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- | ~~NOTOC~~ | ||
- | ====== Unusual Abilities ====== | ||
- | |||
- | Unusual abilities tend to be more specialized than basic ones, but still mostly available to a wide range of adventurers. Aspects always grant an unusual ability to adventurers that start with them, though not every ability has a matching aspect. | ||
- | |||
- | ====== Abilities ====== | ||
- | |||
- | ^Ability ^Summary ^ | ||
- | |[[# | ||
- | |[[# | ||
- | |[[#Alter Ego]] |Switch to a second identity. | | ||
- | |[[# | ||
- | |[[# | ||
- | |[[# | ||
- | |[[# | ||
- | |[[#Boat]] |You have a boat. | | ||
- | |[[# | ||
- | |[[# | ||
- | |[[#Cold Resistance]] |Cold effects have a failure chance against you. | | ||
- | |[[# | ||
- | |[[# | ||
- | |[[#Die Hard]] |Cheat death, sometimes. | | ||
- | |[[# | ||
- | |[[# | ||
- | |[[#Dodge]] |Avoid melee attacks by being somewhere they aren' | ||
- | |[[# | ||
- | |[[#Escape Artist]] |Nothing can hold you long. | | ||
- | |[[# | ||
- | |[[# | ||
- | |[[#Feign Death]] |Pretend to be dead. | | ||
- | |[[# | ||
- | |[[# | ||
- | |[[#Heat Resistance]] |Heat effects have a failure chance against you. | | ||
- | |[[#Last Bullet]] |Gain emergency supplies after all others have failed. | | ||
- | |[[# | ||
- | |[[#Pocket Sand]] |Blind enemies by throwing material in their eyes. | | ||
- | |[[#Point Blank]] |Use bows, firearms and beams at close range. | | ||
- | |[[#Poison Dart]] |Poison a target at range. | | ||
- | |[[# | ||
- | |[[# | ||
- | |[[#Running Drop]] |Use thrown effects for free as you move. | | ||
- | |[[# | ||
- | |[[# | ||
- | |[[#Smoke Bomb]] |Cloak an area in concealing smoke. | | ||
- | |[[#Snipe]] |Perform assassinations with projectile weapons. | | ||
- | |[[# | ||
- | |[[# | ||
- | |[[#Theft]] |Steal things. | | ||
- | |[[# | ||
- | |[[# | ||
- | |[[#VIP]] |You' | ||
- | |[[#Whirl]] |Face any direction you want. | | ||
- | |||
- | ===== Adversity ===== | ||
- | |||
- | * **Adversity.** Empower your attacks as you lose Vitality. | ||
- | * **Greater Adversity.** Empower attacks more quickly. | ||
- | |||
- | ^Adversity |||**Returned Agony:** For every two points of Vitality you are currently missing, all your weapon attacks deal +1 damage whenever you use them. | | ||
- | |-> ^Greater Adversity ||**Pain Channeling: | ||
- | |||
- | [[# | ||
- | |||
- | ===== Allure ===== | ||
- | |||
- | * **Allure.** Use romance and seduction as leverage. | ||
- | * **Universal Allure.** Your appeal becomes undeniable. | ||
- | |||
- | ^Allure |||**Charming: | ||
- | |-> ^Universal Allure ||**Everybody Wants It:** You can use Allure on literally any creature that has a sex drive regardless of individual preferences. Sexless creatures are still immune to your wiles. | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Alter Ego ===== | ||
- | |||
- | * **Alter Ego.** Switch to a second identity. | ||
- | * **Quick Change.** Switch identities quickly. | ||
- | |||
- | ^Alter Ego |||**Second Identity:** You have a secondary identity that you can switch to or from with ten rounds' | ||
- | |-> ^Quick Change ||**Swap:** Switching to or from your alter ego requires only one action instead of ten rounds. | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Assassin ===== | ||
- | |||
- | * **Assassin.** Study a mark in order to take their life. | ||
- | * **Nemesis.** Hunt organizations instead of individuals. | ||
- | |||
- | ^Assassin |||**Declare Mark:** You can declare any creature in the game universe to be your " | ||
- | |-> ^Nemesis ||**Organizational Mark:** You can declare an entire organization to be your mark, such as "The Rat-Catcher' | ||
- | |||
- | [[# | ||
- | |||
- | ===== Berserk ===== | ||
- | |||
- | * **Berserk.** Enter a reckless state that increases offense but lowers defense. | ||
- | * **Rage Control.** Gain greater control over rage (both entering and ending it). | ||
- | * **Terrifying.** Strike fear into the hearts of enemies. | ||
- | |||
- | ^Berserk |||**Rage Mode:** Use an action to enter berserk mode. You cannot choose to end the berserk effect until all enemies are defeated (dead, fleeing or surrendered). You gain no benefits from the Berserker ability unless and until you enter berserk mode. \\ \\ **Reckless Power:** When using a Melee attack ability, you deal +5 damage with all melee weapons. However, while you are in berserk mode you also have an unrecoverable version of the Vulnerable condition that lasts until you stop berserking. \\ \\ **Unstoppable: | ||
- | |-> ^Rage Control ||**Smoother Berserking: | ||
- | |-> ^Terrifying ||**Scatter Them:** If the trigger die is 10+ on any melee attack made while in berserk mode, you apply the Fear condition to the subject you struck. | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Blindfight ===== | ||
- | |||
- | * **Blindfight.** Reduce attack failure chance from concealment. | ||
- | |||
