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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.
Ability | Summary |
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Adversity | Empower your attacks as you lose Vitality. |
Allure | Use romance and seduction as leverage. |
Alter Ego | Switch to a second identity. |
Assassin | Study a mark in order to take their life. |
Berserk | Enter a reckless state that increases offense but lowers defense. |
Blindfight | Reduce attack failure chance from concealment. |
Bloodletter | Your attacks cause bleeding more often. |
Boat | You have a boat. |
Bodyguard | Take hits in place of your allies. |
Candid | Make subjects open up about themselves. |
Captain | Embed yourself in and lead a squad. |
Cold Resistance | Cold effects have a failure chance against you. |
Companion | You have a close companion that partners with you on adventures. |
Deceiver | More easily fool the senses of others. |
Die Hard | Cheat death, sometimes. |
Disguise | Change your appearance to look like someone else. |
Distraction | Draw all attention to yourself. |
Dodge | Avoid melee attacks by being somewhere they aren't. |
Electric Resistance | Electric effects have a failure chance against you. |
Escape Artist | Nothing can hold you long. |
Fashionista | Have an endless supply of clothing and costumes. |
Fearless | Become immune to fear. |
Feign Death | Pretend to be dead. |
Firestarter | Light stuff up. |
Forager | Avoid spending Supply to get rations. |
Heat Resistance | Heat effects have a failure chance against you. |
Last Bullet | Gain emergency supplies after all others have failed. |
Overwatch | Set up reactive attacks. |
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. |
Poisoner | Your poisons also inflict the Fatigue condition. |
Quartermaster | Carry more supplies. |
Running Drop | Use thrown effects for free as you move. |
Shield | Block some incoming attacks from the front. |
Slippery | Move freely through allies' spaces. |
Smoke Bomb | Cloak an area in concealing smoke. |
Snipe | Perform assassinations with projectile weapons. |
Splash | Get something wet. |
Spotter | Mark a target's location for your allies. |
Theft | Steal things. |
Threaten | Strike fear into your enemies. |
Twitchy | Always act during the opening round. |
VIP | You're always on the list. |
Whirl | Face any direction you want. |
Adversity | Returned Agony: For every two points of Vitality you are currently missing, all your weapon attacks deal +1 damage whenever you use them. | ||
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→ | Greater Adversity | Pain Channeling: As Adversity, but you deal +1 damage on all weapon attacks for every 1 point of Vitality you are missing instead of every 2. |
Allure | Charming: You know how to be highly attractive when you want to be. Everything interested in you reacts positively to your flirting, even if you have nothing else to offer and the target should really know better. Targets that are not romantically/sexually interested in your particular species/gender are immune to this ability. Whether you have to follow through on your flirting or not and in what way will vary depending on the specific circumstances. In Control: You can turn off your allure any time you want. It never affects the game's events unless you're specifically using it to do so. |
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→ | 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 | Second Identity: You have a secondary identity that you can switch to or from with ten rounds' work (20 actions). The switch can be as dramatic as an actual physical change or as subtle as switching clothes and putting on glasses, depending on the setting and tone of the campaign world. Your alternate identity has its own name, appearance, mannerisms, reputation and similar (all determined by you) that are as static as your own. Your alter ego can even have a different physical size than your primary one if the setting and your GM allow. If you unequip the Alter Ego ability, you immediately start to revert to your primary identity over the course of the next ten rounds. Secret Identity: Nobody in the game world can tell that your two identities are in fact the exact same person simply by looking at or interacting with you. However, they can discover, deduce or be told your secret. Once an individual knows your secret identity, there's no going back. If your two identities are very different in terms of perceived capability, using abilities based on the capability of one while in the form of the other might give the secret away in and of itself. Examples: Clark Kent lifting a car, a dragon in human form breathing fire. |
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→ | Quick Change | Swap: Switching to or from your alter ego requires only one action instead of ten rounds. |
Assassin | Declare Mark: You can declare any creature in the game universe to be your “mark”. You can only have one mark at a time. Information: For every substantial piece of information you learn about a creature after you have declared them your mark, you may treat your level as +1 higher than it actually is for purposes of assassinating them and you gain +1 bonus damage against them with all weapon attacks. Substantial pieces of information shed some amount of light on the mark's personality, background, or motivations- things like “collects rare pornography”, “takes their coffee with two creams and no sugars”, or “has a pet cat named Mr. Boopsyfloof” are all good pieces of information, but things like “has two eyes”, “is named Lord Toastwanker”, or “is taking a bath right now” are not good pieces of information. The Hunt: Only information you find out about a creature after declaring them a mark gives a bonus- if you already knew a bunch of information about a creature before declaring them a mark, you can't use any of it for a bonus. If you ever unequip the Assassin ability or declare a new mark, you lose all bonuses associated with information you found out and must start over with new information if you return to the hunt again later. |
