All Schticks (Action)

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Heroic Action Role-Play

A list of all the schticks of action. This does not include powers.

Attribute Schticks

Body Schticks

Bruiser

Inherent

You are very physically powerful and look the part. Your Body can be up to two points higher than the normal Race maximum.

Determination

Inherent

Use this if you run out of Hits. You can avoid collapsing when out of Hits, but at a price. Once you are out of Hits, you take damage setbacks when damage exceeds your soak attribute by five instead of ten. If you take a damage setback while at no Hits, you are unable to continue fighting.

Guts

Limit Break

You have a fierce will to live and fight on. Heal two Hits. You can use this at the end of a round, even if unconscious due to lack of Hits. You cannot use this to wake from unconsciousness if you have taken a damage setback. Unnamed characters with this schtick have a 50% chance to recover at the end of a round. If playing with miniatures, leave the model on the tabletop and roll at the end of the round. If the roll fails, or if the unnamed creature takes a damage setback, remove the model.

Natural Reach

Inherent

You have long reach, most often because you are tall but sometimes just due to long limbs. All your Melee attacks gain a Reach of 1 per 5 Body or fraction thereof, with a minimum of 2 meters. Against creatures whose Body is lower than yours all your Melee attacks also gain Intercept.

One Last Shot

Inherent

When you take your last Hit, do one last furious burst of action. This can be a Basic Action or a Limit Break. After this your hits run out and you fall unconscious - you can heal yourself to help your survival, but you cannot heal yourself to stay in the fight. One Last Shot does not give you access to schticks and powers you don't ordinarily have, it only lets you use your normal powers out of sequence.

Unflappable

Inherent

A quiet but secure giant, you ignore the antics of smaller creatures. Your huge mass is hard to move or unbalance.

Superstrength

Inherent

You can freely exceed the normal Body limit based on your race and weight. You can choose to not take up more Space on the Map. You must decide how large you are in advance, Superstrength does not allow you to change your mass at will. You still suffer from physical limitations on weapons, armor, and tools. This schtick is considered a Power even tough it lacks a Form. To take it, you have to have a Tradition, and if the Methods of your tradition or a Power Loss Limitation makes you lose your powers, your attribute is reduced to the normal maximum value until your powers return. Note that this is mainly a problem for Folk - other creatures do not have ability maximums. Such creatures are still limited by Mass.

Super Leverage

Inherent

Your strength does not need leverage to work; in true superhero fashion you do not need to be solidly anchored to exert strength, and you can lift impossibly large objects that would ordinarily break if their entire weight was carried by one person. You still suffer from physical limitations on weapons, armor, and tools, but you can use oversized gear sized for your actual Body. This schtick is considered a Power even tough it lacks a Form. To take it, you have to have a Tradition, and if the Methods of your tradition or a Power Loss Limitation makes you lose your powers, your attribute is reduced to the normal maximum value until your powers return.

Mind Schticks

Emergency Power

Limit Break

You can overcome Power Loss. You can immediately (as a part of the Limit Break) do one of these things:

  • Use a power that is a basic action.
  • Activate one Stance power and then take a Basic Action that is not itself a power, but that benefits from the stance you just adopted.

Genius

Inherent

You are a mental giant among your kin and have an aura of wisdom and power about you. Your Mind can be up to two points higher than the normal racial maximum.

Implemented Will

Inherent

You can use any power that could normally use an Implement bare-handed for Mind +4 damage.

Super Genius

Inherent

You can freely exceed the normal Mind limit based on your race. This schtick is considered a Power even tough it lacks a Form. To take it, you have to have a Tradition, and if the Methods of your tradition or a Power Loss Limitation makes you lose your powers, your attribute is reduced to the normal maximum value until your powers return. Note that this is mainly a problem for Folk - other creatures do not have ability maximums.

Will to Work

Inherent

You can work much longer hours than normal people, adding your Mind to your effective Body for Endurance. This often means you lead a double life, having a full professional career and an adventuring life on the side.

Reflexes Schticks

Act Now

Trigger Action

Trigger: Somebody finished their action. If you have yet to take your first action this round, you can spend three shots (in addition to 1 shot to trigger) to take your first action right now. If more than one character takes this action they act in order of current highest shot. This schtick can only be used once per round.

Athlete

Inherent

You are a physical paragon and well beyond the norm of your people, which shows in your appearance and mannerisms. Your Reflexes can be up to two points higher than the normal racial maximum.