- | ^Blindfight|||**Uncanny Strike:** Failure chances for using Melee and Projectile attacks against concealed targets are halved: 2 for partial concealment, | ||
- | |-> ^Home In ||**Unerring Strike:** Failure chances for using Melee and Projectile attacks against concealed targets are quartered: 1 for partial concealment, | ||
- | |||
- | [[# | ||
- | |||
- | ===== Bloodletter ===== | ||
- | |||
- | * **Bloodletter.** Your attacks cause bleeding more often. | ||
- | |||
- | ^Bloodletter|||**Make 'Em Bleed:** All of your attack forms cause the Bleeding condition in their target(s) when the trigger die is 10+ instead of only on a 12. | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Boat ===== | ||
- | |||
- | * **Boat.** You have a boat. | ||
- | * **Improved Controls.** Move at full speed with a small crew. | ||
- | * **Ironclad.** The boat is immune to burning and acid. | ||
- | * **Naval Engine.** The boat's speed is increased. | ||
- | * **Naval Ram.** The boats pilot can use it to perform equipped Trample attacks. | ||
- | * **Ship.** The boat is larger. | ||
- | * **Automated Systems.** Move a ship without a crew. | ||
- | * **Grandship.** The boat is much larger. | ||
- | * **Skidbladnir.** You can take your boat anywhere. | ||
- | |||
- | ^Boat |||**You' | ||
- | |-> ^Improved Controls ||**Short-Handing: | ||
- | |-> ^Ironclad ||**Durable Materials: | ||
- | |-> ^Naval Engine ||**Powered Ship:** The boat relies primarily on a powered engine of some sort instead of wind/muscle power. Its base movement rate is increased by one step on the 1-> | ||
- | |::: |-> ^Improved Naval Engine |**Strong Ship:** The boat can carry weight as if it is one size larger than it actually is. \\ \\ **Unhindered: | ||
- | |-> ^Naval Ram ||**Nautical Scrapper:** Your ship is built for close-range smashing of other ships or whatever else gets in its way. If whoever is driving the ship has a Trample weapon attack (including upgrade abilities, if any) equipped, they can use it with the ship. | | ||
- | |-> ^Ship ||**Big Boat:** Your boat is much bigger than usual, counting as size category 8-10 (you pick) for purposes of how much it can carry, how much space it occupies, and the failure chance of any attacks directed at it. A ship's base speed is 10 instead of 5. \\ \\ **Crew:** Unlike smaller boats, you cannot effectively operate a ship by yourself. You need a crew of at least ten creatures under your command who all spend actions whenever you spend an action to move the ship. If you have a crew of twenty creatures all working under your command to help move the ship, the ship's base movement speed is 20 instead of 10. \\ \\ **Lifeboats: | ||
- | |::: |-> ^Automated Systems |**Boat Solo:** You no longer need a crew to move your ship at its base speed (10 meters). A minimal crew is still required to move at increased speed (20 meters). If you also have the Improved Controls ability equipped, then you can move a ship of any size at full speed completely by yourself. | | ||
- | |::: |-> ^Grandship |**Floating Fortress:** Your boat is incredibly huge, counting as size category 11-13 for purposes of how much it can carry, how much space it occupies, and the failure chance of any attacks directed at it. A grandship' | ||
- | |-> ^Skidbladnir ||**Pocket Boat:** You can take your boat anywhere you like through some sort of amazing trickery such as folding it up and putting it in your pocket, storing it in an extra-dimensional space when not needed, conjuring it to your side, or making an entirely new one in an instant whenever you want. It takes an action to pull out your boat. Pulling it out when there' | ||
- | |||
- | [[# | ||
- | |||
- | ===== Bodyguard ===== | ||
- | |||
- | * **Bodyguard.** Take hits in place of your allies. | ||
- | * **Righteous.** Intercepted attacks have a failure chance. | ||
- | |||
- | ^Bodyguard |||**Ward: | ||
- | |-> ^Righteous ||**Ignore Damage:** When you successfully save an ally from being hit using a Bodyguard ability, the attack has a special failure chance of 4 against you. This is even true for attacks that normally don't have failure chances, such as area effects. | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Candid ===== | ||
- | |||
- | * **Candid.** Make subjects open up about themselves. | ||
- | * **Good Listener.** Make subjects open up more. | ||
- | |||
- | ^Candid |||**Honest and Open:** You have a way of making others talk about themselves even when they don't want or mean to. If you can engage a subject in conversation for at least a few minutes, you may compel them to truthfully answer any personal question you ask of them, such as their greatest fear, marital status, true loyalty, or whatever. You can only compel personal information using this ability- for example, a captured spy will freely tell you he likes getting spanked by ladies dressed as turkeys but will remain tight-lipped about what he was after. The GM has final decision on what constitutes a " | ||
