run out of ammo as normal.
JURY RIGGEDChoose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.
JURY RIGGEDChoose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.
NATURAL ENFORCER
Once per session, may re-roll any 1 Coercion or Streetwise check.
ARMOR MASTERWhen wearing armor, inc-rease total soak value by 1.
IMPROVED STUNNING BLOW
When dealing strain damage with Melee or Brawl checks, may spend x to stagger target for 1 round per x.
IMPROVED ARMOR MASTERWhen wearing armor with a soak value of 2 or higher, increase defense by 1.
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.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
INTIMIDATINGMay 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
COST 15
COST 15
COST 15
COST 15
COST 10 COST 10
COST 10
COST 10
COST 20
COST 20 COST 20
COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
DEFENSIVE STANCE
Once per round, as a man- euver suffer a number of strain up to ranks in Defen-sive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.
BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.
POINT BLANKAdd 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.
DISORIENTAfter hitting with a combat check, may spend aa to disorient target for a number of rounds equal to ranks in Disorient.
DEADLY ACCURACY
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.
INTIMIDATINGMay 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.
SELL SWORD
ARBALESTERBonus Career Skills: Coercion, Craft: Crossbow, Melee, Ranged: Drawn
Active
Passive
Ranked
ENDURING
Gain +1 soak value.
ENDURING
Gain +1 soak value.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
MASONIC SECRETS
Before attacking a structure with a Seige Weapon, may spend 1 Destiny Point to ignore the effects of the Massive rule for the attack.
GRIT
Gain +1 strain threshold.
OVERWHELMDEFENSESUpon 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 aa spent.
OVERWHELM DEFENSESUpon unsuccessful attack with a Seige Weapon,spend aa per rank of talent to reduce the Defense in the targeted zone by 1 for each aa 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
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20 COST 20
COST 20
COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.
DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.
SPARE CLIPCannot run out of ammo due to y . Items with Limited Ammo quality run out of ammo as normal.
TRUE AIMOnce per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.
TRUE AIMOnce per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.
BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.
BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.
JURY RIGGEDChoose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.
JURY RIGGEDChoose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use.
HEROIC FORTITUDE
May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.
SELL SWORD
ARCHITEKTUSBonus Career Skills: Cool, Education, Resilience, Seige Weapons
Active
Passive
Ranked
HARD HEADEDWhen staggered or disor- iented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.
SIDE STEPOnce per round, as a man-euver 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.
SIDE STEPOnce per round, as a man-euver 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.
DEFENSIVE STANCE
Once per round, as a man- euver suffer a number of strain up to ranks in Defen-sive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.
DEFENSIVE STANCE
Once per round, as a man- euver suffer a number of strain up to ranks in Defen-sive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.
BODY GUARDOnce 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.
BODY GUARDOnce 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.
BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.
BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.
ENDURING
Gain +1 soak value.
IMPROVEDHARD HEADEDWhen incapacitated due to strain exceeding threshold, take a ddddd Disc-ipline check (–d per rank of Hard Headed) to reduce strain to 1 below threshold.
TOUGHENED
Gain +2 wound threshold.
BARRAGEAdd 1 damage per rank of Barrage to 1 hit of a successful attack while using Ranged at long or extreme range.
BARRAGEAdd 1 damage per rank of Barrage to 1 hit of a successful attack while using Ranged at long or extreme range.
DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable.
GRIT
Gain +1 strain threshold.COST 5
COST 5
COST 5
COST 5
COST 15 COST 15 COST 15 COST 15
COST 10 COST 10
COST 10
COST 10
COST 20
COST 20 COST 20 COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
HARD HEADEDWhen staggered or disor- iented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.
TOUGHENED
Gain +2 wound threshold.
BARRAGEAdd 1 damage per rank of Barrage to 1 hit of a successful attack while using Ranged at long or extreme range.