Super Reflexes

Inherent

You can freely exceed the normal Reflexes limit based on your race. This schtick is considered a Power even tough it lacks a Form. To take it, you have to have a Tradition, and if the Methods of your tradition or a Power Loss Limitation makes you lose your powers, your attribute is reduced to the normal maximum value until your powers return. Note that this is mainly a problem for Folk - other creatures do not have ability maximums.

Quicker than the Eye

Inherent

If your Reflexes are higher than your opponent's, you can use this to gain a +3 bonus to any skill used as a defense value. As normal, you do this after you know whether the opponent's action succeed.

Skill Schticks

Charm Schticks

Ablative Clothing

Inherent

When in action, events conspire to show off your body. Blows miss you by the sheerest margin, slashing your outfit. Branches conspire to rip your clothes. Claws gore dress instead of flesh. This schtick is just as common among hunks and babes. Conan has it, as does many fantasy barbarians and bimbos in all genres.

Use this schtick to ignore the effects of any one physical attack or stunt. You can also use it to ignore difficult ground or other adverse terrain effects, in which case you can ignore such conditions for one Round. This rips up your clothes beyond repair. You cannot use this schtick while naked or in ripped clothes, and can only use it once per session - you generally manage to find a new outfit for the next session, tough you may have to adopt local dress.

Once you have used this you are as naked as the genre will allow. Any function your clothes once had is gone. You no longer have any armor. This can serve to activate Bulletproof Nudity if you have that schtick.

Acumen

Basic Action

You can use the Sense Motive stunt as a Basic Action, but you still need to observe your target in a social context. You can only attempt Acumen once per scene on a particular target, but you can continue to attempt to use Sense Motive.

Actor

Inherent

You are a character actor, well able to maintain a role. You like to immense yourself in your assumed persona, and seem able to change your personality and demeanor on cue. When you use Acting you are Confident. You can disguise yourself as a different race, gender or as a specific person as long as you can conceal any obvious physical differences; your method acting convinces people to overlook minor oddities in your appearance.

Beauty Mask

Inherent

The Crying Freeman has this schtick, and any character can have it in almost any juncture.

This schtick gives a sort of anonymity, even when not in disguise. Your features are idealized and forgettable. People can't seem to remember just exactly what you looked like when giving a description, tought they will readily recognize you if you meet again. They know someone was there, but they just can't think of what you looked like. "He looked kinda like a movie star."

If an observer or interrogator spends a Limit Break, an opposed Charm gives a basic description.

Betrayal

Limit Break

Use this when you are with someone who trusts you implicitly and has lowered his guard to you and who you can hold or embrace without them resisting you. You can do a Finisher against your target, just as if you had just defeated him in combat, or you can put them at zero Hits and defeated.

Blind Eye

Trigger Action

Win an opposed Charm check to convince the target that something it would normally not accept is in fact acceptable. The target turns a blind eye to the problem and acts normally despite the situation. The target overlooks what would normally be unacceptable identity, behavior, or appearance, going so far as to ignore rules and social conventions. The target turns a blind eye to a single situation and its direct natural repercussions. For example, having accepted a barbarian at a cocktail party, the target will not react to that barbarian again until he does something truly outrageous. Any direct threat of harm breaks the charm.

Captivating Captive

Focus

When you are a captive or otherwise helpless or at the mercy of your opposition, you can focus.

Consummate Charm

Inherent

When you make a successful Charm stunt to affect an opponent, add +3 to your Outcome. This works as if you had Advantage which means it stacks with anything else. Outcome is commonly used to determine if you score a Setback.

Cosmopolite

Limit Break

You are at home in all cultures, able to understand and adopt to strange manners and customs. Negate any penalties on Charm or Impress rolls related to alien cultures. You know the common languages of your world. Add your Charm to the number of Languages you can learn. You have an amazing ability to piece together bits of other languages, sign language and other means of communication. As a limit Break you can learn to communicate in any one unknown language. At first, this will be at a pidgin level, it takes you a few weeks to become fluent. If you use this ability to learn more Languages than allowed, you need to trim the list down at the end of the Story. You might have to use this schtick again (another Limit Break) to understand arcane subjects, archaic versions, or dialects of the same language.

Cute

Inherent

There is something about you that makes others care for you. Depending on their personality, this might make them want to kidnap and possess you or just give you a smile and favorable treatment. You automatically have at least the minimal effect on Good Impression on everyone you meet, making them see you as special and pleasant to be with. This makes it easy for you to get into social events, make acquaintances, and generally be very popular in a non-domineering sort of way.