- | |-> ^Good Listener ||**More Versatility: | ||
- | |||
- | [[# | ||
- | |||
- | ===== Cold Resistance ===== | ||
- | |||
- | * **Cold Resistance.** Cold effects have a failure chance against you. | ||
- | * **Cold Immunity.** Become completely immune to cold effects. | ||
- | * **Cold Absorption.** Cold damage has a chance to heal you. | ||
- | |||
- | ^Cold Resistance |||**Shrug It Off:** All attacks and abilities with the Cold tag have a failure chance of 6 when used against you. Effects without the Cold tag are unaffected. \\ \\ **Environmental Protection: | ||
- | |-> ^Cold Immunity ||**Impunity: | ||
- | |::: |-> ^Cold Absorption |**Feels Good, Man:** When you are targeted by an ability with the Cold tag, roll a trigger die. If the result is 10+, immediately restore all your lost Endurance. | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Companion ===== | ||
- | |||
- | * **Companion.** You have a close companion that partners with you on adventures. | ||
- | * **Create Opportunity.** You and your companion can create combat openings for each other. | ||
- | * **Combined Maneuvers.** Make basic move actions freely. | ||
- | * **Mutual Defense.** Take hits for your companion (and vice versa). | ||
- | |||
- | ^Companion |||**Best Friend:** A companion is no mere disposable minion- they' | ||
- | |-> ^Create Opportunity ||**Make An Opening:** Every time you or your companion get a 10+ on the trigger die when hitting a target with any weapon attack, the other may immediately attack that same target for free with one of their own weapons. If the target is not within range of any of the weapons of the second partner, this opportunity is wasted. This may happen an unlimited number of times in a single round. | | ||
- | |-> ^Combined Maneuvers ||**Independent Movement:** Every time you or your companion use one of your two shared actions, the other one may immediately make a basic move action for free if they want. The free movement can happen either immediately before or immediately after the partner' | ||
- | |-> ^Mutual Defense ||**Cover Me:** Whenever you and your companion are adjacent to each other (within 1 meter) and one of you is attacked, you may choose for the other one to take the hit instead. The defense rating of the chosen partner is the one used to determine damage taken as normal. This ability does not function when you and your companion are both hit simultaneously with a single attack. \\ \\ **Vengeance: | ||
- | |||
- | ^ Level Cheatsheet | ||
- | ^Yours ^Companion' | ||
- | |1 |1 ^::: |11 |7 ^ | ||
- | |2 |1 ^::: |12 |8 ^ | ||
- | |3 |2 ^::: |13 |8 ^ | ||
- | |4 |2 ^::: |14 |9 ^ | ||
- | |5 |3 ^::: |15 |10 ^ | ||
- | |6 |4 ^::: |16 |10 ^ | ||
- | |7 |4 ^::: |17 |11 ^ | ||
- | |8 |5 ^::: |18 |12 ^ | ||
- | |9 |6 ^::: |19 |12 ^ | ||
- | |10 |6 ^::: |20 |13 ^ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Deceiver ===== | ||
- | |||
- | * **Deceiver.** More easily fool the senses of others. | ||
- | * **Great Deceiver.** Masterfully fool the senses of others. | ||
- | |||
- | ^Deceiver |||**Better Checks:** When you roll a check to see if you fool another creature (such as with the Hide, Sneak, Disguise, Theft, etc abilities), you succeed on a die result of 5+ instead of the normal 7+. Abilities that Deceiver bolsters will be noted as such in their description. | | ||
- | |-> ^Great Deceiver ||**Best Checks:** As Deceiver, but deception checks succeed on a result of 3+. | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Die Hard ===== | ||
- | |||
- | * **Die Hard.** Cheat death, sometimes. | ||
- | * **Discharge.** Your supplies take the hit for you. | ||
- | * **Swan Song.** Take one last turn before expiring. | ||
- | |||
- | ^Die Hard |||**Stay Fighting:** When you take damage that would remove your last Vitality point and kill you, roll a trigger die. If the result is a 7+, you are left with 1 Vitality remaining and do not die. There is no limit to how often this ability can let you cheat death except your luck. | | ||
- | |-> ^Discharge ||**Bail Out:** If your check on the trigger die to stay alive fails, you can still avoid death by losing one Supply. If you have no Supply left, you cannot use this ability to cheat death. | | ||
- | |-> ^Swan Song ||**Last Effort:** If you are killed despite having Die Hard active, your death is delayed until the end of your next turn. You are invincible until you die and cannot be further harmed or stopped by damage in any way. | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Disguise ===== | ||
- | |||
- | * **Disguise.** Change your appearance to look like someone else. | ||
- | * **Face Artist.** Disguise others and rapidly change your own. | ||
- | * **Impersonation.** Master the art of looking and acting like a specific other person. | ||