SELL SWORD
BODY GUARDBonus Career Skills: Melee, Perception, Ride, Ranged
Active
Passive
Ranked
MASSIVE ATTACK
When making a Melee or Brawl attack, suffer strain up to ranks in Massive Attack to upgrade the attack by an equal amount.
HEROIC RESILIENCE
Immediately after being hit by an attack but before suffering damage, spend 1 Destiny Point to increase soak by ranks in Resilience.
HEAVY HITTER Once per session, spend x on a successful Ranged (Heavy) or Gunnery check to add the Breach 1 quality to the attack.
BURLYReduce any wielded weapon’s Cumbersome quality and Encumbrance rating by ranks in Burly to a minimum of 1.
BURLYReduce any wielded weapon’s Cumbersome quality and Encumbrance rating by ranks in Burly to a minimum of 1.
BURLYReduce any wielded weapon’s Cumbersome quality and Encumbrance rating by ranks in Burly to a minimum of 1.
COST 5
COST 5
COST 5 COST 5
COST 15
COST 15 COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20 COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
SIDE STEPOnce per round, as a man-euver 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.
BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.
BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
FERAL STRENGTH
FERAL STRENGTH .
FERAL STRENGTH
DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable.
GRIT
Gain +1 strain threshold.
HEROIC FORTITUDE
May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.
STRONG ARM
Treat thrown weapons as if they had 1 greater range.
ARMOR MASTER
When wearing armor, inc-rease total soak value by 1.
SELL SWORD
DOPPELSOLDNERBonus Career Skills: Athletics, Cool, Melee: Heavy, Resilience
Active
Passive
Ranked
Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.
Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.
Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.
ENDURING
Gain +1 soak value.
ENDURING
Gain +1 soak value.
HEROIC FORTITUDE
May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.
NATURAL BRAWLER
Once per session, may reroll any 1 Melee or Brawl check.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
FRENZIED ATTACK
When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.
FRENZIED ATTACK
When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.
FRENZIED ATTACK
When making a Melee or Brawl attack, suffer strain up to ranks in Frenzied Attack to upgrade the attack by an equal amount.
FERAL STRENGTH
Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.
FERAL STRENGTH
Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.
FERAL STRENGTH
Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack.
LETHAL BLOWS
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
LETHAL BLOWS
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
LETHAL BLOWS
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
COST 5
COST 5
COST 5 COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
KNOCKDOWNAfter hitting with a melee attack, may spend x to knock the target prone.
DEFENSIVE STANCE
Once per round, as a man- euver suffer a number of strain up to ranks in Defen-sive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round.
SELL SWORD
MARAUDERBonus Career Skills: Coercion, Melee, Resilience, Survival
Active
Passive
Ranked
QUICK FIXOnce per session, make one skill check using Agility rather than the characteristic linked to that skill.
COST 5
COST 5 COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20 COST 20
COST 20
COST 20
COST 25
COST 25 COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
EXPERT TRACKER
Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
EXPERT TRACKER
Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
DEADLY ACCURACY
When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill.
DEADLY ACCURACY
When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill.
LETHAL BLOWS
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
LETHAL BLOWS
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
TARGETED BLOW
After making a successful attack, may spend 1 Destiny Point to add Agility in damage to one hit.
SNIPER SHOTBefore making a non-thrown 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.
SNIPER SHOTBefore making a non-thrown 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.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
TOUGHENED
Gain +2 wound threshold.
TRUE AIMOnce per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.
TRUE AIMOnce per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.
NATURAL MARKSMAN
Once per session, may re-roll any 1 Ranged check.
BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.
BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.
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.
SELL SWORD
MARKSMANBonus Career Skills: Cool, Perception, Ranged, Craft: Ranged Weapon
Active
Passive
Ranked
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.
NATURAL MARKSMAN
Once per session, may re-roll any 1 Ranged check.
SNIPER SHOTBefore making a non-thrown 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.
CONFIDENCEMay decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
STRONG ARMTreat thrown weapons as if they had 1 greater range.