Fascination

Basic Action

You can make a Good Impression or Taunt against a crowd of your Reflexes creatures at once. As an alternative you can make such a stunt against a single creature and be Confident on the roll.

Fainting Flower

Inherent

Whenever you are affected by a stunt or take damage, you can choose to ignore the effect and instead swoon beautifully. This costs you all shots for this round, but lets you ignore all damage while swooning. Enemies can use Trigger Actions (Finishers) against you, as long as you do not take further damage from them.

Fainting Flower does not help against truly indiscriminate dangers such as a bomb or rockfall, tough it does help against normal area attacks. Nor can you use this schtick to defend against attempts to capture, carry away, or otherwise take possession of you; in fact you are helpless against such attacks; your Dodge is zero against them for the remainder of the round. You cannot use this to escape confinement or whatever nefarious death-traps you might be placed in while in a swoon.

Gambler

Basic Action

You have a knack for gambling. Cinematic gambling has little to do with real-world gambling, and is not about calculating odds and folding at the right time; it is all about absurd luck. This schtick gives you the ability to draw just the right card to fill out your glorious hand or to give your race horse that little extra burst of speed. You can take a Basic Action to learn the difficulty of a certain proposed task. You make Confident Rolls when gambling. Whenever you have a bet hanging on an event you can make a Charm check and substitute the result for whatever skill check would normally determine success. You don't need to be the one performing this action, this is an aspect of your luck.

Help From My Friends

Focus

When surrounded by friends, championing their cause, you gain confidence. When within Charm meters of 8 or more people that support your actions, wish you well, and generally are on your side, you can focus.

Honest Joe

Finisher or Basic Action

You have a way with people, and inspire trust and confidence without really trying to. Any basically good and law-abiding people gladly give you a hand, though there must be a reason if they are to accept discomfort or danger to help you. This lets you charm people without really trying to, and tends to make you a leaders of mobs and posses. You may come into conflict with official authority figures. Sometimes, you can even inspire this trust in goons and villains, but usually only after you have soundly trounced them.

You can make a roll to find Common Ground when you defeat an opponent [Finisher], when you rescue someone from danger, and upon first meeting good-natured, law-abiding people [Basic Actions]. The common ground you find revolves around being decent to people; an enemy will at least consider a decent life if you succeed on this.

Infiltrator

Limit Break

You can convincingly pass yourself off as a nondescript follower. To use this ability, you temporarily stop playing. Your character is presumed to have donned a disguise and gone "off camera". At any subsequent point during play you may choose any nameless, filler character (a villain’s minion, a bellboy in the hotel, the cop who just pulled you over) in a scene and reveal that that character is actually you in disguise. Make an opposed Charm roll against the most skilled opponent on the scene. If this roll succeeds, you get to pick an NPC minion who is really you in disguise. If the roll fails, the opposition chooses who you are replacing, which can often put you in a dangerous position.

You may remain in disguise for as long as you like, but if anyone is tipped off that you might be nearby, an opposed Charm roll can be performed as a Limit Break. If the spotter wins, that player (or GM) gets to decide what nameless character on the scene you infiltrated as - and generally does so when you are alone and vulnerable.

Influential Friend

Inherent

You have a friend in a high places. This can be a king, hero, high official, monster, or even a god. You are childhood friends, accidental acquaintances, lovers, or otherwise know each other privately.

Inclined to act in your favor, an influential friend has many other obligations and this makes him unreliable. Your friend likes you and wants to correspond with you and spend time with you, but is aware that showing you preferential treatment is somewhat irresponsible and thus does not provide all the support he could. He will give plenty of hints, rumors, and tidbits of information as well as the occasional gift and favor. Pressuring an influential friend for more help may produce grand results in the short term, but can easily backlash. At times, your influential friend might need your help, having you act secretly as their agent in the world.

Inspiration

Inherent

You are an inspiration to others. Whenever someone else performs an action that you heartily endorse, you can use Inspiration to give them a Fortune point they must immediately spend. You lose this Fortune point as if you spent it yourself. This schtick can even be used when you are not present, but you then need to describe a montage of something you did or told them that can inspire them in the current crisis.

Lip Reading

Basic Action

You have the ability to decipher what people are saying merely from looking at their lips moving. As long as you can get a reasonably good view of a speaker's lips and know the language, you can get the gist of what is said. Certain parts may be obscure or missing, depending on your skill roll and the needs of the plot.

Medium

Limit Break

You are sensitive to psychic impressions, and can often catch the mood of a place and get glimpses of important events that happened there in the past. Make a Charm check to seek answers, which works much like Gather Information, only the answers are colored by the place instead of people.