- | * **Infiltrator.** Disappear, then appear again when dramatically appropriate. | ||
- | * **Morph.** Your disguises are much more durable and versatile. | ||
- | |||
- | ^Disguise |||**Change Appearance: | ||
- | | -> ^Face Artist ||**Shared: | ||
- | | -> ^Impersonation ||**Mirroring: | ||
- | |::: | -> ^Infiltrator |**Dramatic Reveal:** At any time during a session, you can go off on your own. Later, you can declare that some chump background character in the vicinity of the rest of your party reveals themselves as you in disguise. For instance, when your party is facing off against Lord Toastwanker you could interrupt the proceedings by saying that Toast-Henchman #3 was actually you all along and immediately stab Lord Toastwanker in the back. \\ \\ **Complications and Limits:** Roll a disguise check when you reveal yourself: if you fail it then whoever you were impersonating immediately shows up right as you pull off the disguise (and they may have brought help). You can't choose to reveal yourself anywhere except in the vicinity of the rest of your party (so if they failed to get past the toast-guards, | ||
- | | -> ^Morph ||**Deep Change:** The disguise is either incredibly durable or actually physically changes your body somehow, making it biological in nature rather than mere trickery. The disguise cannot be ruined by any external circumstances. Disguises are still automatically ruined if you unequip the Disguise ability as normal. \\ \\ **Smell Right:** Your scent is changed to match your disguise. \\ \\ **More Versatility: | ||
- | |||
- | [[# | ||
- | |||
- | ===== Distraction ===== | ||
- | |||
- | * **Distraction.** Draw all attention to yourself. | ||
- | * **Massive Crowd.** Distract much larger groups at once. | ||
- | * **Shift Consequences.** A scapegoat takes the blame. | ||
- | |||
- | ^Distraction |||**Look At Me:** You can seize and hold the attention of a small crowd (20 people or less). They all turn in your direction and pay exclusive attention to you for up to 10 rounds (you can end the effect prematurely at any time). Some might move closer to get a better view unless they have a specific reason to stay where they are (guards posted at doors will stay by their doors, but still look at you.) Depending on context, you might get escorted from the premises or suffer similar consequences afterwards. People or creatures that are in combat or feel actively threatened are immune to being distracted by this ability. Your allies are unaffected by this ability (unless they choose to be). | | ||
- | |-> ^Massive Crowd ||**All Of You:** You can distract a crowd of up to 1000 individuals instead of only 20. | | ||
- | |-> ^Shift Consequences ||**Why I Never:** You can make yourself seem like a victim or unfortunate bystander of your own distraction and somebody else as the instigator. If there are any consequences to your stunt, the selected other creature suffers them instead of you. | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Dodge ===== | ||
- | |||
- | * **Dodge.** Avoid melee attacks by being somewhere they aren' | ||
- | * **Projectile Dodger.** Dodge projectile attacks. | ||
- | * **Area Dodger.** Dodge area attacks. | ||
- | * **Redirect.** Dodging can cause enemies to hit each other instead of you. | ||
- | * **Tricky Redirect.** Gain more versatility with where attacks are redirected. | ||
- | |||
- | ^Dodge |||**Dive For Cover:** When you are targeted by a Melee-type weapon, you can immediately choose to dodge it after seeing the dice result but before actually suffering the effect. You cannot choose to dodge an attack whose trigger die displays a result of 10+. Dodging allows you to move up to two meters from your current position, or alternately up to 5 meters if you also take the Prone condition immediately after moving. You cannot opt for the further dodge if you are already prone. The attack targets the place you were, not the place you are. \\ \\ **Conservation of Energy:** Every time you dodge, you get one fewer action on your next turn. You cannot dodge more than twice per turn. | | ||
- | |-> ^Projectile Dodger ||**Duck And Cover:** You may also dodge projectile attacks. | | ||
- | |::: |-> ^Area Dodger |**Improved Evasion:** You may also dodge area attacks. Dodging an area attack is only effective if the movement from your dodge is enough for you to get completely outside of the target area. | | ||
- | |-> ^Redirect ||**Sow Chaos:** When you successfully dodge a melee or projectile attack, you can chose to have the attack you dodged target any space adjacent to your original position. You cannot redirect an attack back against its attacker, nor can the attack target a space that it normally couldn' | ||
- | |::: |-> ^Tricky Redirect |**Lead and Mislead:** You can redirect attacks to new valid targets adjacent to either your original position or the new position you end up in after dodging. | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Electric Resistance ===== | ||