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.
GRIT
Gain +1 strain threshold.
TOUGHENED
Gain +2 wound threshold.
DEADLY ACCURACY
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.
TRUE AIMOnce per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.
TRUE AIMOnce per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.
COMMANDAdd b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.
COMMANDAdd b per rank of Command to Leadership checks. Affected targets add b to Discipline checks for the next 24 hours.
SECOND WINDOnce per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
SECOND WINDOnce per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
POINT BLANKAdd 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.
POINT BLANKAdd 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 5
COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10 COST 10
COST 10
COST 10
COST 20
COST 20 COST 20
COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
SIDE STEPOnce per round, as a man-euver, 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.
LETHAL BLOWSAdd +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
SELL SWORD
MERCENARYBonus Career Skills: Discipline, Melee, Leadership, Ranged
Active
Passive
Ranked
LAST ONE STANDING BASE ABILITYOnce 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.
UNMATCHED PROTECTION BASE ABILITYOnce 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.
REDUCE SETBACK
Remove b from skill check to activate Last One Standing.
REDUCE SETBACK
Remove b from skill check to activate Last One Standing.
DURATIONUnmatched Protection lasts for one additional round.
DURATIONUnmatched Protection lasts for one additional round.
DURATIONUnmatched Protection lasts for one additional round.
REDUCE DIFFICULTY
Reduce the difficulty of the skill check to activate Last One Standing to dd .
ADD BOOSTAdd b to skill check to ac-tive Last One Standing.
ADD BOOSTAdd b to skill check to ac-tive Last One Standing.
INCREASE EFFECT
When triggering Last One Standing, also eliminate one rival per Increase Effect upgrade.
INCREASE EFFECT
When triggering Last One Standing, also eliminate one rival per Increase Effect upgrade.
DESTINYUnmatched Protection costs 1 Destiny Point instead of 2.
SOAKGain +1 soak while Unmatched Protection is active.
ADDITIONALREDUCTIONMay reduce the damage of 1 additional hit suffered each round.
ADDITIONALREDUCTIONMay reduce the damage of 1 additional hit suffered each round.
PROTECT ALLYOnce per session, while ability is active, may choose to be hit by an attack that would hit an engaged ally.
DESTINYLast One Standing costs 1 Destiny Point instead of 2.
COST 30
COST 30
COST 10
COST 10
COST 10
COST 10
COST 10
COST 10
COST 10
COST 10
COST 15
COST 15
COST 15
COST 15
COST 15
COST 15
COST 15
COST 15
CAREER
SELL SWORDCareer Skills: Athletics, Brawl, Discipline, Melee, Ride, Ranged,
Resilience, Vigilance
Base Ability
Upgrade
Ranked
DEADLY ACCURACY
When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill.
COST 25
QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
COST 10
LETHAL BLOWSAdd +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
COST 5
LETHAL BLOWSAdd +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
COST 15
LETHAL BLOWSAdd +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
COST 20
MASTER OF SHADOWSOnce per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1.
COST 25
TARGETED BLOWAfter making a successful attack, may spend 1 Destiny Point to add Agility in damage to one hit.
COST 15
COST 15
COST 20
COST 5
PRECISE AIMOnce 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.
COST 10
PRECISE AIMOnce 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.
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
COST 25
STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.
COST 5
STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.
COST 15
STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.
COST 20
GRIT
Gain +1 strain threshold.COST 5
QUICK DRAW Once per round, draw or sheath a weapon or item as an incidental.
COST 10
JUMP UPOnce per round, may stand from seated or prone as an incidental.
COST 10
COST 20
DODGEWhen 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.
DODGEWhen 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.
ANATOMY LESSONS
After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit.
SNIPER SHOTBefore making a non-thrown 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.
STALKER
ASSASSINBonus Career Skills: Melee, Ranged, Skulduggery, Stealth
Active
Passive
Ranked
NATURAL HUNTER
Once per session, may re-roll any 1 Perception or Vigilance check.