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→ | Nemesis | Organizational Mark: You can declare an entire organization to be your mark, such as “The Rat-Catcher's Guild”, “The Knights of the Black Stag” or “Serpodyne Corporation”. You gain your information-granted combat bonuses against every member in good standing of that organization whose membership you are aware of. Information Shift: Information gathered against an organizational mark must pertain to the secrets and history of that organization, not necessarily its individual members. Commonly-known information about the organization grants no bonus. |
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: While in berserk mode, you are completely immune to the Fear and Pacified conditions. If these conditions were in place on you before, entering berserk mode removes them instantly. Focused: While in berserk mode, you cannot perform any actions other than attacking enemies in melee or moving into position to do so. |
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→ | Rage Control | Smoother Berserking: You may enter berserk mode as a free action at any time you want, even when it's not your turn. Come Down Off It: You may end berserk mode prematurely by spending an action to calm yourself down. You must spend at least one full round in berserk mode before you can choose to calm down. |
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→ | 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 | Uncanny Strike: Failure chances for using Melee and Projectile attacks against concealed targets are halved: 2 for partial concealment, and 4 for total concealment instead of the normal 4/8 respectively. | ||
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→ | Home In | Unerring Strike: Failure chances for using Melee and Projectile attacks against concealed targets are quartered: 1 for partial concealment, and 2 for total concealment instead of the normal 4/8 respectively. |
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. |
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Boat | You're On A Boat: You have a boat fitted with oars and a sail. Pick a size category from 5-7 for your boat to be; the boat counts as that size category for purposes of how much it can carry, how much space it occupies, and the failure chance of any attacks directed at it. You can't change your boat's size category later without getting a whole new one. Your boat is considered to be the same level you are for purposes of how much Flow/Endurance/Vitality it has, and uses the combat abilities of whoever is steering it for defensive purposes. If nobody is steering it, all combat abilities are 0. Boats don't have abilities or supply of their own. Boats are immune to the Choking, Poisoned and Bleeding conditions. Ride The Ship: When you're in your boat, you can spend an action to move it five meters (along with everything it's carrying, including you.) Only one person can move the boat even if it's carrying multiple people. If another creature in the boat acts as your assistant (manning an oar, adjusting the sails at your command, etc) then the boat's movement speed increases to 10 meters instead. Your assistant must also spend an action whenever you spend an action to move the boat to get this benefit. You can only benefit from a single assistant at a time. Too Big To Carry: If you go somewhere your boat can't, you can't bring it with you. It stays wherever you left it until you come back for it. You don't have to keep your Boat ability equipped when you're not using your boat. Boat Insurance: If your boat gets wrecked, lost, stolen, blown to smithereens or is otherwise irretrievable you can get a new one in exchange for five Supply anywhere that boats can be found. |
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→ | Improved Controls | Short-Handing: You do not need an assistant to move your boat at full speed (10 meters per action). If you also have the Ship or Grandship ability equipped, you can move at full speed (20 meters) with a minimal crew (10 for a ship, 50 for a grandship). | |
→ | Ironclad | Durable Materials: The boat is immune to the Burning and Acid conditions. | |
→ | 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→2→5→10→20→50→100→ etc scale. | |
→ | Improved Naval Engine | Strong Ship: The boat can carry weight as if it is one size larger than it actually is. Unhindered: The boat ignores the negative effects of water-based difficult terrain (thick weeds, ice covering, etc) that would otherwise slow it down. It takes no impairment when moving through such spaces and is not considered vulnerable while inside them. |
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→ | 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: The ship has two smaller boats on board (stats as the regular Boat ability) that can be used for disembarkation or whatever else the situation requires. |
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→ | 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's base speed is 10, just like a normal ship's. Crew: Grandships require a crew of at least 50 individuals under your command in order to move them. If you have a crew of 100, base speed is increased to 20. Lifeboats: Grandships have ten lifeboats instead of two. |