- | |||
- | * **Electric Resistance.** Electric effects have a failure chance against you. | ||
- | * **Electric Immunity.** Become completely immune to Electric effects. | ||
- | * **Electric Absorption.** Electric damage has a chance to heal you. | ||
- | |||
- | ^Electric Resistance |||**Shrug It Off:** All attacks and abilities with the Electric tag have a failure chance of 6 when used against you. Effects without the Electric tag are unaffected. | | ||
- | |-> ^Electric Immunity ||**Impunity: | ||
- | |::: |-> ^Electric Absorption |**Feels Good, Man:** When you are targeted by an ability with the Electric tag, roll a trigger die. If the result is 10+, immediately restore all your lost Endurance. | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Escape Artist ===== | ||
- | |||
- | * **Escape Artist.** Nothing can hold you long. | ||
- | |||
- | ^Escape Artist |||**Get Loose:** You can spend an action to remove the Grabbed, Stuck, or Wrapped conditions. If you are under multiple such conditions at a time, you can only remove one of them per action. You can also escape out of a creature that has used the Devour ability to consume you, but this requires two actions (one to crawl up its throat/ | ||
- | |||
- | [[# | ||
- | |||
- | ===== Fashionista ===== | ||
- | |||
- | * **Fashionista.** Have an endless supply of clothing and costumes. | ||
- | * **Fashion Police.** Provide clothing quickly and force it on the unwilling. | ||
- | |||
- | ^Fashionista |||**Bottomless Closet:** You can provide any sort of clothing, uniform or costume in your own size with no Supply cost. Doing so requires 10 rounds of work (20 actions) as you dig through your collection. You can also provide clothing for someone else that isn't in or near your own size, but this takes a few in-game hours for you to find/ | ||
- | |-> ^Fashion Police ||**Bring Changes:** You can procure new clothing for yourself as a single action or clothing for someone else with 10 rounds of work. Changing clothes takes only a single round. \\ \\ **Force Changes:** If you are adjacent to a creature for whom you have previously selected and obtained an outfit, you can force them to wear it as an action whether they want to or not. Forcing clothing changes on a target provides no mechanical or combat advantages against that target. | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Fearless ===== | ||
- | |||
- | * **Fearless.** Become immune to fear. | ||
- | * **Encourage.** Remove fear from allies. | ||
- | |||
- | ^Fearless |||**Fearproof: | ||
- | |-> ^Encourage ||**Bolster Courage:** You can spend an action to shout encouragement, | ||
- | |||
- | [[# | ||
- | |||
- | ===== Feign Death ===== | ||
- | |||
- | * **Feign Death.** Pretend to be dead. | ||
- | * **Fossilize.** Become resistant to damage while feigning death. | ||
- | * **Hibernate.** Suspend yourself indefinitely. | ||
- | * **Waking Dead.** Stay alert and aware while feigning death. | ||
- | |||
- | ^Feign Death |||**Play Possum:** You can fall down and pretend to be dead as a free action that can be done even when it is not your turn (such as immediately after taking damage so as to make it look like the damage in question killed you). While you are feigning death, all your vital signs (pulse, breathing, etc) slow to a crawl and are imperceptible to anyone examining your body. \\ \\ **Unconscious: | ||
- | | -> ^Fossilize ||**Carbonite: | ||
- | | -> ^Hibernate ||**Need Not:** While feigning death, you do not need food, water, air or anything else in order to stay alive. You may wait in suspended animation indefinitely without coming to harm (although this ability still won't keep the bugs off you or anything). | | ||
- | | -> ^Waking Dead ||**Pretender: | ||
- | |||
- | [[# | ||
- | |||
- | ===== Firestarter ===== | ||
- | |||
- | * **Firestarter.** Light stuff up. | ||
- | * **Flame Toss.** Burn things at a greater distance. | ||
- | |||
- | ^Firestarter |||**Burninate The Countryside: | ||
- | | -> ^Flame Toss ||**Distant Burn:** You can set fire to anything within throwing range (0-10 meters). | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Forager ===== | ||
- | |||
- | * **Forager.** Avoid spending Supply to get rations. | ||
- | * **Solar Powered.** You can meet your basic needs with sunlight. | ||
- | |||
- | ^Forager |||**Feed Yourself:** When traveling in an area that has a lot of life and/or resources (cities, forests, grasslands, etc) you no longer need to spend Supply in order to feed yourself- you can hunt for berries, catch fish, dumpster dive, or whatever. When traveling in a more sparse environment that is lower on resources (such as deserts, tundra, the open ocean, etc) roll a trigger die every day. You can feed yourself (and avoid spending Supply) when the die displays a result of 7+, but if not you have to eat from your stocks as normal. When traveling in an entirely barren environment (the vacuum of space, perhaps) there is nothing to forage and this ability is useless. | | ||