EXPERT TRACKER
Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
EXPERT TRACKER
Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
HEIGHTENEDAWARENESSAllies within close range add b to Perception or Vigilance checks. Engaged allies add bb .
CONFIDENCEMay decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence.
SWIFTDo not suffer usual penalties for moving through difficult terrain.
HUNTER’S QUARRY
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.
QUICK STRIKEAdd b per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
BRING IT DOWNOnce per attack, spend 1 Destiny Point to add damage to a single hit equal to target’s Brawn value.
IMPROVED HUNTER’S QUARRY
Suffer 2 strain to perform Hunter’s Quarry action as a maneuver.
SUPERIOR REFLEXES
Gain +1 melee defence.
FORAGERRemove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.
STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.
OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.
OUTDOORSMANRemove 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
COST 15 COST 15
COST 15 COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25 COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
TOUGHENED
Gain +2 wound threshold.
STALKER
HUNTERBonus Career Skills: Knowledge: Animals, Ranged, Stealth, Survival
Active
Passive
Ranked
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
NATURAL OUTDOORSMANOnce per session, may re-roll any 1 Resilience or Survival check.
HUNTERAdd 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.
HUNTERAdd 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.
SOFT SPOTAfter making a successful attack, may spend 1 Destiny Point to add damage equal to Cunning to one hit.
BLOODEDAdd 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.
ENDURING
Gain +1 soak value.
GRIT
Gain +1 strain threshold.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.
STALKERAdd b per rank of Stalker to all Stealth and Coordination checks.
FORAGERRemove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
EXPERT TRACKER
Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
EXPERT TRACKER
Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
EXPERT TRACKER
Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.
OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half.
SWIFTDo not suffer usual penalties for moving through difficult terrain.
HEROIC FORTITUDE
May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter.
STALKER
RANGERBonus Career Skills: Knowledge: Region, Perception, Resilience, Survival
Active
Passive
Ranked
SLIGHT OF MIND
Add b to all Stealth checks unless the opposition is immune to Arcane powers.
SLIGHT OF MIND
Add b to all Stealth checks unless the opposition is immune to Arcane powers.
INVIGORATEOnce 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 .
FORCE OF WILLOnce per session, make one skill check using Willpower rather than the characteristic linked to that skill.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10 COST 10
COST 20
COST 20 COST 20
COST 20
COST 25 COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
SENSE DANGEROnce per session, remove bb from any 1 check.
BALANCEWhen 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.
TOUCH OF FATEOnce per session, add bb to any 1 check.
ARCANE RATING
Gain +1 Arcane Rating.
UNCANNY SENSES
Add b per rank of Uncanny Senses to all Perception checks.
UNCANNY SENSES
Add b per rank of Uncanny Senses to all Perception checks.
INSIGHTPerception and Discipline become career skills.
UNCANNYREACTIONSAdd b per rank of Uncanny Reactions to all Vigilance checks,
UNCANNY REACTIONSAdd b per rank of Uncanny Reactions to all Vigilance checks,
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
INDISTINGUISHABLE
Upgrade difficulty of checks to identify char-acter once per rank of Indistinguishable.
INDISTINGUISHABLE
Upgrade difficulty of checks to identify char-acter once per rank of Indistinguishable.
UNIVERSAL
ARCANE DEVOTEEGain: Arcane Rating 1
Active
Passive
Ranked
SENSE DANGEROnce per session, remove bb from any 1 check.
SENSE EMOTIONS
Add b to all Charm, Coercion, and Deception checks unless the target is immune to Force Powers.
BALANCEWhen 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.
TOUCH OF FATEOnce per session, add bb to any one check.
OVERWHELM EMOTIONSMay add C per Force Rating to Charm, Coerce, or Deceit checks. Z and z add s to some checks and f to others.
SIXTH SENSE
Gain +1 ranged defense.
ARCANE RATING
Gain +1 Arcane Rating.