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→ | 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's no water around won't let you ride around in it, obviously, but maybe you can come up with other uses for a boat. |
Bodyguard | Ward: When any ally adjacent to you is targeted by any attack, you can choose to immediately interrupt the attack by moving into your allies' space and moving them into any space adjacent to their previous space that you choose. The attack is then executed normally. If it was a melee or projectile attack, it targets you instead of the intended target. If it was an area attack, it targets everyone inside of its target zone as normal (but you could potentially have moved your ally outside of its target zone, thus sparing them from the effect). Guard Sprint: Normally you move yourself and your warded ally a total of 2 meters (1 for you, 1 for them). You can instead move yourself and your warded ally a total of 5 meters if you sacrifice a point of Endurance to do so. You must stop moving in the same spot where your warded ally was standing before you dashed in to save them from a hit. |
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→ | 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 | 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 “personal” vs a “business” question. Embarrassing Slip-up: After providing the answer to your question, the subject will be more guarded around you and won't answer anything else through the use of this ability for the rest of the session. |
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→ | Good Listener | More Versatility: The Good Listener ability confers one of two benefits: either you can choose to have a subject answer two questions before clamming up, or just one question without the subject realizing that they told you anything personal at all. |
Captain | Embedded Leader: You can “embed” yourself with an allied squad that recognizes your authority. When embedded, you cannot be targeted by any melee or projectile attacks unless/until your squad is wiped out. Attacks that target your entire squad at once still hit you normally. You must move along with the squad, but make attacks or other actions independently. If you are incapable of moving along with a squad (such as if they are mounted and you're on foot, or they're swimming and you don't know how) you cannot embed yourself with them. |
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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: You suffer no ill effects from prolonged exposure to low-temperature environments such as snowfields, ice caverns or refrigeration complexes. |
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→ | Cold Immunity | Impunity: You are completely immune to all cold-based effects from any source. | |
→ | 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 | Best Friend: A companion is no mere disposable minion- they're a true friend and partner that works closely with you. A companion always works towards your interests and cannot be turned against you by any means that couldn't turn you against yourself. Statistics: A companion is a creature whose level is always equal to your own. You select your companion's abilities in cooperation with your GM. Depending on flavor, they might have access to some abilities that aren't normally available to you at all- for instance, if your companion is a pet animal, it makes sense for them to have the Beast Speed exotic ability. Your companion has a static loadout and cannot switch abilities the way a player adventurer can. Companions cannot have their own Companion abilities. Presence: Your companion does not disappear when you don't have the Companion ability equipped, but they are not under your control and do not aid you in any way unless it is. Combined Actions: You and your companion have trained to operate as a single creature in a combat situation. Even though there are two of you, you still only get two actions per round that you must split between yourself and your companion as you see fit. For example, you could take both actions and have your companion do nothing for a round, or vice versa, or both you and your companion could take one action each. When not in combat or other situations that have an action economy, you and your companion may both act normally. Shared Supply: You and your companion share a single source of Supply. If your companion uses Supply, you pay for it. Companions do not contribute any Supply to the shared supply stockpile. Revivable: If your companion dies, you can restore 1 point of Vitality to it by spending a point of Supply. You must do this within an hour of its death, or it truly dies and you permanently lose the Companion ability (although you can always re-acquire it later with a different companion). |
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→ | 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's normal action. | |
→ | 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: If either you or your companion die, the other gains +2 bonus damage with all weapons when attacking the creature that struck the killing blow. This effect occurs regardless of whether or not the fallen partner gets revived afterwards. |
Deceiver | Skilled Liar: When you tell a quick, plausible lie to somebody who has reason to suspect you, they believe it on a check result of 5+ instead of 7+. 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. |
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→ | Great Deceiver | Best Checks: As Deceiver, but deception checks for lies or deceptive abilities succeed on a result of 3+. |
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. | ||