- | | -> ^Solar Powered ||**Photosynthesis: | ||
- | |||
- | [[# | ||
- | |||
- | ===== Heat Resistance ===== | ||
- | |||
- | * **Heat Resistance.** Heat effects have a failure chance against you. | ||
- | * **Heat Immunity.** Become completely immune to heat effects. | ||
- | * **Heat Absorption.** Heat damage has a chance to heal you. | ||
- | |||
- | ^Heat Resistance |||**Shrug It Off:** All attacks and abilities with the Heat tag have a failure chance of 6 when used against you. Effects without the Heat tag are unaffected. \\ \\ **Environmental Protection: | ||
- | |-> ^Heat Immunity ||**Impunity: | ||
- | |::: |-> ^Heat Absorption |**Feels Good, Man:** When you are targeted by an ability with the Heat tag, roll a trigger die. If the result is 10+, immediately restore all your lost Endurance. | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Last Bullet ===== | ||
- | |||
- | * **Last Bullet.** Gain emergency supplies after all others have failed. | ||
- | |||
- | ^Last Bullet |||**Hidden Reserve:** You may freely use any action that consumes Supply even if you have no Supply remaining or are forbidden from using Supply for whatever reason (such as the Deficit condition). If you lose supply while relying on Last Bullet, you immediately unequip the Last Bullet ability instead. | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Overwatch ===== | ||
- | |||
- | * **Overwatch.** Set up reactive attacks. | ||
- | |||
- | ^Overwatch |||**Stand Ready:** You can spend an action to set up an overwatch attack. During the next enemy phase you may use any equipped weapon to instantly attack any creature that moves into any space in your range. This attack is resolved as an instant interrupt to the target' | ||
- | |||
- | [[# | ||
- | |||
- | ===== Pocket Sand ===== | ||
- | |||
- | * **Pocket Sand.** Blind enemies by throwing material in their eyes. | ||
- | * **Practiced Sand.** Gain a chance to use the ability for free. | ||
- | |||
- | ^Pocket Sand |||**In Your Face:** As an action, you throw/ | ||
- | |-> ^Practiced Sand ||**Quick Toss:** If the result on the trigger die when using the ability is 7+, then using the ability didn't require an action. You still need to have at least one action remaining during a turn in order to use the Pocket Sand ability, and cannot roll the trigger die without committing to possibly use the action. | | ||
- | |||
- | [[# | ||
- | |||
- | ===== Point Blank ===== | ||
- | |||
- | * **Point Blank.** Use bow, firearm or beam attacks at close range. | ||
- | * **Grapple Bolt.** Use projectile attacks while being grappled. | ||
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- | ^Point Blank |||**Shoot Closely:** When using Bow, Firearm or Beam weapon abilities, you have no minimum range and can freely target creatures 5 meters or closer to your position. | | ||
- | |-> ^Grapple Bolt ||**Gut Shot:** You can use Bow, Firearm or Beam weapon abilities against a creature that is currently grappling you. | | ||
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- | [[# | ||
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- | ===== Poison Dart ===== | ||
- | |||
- | * **Poison Dart.** Poison a target at range. | ||
- | * **Discrete Dart.** Using the ability doesn' | ||
- | * **Killer Dart.** The ability can be used to assassinate or knock out subjects. | ||
- | * **Long Dart.** Range of the darts is increased. | ||
- | |||
- | ^Poison Dart |||**Deadly Prickle:** As an action, you shoot a poisoned dart at any target within 10 meters. The target immediately gains the Poisoned condition. \\ \\ **Supply:** Roll a trigger die when using a poison dart. If the result is a 1, you lose a point of supply. You cannot use poison darts if you have no supply remaining at all. \\ \\ **Failure Chance:** Poison darts are not technically projectile weapons, but act like them for purposes of failure chance. Partial and full concealment give failure chances of 4/8 respectively, | ||
- | |-> ^Discrete Dart ||**Completely Silent:** Shooting poisoned darts is completely silent and requires very little motion on your part. You can use this ability while hiding without revealing your location or breaking cover. | | ||
- | |-> ^Killer Dart ||**Assassinate: | ||
- | |-> ^Long Dart ||**Greater Range:** You can shoot poisoned darts up to 20 meters instead of the normal 10. | | ||
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- | [[# | ||
- | |||
- | ===== Poisoner ===== | ||
- | |||
- | * **Poisoner.** Your poisons also inflict the Fatigue condition. | ||
- | * **Dimsight Toxin.** Your poisons also inflict the Bleary condition. | ||
- | * **Eyebite Toxin.** Your poisons also inflict the Blind condition. | ||
- | * **Fumble Toxin.** Your poisons also inflict the Awkward condition. | ||