SUPERIOR REFLEXES
Gain +1 melee defense.
UNCANNY SENSES
Add b per rank of Uncanny Senses to all Perception checks.
UNCANNY SENSES
Add b per rank of Uncanny Senses to all Perception checks.
INSIGHTPerception and Discipline become career skills.
UNCANNYREACTIONSAdd b per rank of Uncanny Reactions to all Vigilance checks,
UNCANNY REACTIONSAdd b per rank of Uncanny Reactions to all Vigilance checks,
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20
COST 20
COST 20 COST 20
COST 25 COST 25
COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
FORAGERRemove up to bb from skill checks to find food, water, or shelter. Survival checks to forage take half the time.
CONVINCING DEMEANORRemove b per rank of Convincing Demeanor from Deception or Skulduggery checks.
STREET SMARTS
Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.
STREET SMARTS
Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.
QUICK DRAWOnce per round, draw or holster a weapon or item as an incidental.
INTENSE FOCUS
Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.
UNIVERSAL
ARCANE TALENTGain: Arcane Rating 1
Active
Passive
Ranked
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
TACTICAL COMBAT TRAINING
Ride and Seige Weapons become career skills.
WELL TRAVELLED
Knowledge: Lesser Kingdoms and Knowledge:Greater Kingdoms become career skills.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
TOUGHENED
Gain +2 wound threshold.
CREATIVE KILLER
Reduce the crit rating of improvised weapons by 2 (to a minimum of 1).
DYNAMIC FIREWhen making a ranged attack while engaged with an opponent, may suffer 2 strain to reduce the ranged modifier by 1.
ENDURING
Gain +1 soak value.
BASIC COMBAT TRAININGBrawl and Melee: Long become career skills.
ADVANCED COMBAT TRAINING
Melee and Ranged become career skills.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15 COST 15
COST 15
COST 10 COST 10
COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25
COST 25 COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
SECOND WINDOnce per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
SECOND WINDOnce per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
SECOND WINDOnce per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind.
OUTDOORSMANRemove b per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by 10% /Rank
QUICK DRAW Once per round, draw or sheath a weapon or item as an incidental.
SPARE QUIVERCannot run out of ammo due to y . Items with Limited Ammo quality run out of ammo as normal.
JUMP UPOnce per round, may stand from seated or prone as an incidental.
UNIVERSAL
VETERANBonus Career Skills: Athletics, Discipline, Survival, Vigilance
Active
Passive
Ranked
QUICK FIXOnce per session, make one skill check using Agility rather than the characteristic linked to that skill.
COST 5
COST 5 COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10
COST 10
COST 10
COST 20 COST 20
COST 20
COST 20
COST 25
COST 25 COST 25
COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
EXPERT TRACKER
Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
EXPERT TRACKER
Remove b per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half.
DEADLY ACCURACY
When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill.
DEADLY ACCURACY
When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill.
LETHAL BLOWS
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
LETHAL BLOWS
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents.
TARGETED BLOW
After making a successful attack, may spend 1 Destiny Point to add Agility in damage to one hit.
SNIPER SHOTBefore making a non-thrown 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.
SNIPER SHOTBefore making a non-thrown 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.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
TOUGHENED
Gain +2 wound threshold.
TRUE AIMOnce per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.
TRUE AIMOnce per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim.
NATURAL MARKSMAN
Once per session, may re-roll any 1 Ranged check.
BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.
BRACEPerform the Brace man- euver to remove b per rank of Brace from your next Action. This may only remove b added by environmental circumstances.
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.
YEOMAN
ARCHERBonus Career Skills: Cool, Perception, Ranged, Survival
Active
Passive
Ranked
AMICOSpend 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.
AMICOSpend 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.
INIMICOSpend 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
INIMICOSpend 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
UNRELENTING SKEPTIC
When targeted by a Deception check, the character automatically adds f to the check equal to ranks in Vigilance.