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→ | 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 | Change Appearance: You make yourself not recognizable as yourself through the use of makeup, latex, illusion or similar aesthetic trickery. You can freely change your perceived coloration, age, weight, ethnicity, sex, or similar. You cannot change your perceived species or radically change your body type, nor can you make yourself look precisely like another creature who already exists. Your voice, scent, and mannerisms remain unchanged. Disguise Check: Every time a creature comes within standard detection distance of you (10 meters or the same room, whichever is less) for the first time, you must roll a trigger die. If the result is a 7+, that creature is completely fooled by your disguise (unless, of course, you do something that gives you away). If you don't get a 7+, then the creature knows that you're wearing a disguise and will act accordingly. You only roll the check when a creature has the chance to spot you, and only once per session per creature. If multiple creatures all come within standard detection distance in the same round, roll just once for all of them. The Deceiver unusual ability improves your odds on this check. Slow Application: It takes 10 rounds of continuous work to apply a disguise. You can remove a disguise as a single action. Skin-Deep: Your disguise only works when nobody examines it too closely. Makeup tends to smudge off, wigs go askew, etc. If you partake in too much physical activity, get soaked in water, get intimate with somebody, or some similar circumstance your disguise is ruined. The GM decides when and if this happens and will probably warn you of the potential for such if possible. Ability-Dependent: If you unequip the Disguise ability for any reason, all disguises you have crafted with it are automatically and immediately ruined. |
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→ | Face Artist | Shared: You can apply disguises to other (willing) creatures as well as yourself. Quickchange: You can apply disguises to yourself (but not others) as a single action instead of 10 rounds of work. |
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→ | Impersonation | Mirroring: You can craft disguises that look exactly like another creature that already exists. You must be familiar with the creature you are impersonating in order to disguise yourself as them. Mimickry: You disguise also alters your voice and your mannerisms. |
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→ | 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, so did you). While you are gone the game goes on without you and you don't have any direct effect on the proceedings until you rejoin by revealing your disguise. |
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→ | 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: You can disguise yourself as a similar or related species. For example, a human could be disguised as an elf or a chimp but not as a squid. You gain no special qualities or abilities of your new form, only its shape and appearance. |
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). | ||
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→ | 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 | 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. |
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→ | 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't have (such as one that's out of reach of a Melee attack.) | |
→ | 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 | 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. | ||
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→ | Electric Immunity | Impunity: You are completely immune to all electric-based effects from any source. | |
→ | 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 | 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/whatever and the other to tumble out of its mouth/whatever.) |
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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/borrow/modify/create the outfit in question for them. Changing clothing requires a couple rounds of work. | ||
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→ | 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 | Fearproof: You are immune to the Fear condition. If you already have the Fear condition on you when you equip the Fearless ability, it is immediately removed. | ||
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→ | Encourage | Bolster Courage: You can spend an action to shout encouragement, which instantly removes the Fear condition from all allies within 10 meters of your location. | |
→ | Iron Will | Unswayed: You become immune to the Confusion and Charmed conditions as well as the Fear condition. If either of these conditions are in place on you when you equip Iron Will, they are removed immediately. If you ever gain the Dominated condition, it is instantly replaced with the Charmed condition instead. This is the only way you can suffer the Charmed condition when equipping Iron Will. | |
→ | Indomitable | Never Lose Control: You are completely immune to the Dominated condition. |
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: When you feign death, name a time when you will wake up (usually a few rounds, an hour, or a day's time in the future but potentially any time at all that you desire.) Until that time comes, you are completely unconscious and helpless. You are still susceptible to damage, dismemberment, and true death while feigning death. |