- | * **Stagger Toxin.** Your poisons also inflict the Wobbly condition. | ||
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- | ^Poisoner |||**Enervation: | ||
- | |-> ^Dimsight Toxin ||**Blurry Vision:** Every time you inflict the Poison condition on a target by any means, you also inflict the Bleary condition. | | ||
- | |::: |-> ^Eyebite Toxin |**Lights Out:** Every time you inflict the Poison condition on a target by any means, you also inflict the Blind condition. | | ||
- | |-> ^Fumble Toxin ||**Slowed Response:** Every time you inflict the Poison condition on a target by any means, you also inflict the Awkward condition. | | ||
- | |-> ^Stagger Toxin ||**Balance Lost:** Every time you inflict the Poison condition on a target by any means, you also inflict the Wobbly condition. | | ||
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- | [[# | ||
- | |||
- | ===== Quartermaster ===== | ||
- | |||
- | * **Quartermaster.** Carry more supplies. | ||
- | * **Restocker.** You may throw supplies to allies during a fight. | ||
- | |||
- | ^Quartermaster |||**Extra Supply:** When you equip the Quartermaster ability, you gain +3 more supply and your maximum limit for supplies carried is also increased by +3. When you unequip the Quartermaster ability, you immediately lose 3 supply and your maximum limit returns to normal. You cannot unequip the Quartermaster ability at all unless you have at least 3 supply to sacrifice; if you have less than 3 the Quartermaster ability continues to take up a slot whether you want it to or not. \\ \\ **NPC Difference: | ||
- | |-> ^Restocker ||**Catch This:** You can give your supply to your allies in combat as a free action, and may give supply within throwing range (0-10 meters) instead of only to adjacent allies. | | ||
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- | [[# | ||
- | |||
- | ===== Running Drop ===== | ||
- | |||
- | * **Running Drop.** Use thrown effects for free as you move. | ||
- | |||
- | ^Running Drop |||**In Your Wake:** You can use any thrown effect as part of a movement without spending an action to do so. The thrown effect targets the space you were in at the beginning of your move, and comes into effect immediately after you finish moving. If you were moving through open space (such as through jumping, flying, or similar) then the thrown effect is dropped down to the ground below your starting location. You can only drop one throwable per movement action you take. | | ||
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- | [[# | ||
- | |||
- | ===== Shield ===== | ||
- | |||
- | * **Shield.** Block some incoming attacks from the front. | ||
- | * **Tower Shield.** Block all incoming attacks from the front. | ||
- | |||
- | ^Shield |||**Shields Up:** You may use an action to go on the defensive. Until the beginning of your next turn, you have partial cover against all attacks coming from sources inside your vision arc. Partial cover causes attacks to have a special failure chance of 6, although there are a few types of attack that ignore cover (mostly Area-based ones). Attacks from creatures outside this arc are unaffected by a Shield ability. | | ||
- | | -> ^Tower Shield ||**Hunker Down:** Spending an action to go on the defensive gives complete cover, which completely negates any and all attacks from the front until the beginning of your next turn. | | ||
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- | [[# | ||
- | |||
- | ===== Slippery ===== | ||
- | |||
- | * **Slippery.** Move freely through allies' | ||
- | * **Artful Dodger.** Move freely through enemies' | ||
- | |||
- | ^Slippery |||**Squeeze By:** You may freely move through (but not stop inside) spaces occupied by your allies and neutral parties that are willing to let you through. | | ||
- | |-> ^Artful Dodger ||**Can' | ||
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- | [[# | ||
- | |||
- | ===== Smoke Bomb ===== | ||
- | |||
- | * **Smoke Bomb.** Cloak an area in concealing smoke. | ||
- | * **Lingering.** The smoke takes a long time to disperse. | ||
- | * **Noxious.** The smoke chokes anyone that tries to breathe it. | ||
- | |||
- | ^Smoke Bomb |||**Veil Area:** As an action, toss a smoke bomb to any location in throwing range (0-10 meters). The target space and all other spaces to a range of 2 meters gain complete concealment, | ||
- | |-> ^Lingering ||**Lingering Smoke:** The concealment created by the smoke bomb lasts until the end of combat or for a few minutes of in-game time if used outside of combat. \\ \\ **Supply Consumption: | ||
- | |-> ^Noxious ||**Cough and Wheeze:** Any creature that starts their turn in an area of concealment created by the smoke bomb gains the Choking condition. Passing through the area of concealment does not give a creature the Choking condition. | | ||
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- | [[# | ||