IMPROVED UNRELENTING SKEPTICWhen targeted by a Deception check that fails, may spend 1 Destiny Point to add y to results.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
TOUGHENED
Gain +2 wound threshold.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10 COST 10
COST 10
COST 20
COST 20
COST 20
COST 20
COST 25
COST 25
COST 25 COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
NATURAL MARKSMAN
Once per session, may re-roll any 1 Ranged (Light) or Ranged (Heavy) check.
HARD HEADEDWhen staggered or disor- iented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.
HARD HEADEDWhen staggered or disor- iented, perform the Hard Headed action to make a dddd Discipline check to remove the status. Difficulty reduced by 1 per rank.
STREET SMARTS
Remove b per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks.
QUICK DRAWOnce per round, draw or sheath a weapon or item as an incidental.
DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.
DURABLEMay reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.
POINT BLANKAdd 1 damage per rank of Point Blank to damage of one hit of successful Ranged attacks made while at short range or engaged.
POINT BLANKAdd 1 damage per rank of Point Blank to damage of one hit of successful Ranged attacks made while at short range or engaged.
IMPROVED HARD HEADEDWhen incapacitated due to strain exceeding threshold, take a ddddd Disc-ipline check (–d per rank of Hard Headed) to reduce strain to 1 below threshold.
YEOMAN
BAILIFFBonus Career Skills: Coercion, Cool, Melee, Survival
Active
Passive
Ranked
BOUGHT INFOInstead 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.
GREASED PALMS
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.
TOUGHNESS
Gain +2 wound threshold.
TOUGHNESS
Gain +2 wound threshold.
SOUND INVESTMENTSAt the start of each session, gain 100 silver for each rank of Sound Investments.
SOUNDINVESTMENTSAt the start of each session, gain 100 silver for each rank of Sound Investments.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
GRIT
Gain +1 strain threshold.
COST 5
COST 5
COST 5
COST 5
COST 15
COST 15
COST 15
COST 15
COST 10
COST 10 COST 10
COST 10
COST 20 COST 20 COST 20
COST 20
COST 25 COST 25
COST 25 COST 25
DEDICATIONGain +1 to a single charac-teristic. This cannot bring a characteristic above 6.
KNOW SOMEBODY Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.
KNOW SOMEBODY
Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody.
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.
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.
WHEEL AND DEAL
When selling goods legally, gain 10% more credits per rank of Wheel and Deal.
WHEEL AND DEAL
When selling goods legally, gain 10% more credits per rank of Wheel and Deal.
MASTER MERCHANT
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.
INTENSE FOCUSPerform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once.
SUPERIOR REFLEXES
Gain +1 melee defence.
NATURAL NEGOTIATOR
Once per session, may re-roll any 1 Cool or Negotiation check.
YEOMAN
CROFTERBonus Career Skills: Cool, Education, Negotiation, Survival
Active
Passive
Ranked
Cost Result Options
a or x 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
~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.
ttt or y
~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
y ~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).
AimGain b on the next combat check or target a specific item at bb. Spending a consecutive maneuver aiming adds b or removes b, respectively. AssistAdd b to an engaged ally’s next action.Guarded StanceAdd b to any combat checks made by the attacker and any defenders, until the end of next turn.
Interact With Environment Move large object, open or close a door, or take cover (gain 1+ defense).
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
Drop prone / Stand From proneAdd b to ranged attacks and b to melee attacks against prone targets.
Preparation Some actions require a preparation maneuver (or multiples).