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→ | Fossilize | Carbonite: While feigning death, you turn to or are encased inside stone or another material of similar toughness. You become immune to damage from all conventional sources. | |
→ | 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: While feigning death, you remain fully awake and alert to everything happening around you. Up Again: Instead of specifying a future point to wake up, you can choose to wake up any time you want. |
Firestarter | Burninate The Countryside: As an action, you may start anything flammable on fire that is adjacent to you. If it has fuel, a fire will spread on its own (GM adjudication). You can use this ability to light candles or burn down buildings- or anything in between. Creatures that start their turn in a burning space gain the Burning condition automatically. Burninate The Peasants: You can also use this ability to give any adjacent creature the Burning condition. This effect has the Heat tag. Fuel-Based: Every time you set a fire with Firestarter, roll a trigger die. If the result is 3 or less, you lose 1 Supply. You cannot use this ability if you have no Supply remaining. |
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→ | Flame Toss | Distant Burn: You can set fire to anything within throwing range (0-10 meters). |
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. | ||
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→ | Solar Powered | Photosynthesis: You don't need to eat anything during any day in which you spent at least an hour or two outside in the sunlight. |
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: You suffer no ill effects from prolonged exposure to high-temperature environments such as deserts, forge complexes or volcanic tunnels. |
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→ | Heat Immunity | Impunity: You are completely immune to all heat-based effects from any source. | |
→ | 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 | 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. |
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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's movement. You may only make as many overwatch attacks as you spent actions to set up on your last turn. If your turn comes up again without you having used your overwatch attack(s), they are wasted. |
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Pocket Sand | In Your Face: As an action, you throw/spit/excrete/otherwise propel some kind of material into a target's eyes. A target must be facing towards you and be within 5 meters of your position in order for you to use Pocket Sand on them. Targets within 1-2 meters gain the Blind condition, and targets within 3-5 meters gain the Bleary condition. Supply-Driven. Roll a trigger die every time you use this ability. If the result is a 1-3, then the ability consumed 1 Supply. If you have no supply remaining, you cannot use Pocket Sand. |
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→ | 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 | 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. | ||
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→ | Grapple Bolt | Gut Shot: You can use Bow, Firearm or Beam weapon abilities against a creature that is currently grappling you. |
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, and partial/full cover gives failure chances of 6/12 respectively. Targets larger or smaller than yourself have failure chances of 4 per category of difference. Any abilities you possess that reduce or eliminate failure chances with projectile weapons also apply to poison darts. |
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→ | 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: If you attack a target in the Clueless state with a poison dart whose level is equal to or less than your own, you can instantly kill them. Targets immune to poison cannot be assassinated in this way. Knockout Drugs: When assassinating a target with a poison dart, you can also choose to knock them unconscious instead of killing them. Unconscious creatures wake up several hours later none the worse for wear (although possibly with a huge headache). |
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→ | Long Dart | Greater Range: You can shoot poisoned darts up to 20 meters instead of the normal 10. |
Poisoner | Enervation: Every time you inflict the Poison condition on a target by any means, you also inflict the Fatigue condition. Targets immune to poison are also immune to this additional effect and any of its upgrades below. | ||
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→ | 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. |
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: Because creatures other than player-controlled adventurers use Supply differently, they only gain +1 Supply from this ability instead of +3. |
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→ | 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. |
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 | 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. | ||
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→ | 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. |
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. | ||
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→ | Artful Dodger | Can't Stop Me: You may freely move through (but not stop inside) any occupied spaces. |