- | |||
- | ===== Snipe ===== | ||
- | |||
- | * **Snipe.** Perform assassinations with projectile weapons. | ||
- | |||
- | ^Snipe |||**Ranged Slayer:** You may assassinate (instantly kill) creatures of your own level or lower that are in the Clueless state with a projectile weapon. | | ||
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- | [[# | ||
- | |||
- | ===== Splash ===== | ||
- | |||
- | * **Splash.** Make something wet. | ||
- | * **Acid Splash.** Throw acid instead of water. | ||
- | * **Holy Water.** The ability is baneful to unholy creatures. | ||
- | |||
- | ^Splash |||**Water Toss:** As an action, throw a container full of water anywhere within throwing range (0-10 meters). \\ \\ **Water Effects:** If you throw the water at a creature with the Burning condition, the condition is instantly and automatically removed. If you throw it at a space that is currently burning, it puts out the fire in that space. Light sources such as torches that are not shielded from water will be extinguished. You can provide enough water to satisfy a creature' | ||
- | |-> ^Acid Splash ||**Corrosive Liquid:** Instead of throwing water, you can choose to throw acid. Any creature you make wet with your Splash ability gains the Acid condition. | | ||
- | |-> ^Holy Water ||**Blessed: | ||
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- | [[# | ||
- | |||
- | ===== Spotter ===== | ||
- | |||
- | * **Spotter.** Mark a target' | ||
- | |||
- | ^Spotter |||**Spotted: | ||
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- | [[# | ||
- | |||
- | ===== Theft ===== | ||
- | |||
- | * **Theft.** Steal things. | ||
- | * **Counterfeit.** Leave a fake substitute behind. | ||
- | * **Misdirection.** Steal in front of a suspicious audience. | ||
- | * **Pickpocket.** Steal things in another' | ||
- | * **Fingersmith.** Steal the unstealable. | ||
- | * **Resupply.** Sometimes steal Supply. | ||
- | |||
- | ^Theft |||**Nimble Fingers:** You can steal any small, light object in the environment that isn't too secure (silverware, | ||
- | |-> ^Counterfeit ||**Not The Real McCoy:** You can spend a Supply when you steal something to replace it with a real-looking, | ||
- | |-> ^Misdirection ||**Sleight of Hand:** You can attempt to steal things even while being directly observed by creatures that are not in the Clueless state. | | ||
- | |-> ^Pickpocket ||**Easy Mark:** You can steal small, light objects that are in a creature' | ||
- | |::: |-> ^Fingersmith |**Tricky Mark:** You can steal objects that are in a creature' | ||
- | |::: |-> ^Resupply |**Robin Hood:** If you roll a 10+ on the check when stealing from a creature, you also take one point of their Supply and add it to your own. You cannot steal Supply from creatures that don't have any. | | ||
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- | [[# | ||
- | |||
- | ===== Threaten ===== | ||
- | |||
- | * **Threaten.** Strike fear into your enemies. | ||
- | * **Nameless Dread.** Your mere presence is frightening. | ||
- | * **Roar.** Inflict fear on all nearby creatures. | ||
- | * **Terror Anew.** Making kills refreshes your ability to frighten a target. | ||
- | |||
- | ^Threaten |||**Menace: | ||
- | |-> ^Nameless Dread ||**Wordless Fear:** You don't need to be clearly visible or audible to inflict fear on a target. Your mere presence is fearsome enough. | | ||
- | |-> ^Roar ||**Scatter Them:** Instead of inflicting fear on a single creature, you inflict it on all creatures within 2 meters of your location with a single action. All the normal restrictions apply. | | ||
- | |-> ^Terror Anew ||**No Mercy:** You regain the ability to inflict Fear on a creature you have already scared in the same combat when that creature witnesses you make a kill. | | ||
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- | [[# | ||
- | |||
- | ===== Twitchy ===== | ||
- | |||
- | * **Twitchy.** Always act during the opening round. | ||
- | |||
- | ^Twitchy |||**Improved Initiative: | ||
- | |-> ^Danger Sense ||**Uncanny Initiative: | ||
- | |||
- | [[# | ||
- | |||
- | ===== VIP ===== | ||
- | |||
- | * **VIP.** You're always on the list. | ||
- | |||
- | ^VIP |||**Free Admission: | ||
- | |||
- | [[# | ||
- | |||
- | ===== Whirl ===== | ||
- | |||
- | * **Whirl.** Face any direction you want. | ||
- | |||
- | ^Whirl |||**Spin Right Round:** Normally when you end your turn you are considered to be facing whatever direction you were last moving or targeting an ability in. If you have Whirl equipped, you can choose to end your turn facing any direction you desire. | | ||
- | |-> ^Omniface ||**360 Degree Vision:** You are always considered to be facing every direction at once because you are always looking every direction at once. This ability gives you no special methods of seeing other than removing facing as a consideration. | | ||
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- | [[# |