Maneuvers
Reckless StanceAdd 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
Move ~ SpecialMove from Engaged to Close or Close to Engaged - Base difficulty of dd
Astrology (Int) Athletics (Br)
Charm (Pr)
Coercion (Will)
Scribe (Int) Cool (Pr)
Coordination (Ag)
Deception (Cun)
Discipline (Will)
Leadership (Pr)
Craft (Int) Medicine (Int)
Negotiation (Pr)
Perception (Cun)
Pilot Craft (Ag)
Ride (Ag) Resilience (Br)
Skulduggery (Cun)
Stealth (Ag)
Streetwise (Cun)
Survival (Cun)
Vigilance (Will)
Brawl (Br)
Melee Light (Ag)
Melee Heavy (Br)
Ranged - Aimed (Ag)
Ranged - Thrown(Ag)
Greater Kingdoms (Int) Education (Int)
Lore (Int)
Lesser Kingdoms (Int) Underworld (Int)
Culture (Int)
CHARACTER NAME
RACE CAREER
SPECIALIZATIONS
WOUNDS STRAIN DEFENSE ENCUMBRANCE
CHARACTERISTICS
CUSTOM SKILLS
KNOWLEDGE SKILLS CAREER? RANK GENERAL SKILLS
COMBAT SKILLS CAREER? RANK
THRESHOLD CURRENT THRESHOLD CURRENT RANGED MELEE THRESHOLD CURRENT
BRAWN AGILITY INTELLECT CUNNING WILLPOWER PRESENCE
ARCANE POOL
COMMITTED AVAILABLE
TOTAL XP AVAILABLE XP
SKILLS
STAGGERED
IMMOBILIZED
DISORIENTED
STATUS EFFECTS
ARCANE RATING
SOAK CRITICALS
SOCIAL FORTITUDE
THRESHOLD CURRENT
SOCIAL DEFENSE COMBAT DEFENSEPENALTY BONUSCORRUPTION
CHARACTER TALENTS
NAME DESCRIPTION RANKS PAGE
CHARACTER DESCRIPTION
HEIGHT GENDER AGE BUILD HAIR EYES
MERITS &
fLAWS
MOTIVATION TYPE: OBLIGATION TYPE:
OBLIGATION TYPE: MAGNITUDE:
CHARACTER OBLIGATIONS
CHARACTER M OTIVATIONS
OTHER CHARACTER NOTES
CHARACTER DESCRIPTION SHEET
OBLIGATION TYPE: MAGNITUDE:
MAGNITUDE:
WEAPON TYPE:
WEAPON:
RANGE:
SKILL:
SPECIAL:
WEAPON TYPE:
WEAPON:
RANGE:
SKILL:
SPECIAL:
WEAPON TYPE:
WEAPON:
RANGE:
SKILL:
SPECIAL:
ARMOR TYPE
SHIELD
SPECIAL
DAMAGE CRIT ENCUM HP
DAMAGE CRIT ENCUM HP
SOAK MELEE DEF RANGED DEF ENCUMBRANCE HARD POINTS
DAMAGE CRIT ENCUM HP
MINOR
MODERATE
MAJOR
CONDITION
MINOR
MODERATE
MAJOR
CONDITION
MINOR
MODERATE
MAJOR
CONDITION
MINOR
MODERATE
MAJOR
CONDITION
ATTACHMENTS
ATTACHMENTS
ATTACHMENTS
ATTACHMENTS
ARMOR & WEAPONS SHEET
NAME HARD POINT REQ BASE MODIFIERS MODIFICATIONS
NAME HARD POINT REQ BASE MODIFIERS MODIFICATIONS
NAME HARD POINT REQ BASE MODIFIERS MODIFICATIONS
NAME HARD POINT REQ BASE MODIFIERS MODIFICATIONS
WEAPONS
ARMOR & SHIELD
ARMOR & WEAPON NOTES
GEAR WORN & CARRIED
PERSONAL FINANCES
ENCUMBRANCE
THRESHOLD CURRENT
GOLD & SILVER COPPER
GEMS VALUE NOTES JEWELRY WORN VALUE
ITEM QUANTITY ENCUMB.
ITEM QUANTITY ENCUMB.
ITEM QUANTITY ENC
OTHER PROPERTY
ITEM QUANTITY ENC LOCATION
PERSONAL GEAR SHEET
GEAR NOTES
LOCATION