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, and all other spaces out to a range of 5 meters gain partial concealment. The concealment lasts until the beginning of your next turn. Blocked Sight: Concealment effects from a smoke bomb are different from concealment effects that arise from darkness in that they block vision through them as well as inside them. A creature that is standing in an area of concealment from smoke treats all other creatures as also having the same level of concealment, even those standing outside the effect. Creatures standing on opposite sides of a smoke-filled area treat each other as having concealment even though neither of them is actually inside the effect at all. Non-Aquatic: Smoke bombs do not function underwater, although they can be used freely on the surface of water. |
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→ | 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: Using a lingering smoke bomb requires you to roll a trigger die; one Supply is consumed on a result of 1-3. If you have no Supply remaining, then you cannot use a lingering smoke bomb. Optional: When you have this ability equipped, you can use either regular or lingering smoke bombs as you desire. |
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→ | 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. |
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 | 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's thirst for an entire day with one use of this ability. Supply-Driven: When you use a Splash ability, roll a trigger die. The ability consumes one Supply when the trigger die displays a 1-3. You cannot use the ability at all if you have no Supply remaining. |
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→ | 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: The water you toss is baneful to unholy creatures. Any creature with the Unholy weakness that you hit with the Splash ability that is of your own level or lower is instantly destroyed. Unholy creatures with a level higher than yours gain the Dazed condition. Creatures without the Unholy weakness treat holy water like ordinary water. |
Spotter | Spotted: As an action, select one creature that you can see. For as long as you keep that creature in sight, all your allies are also considered to have it in sight (with the same amount of concealment as it has relative to you). This means, among other things, that an ally can target the spotted creature while ignoring concealment if you can see the creature clearly, and the creature does not get bonus dice for backstabbing or attacking your allies from behind so long as you can see them. You can only spot one creature at a time, but can change it as an action. |
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Theft | Nimble Fingers: You can steal any small, light object in the environment that isn't too secure (silverware, keycards, wallets, snacks, etc) within 1 meter of your position as an action. You cannot use this ability to steal objects that are currently in somebody's direct possession. You can only use this ability when all onlookers who would object to your larceny are currently Clueless. Steal Check: When you use this ability to steal something, roll a trigger die. If you roll a 7+, your theft went unnoticed. Any other result and somebody saw you take the thing. The Deceiver unusual ability improves your odds on this check. |
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→ | Counterfeit | Not The Real McCoy: You can spend a Supply when you steal something to replace it with a real-looking, but fake substitute. Close examination or attempts to use the fake will immediately reveal that it is a fake, but casual observation will not. | |
→ | 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's direct possession. | |
→ | Fingersmith | Tricky Mark: You can steal objects that are in a creature's direct possession that wouldn't normally be possible to steal without drawing attention, such as their pants. | |
→ | 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. |
Threaten | Menace: As an action, you inflict the Fear condition on any single creature that can clearly hear and/or see you. If the creature's level is higher than yours, the ability fails. Non-repeatable: You cannot inflict the Fear condition on a single creature more than once per combat. After they've recovered from it the first time, you aren't quite as scary anymore. |
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→ | 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. |
Twitchy | Improved Initiative: When you make an initiative check, you always get a 6 without having to actually roll at all. This lets you always act twice during an initiative round. Players Only: Due to the way initiative is checked, this ability is only available to player-controlled adventurers. |
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→ | Danger Sense | Uncanny Initiative: You act first (taking two actions) even when your party is surprised by an enemy encounter. You then take your normal two actions again after the enemy surprise phase is over while your friends are all rolling initiative. |
VIP | Free Admission: You can get into any exclusive establishment, event, or social gathering in the game world simply by showing up and asking to be let in. This might be due to being famous, important, well-connected or just really good-looking but the end result is the same. Allies that lack this ability might or might not be allowed in with you depending on circumstances. This ability does not guarantee you entrance into classified areas or private residences (unless there's a party or something going on in there). Unequipping the ability will get you un-invited and possibly physically thrown out. |
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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. | ||
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→ | 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. |