Nurse

Inherent

You are able to help the sick and injured through care and nursing. You can do Fiest Aid using Charm instead of Know. If you have the Medic or Psychology schticks, you can use these with Charm as well.

Protector

Limit Break

You have a protector, usually a Hero Extra with 2/3 of your points who looks out for your interest and will accompany you on adventures. Often somewhat dim witted, he is nonetheless a loyal defender and trusty companion. He generally thinks of himself as the true hero and you as the sidekick to be protected. Your protector need not be a specific person, and can actually be someone you had never seen before you met at the adventure site, or one of the villains henchmen overcome by your charms. You often get separated from your protector early in the story, but he generally reappears in the dramatic scene, having made his way into the den of evil to rescue you just as he is needed (when you take the limit break). You can also use a Limit Break to inspire your protector, restoring any Hits he might have taken. After a rescue, he will expect some measure of attention and devotion from you, just as if you had seduced him.

Self-Made

Inherent

You are successful in business and thus financially independent. And you can do it again; if you was washed up on a pacific island, you would be king of the clamshells (or whatever) in a day or two.

Silver Tongue

Limit Break

People tend to tell you things, and you tend to learn more than they intended from what they say. You can make an opposed Charm roll to make a character say way to much, even if they are on their guard. When you Gather Information the roll is routine, and you can do this directly against the character you are investigating without causing undue suspicion.

Skeptic

Trigger Action (Defense)

When you would be hoodwinked by a successful Charm, you can adopt a skeptical attitude and actively defend yourself. This gives you a +3 bonus to your Charm where your Charm skill sets the difficulty. You also give the +3 bonus to yourself and others when you do the Social Support stunt. At any time, when an interaction based on deception fails, you realize which statements were lies but you do not learn the truth.

Sleight of Hand

Basic Action

Your training gives yous several advantages when trying to use Palm Object.

In any situation where you can use Palm Object, the Charm check is routine. You can swipe an object that is larger than your hand, is in use, or that is closely supervised, but then the check is not Routine.

Spin Yarn

Basic Action

By continually speaking, you may keep your audience captive with outrageous tales, distracting them. You can keep this up beyond all reason. You must first engage the victim in conversation, and then make an opposed Charm roll. You can target several people at once with no penalties, but use the highest value in the audience for a difficulty.

For each point of outcome, you keep going for a minute. You can then try again. If the outcome exceeds your victims' Mind, they give you some boon, either out of sympathy or in an effort to get away.

Failing the roll, combat, an alarm, and even a person coming to interrupt will break your hold on people. If the situation is not dire, you can use your Spin Yarn on someone who comes to interrupt to add them to your audience.

Star Stuff

Limit Break and Inherent

You are an expressive performer who can enthrall an audience and inspire a great range of emotion. You are famous in your field, and can easily get into social events or arrange performances. You can take a Limit Break to set the mood for a scene among people who are listening to you. Interaction rolls that go along with the emotion you set become Routine. This can be done anywhere, tough it is easier and the affected area is larger when you are on stage due to the first ability of this schtick. You can also use a Limit Break to familiarize yourself with any kind of Performance Art to the point where you can perform on stage. The following aspects of Star Stuff are inherent and always active: When on stage performing, you are supremely confident. Any Charm rolls you make while on stage are Confident Rolls. The number of Performance Art you master increases to equal your Charm.

Steal the Story

Trigger Action

While another individual attempts to give an account of an event or use Charm as a basic action or limit break, you can make an opposed Charm check to deftly interject comments or statements over the course of the storytelling that cause the individual to muddle specific details. This will discredit, insult, and humiliate the speaker. If the check succeeds, the speaker does not succeed at informing listeners about what she was trying to say and the attitude of anyone who heard the altered story becomes suspicious. If your Charm check fails the target realizes that you made deliberate attempts to confuse the story.

The Kiss

Basic Action, Focus

You dramatically kiss someone adjacent to you. This is a romantic kiss, not an inconspicuous peck on the cheek. The kissed creature then has the option to reciprocate your kiss - in which case you both become focused. Otherwise this has no effect.

Create Schticks

Alchemist

Inherent

You have mastered the esoteric art of Alchemy. Any Create check you do in telation to Alchemy is Confident.

Architect

Inherent

You can plan and lead the construction of buildings, from hovels to palaces and dungeons. You have an intuitive understanding of such projects, and can make educated guesses about where to find hidden chambers, where corridors lead and where to find rooms of a certain description. You can deduce where traps and defensive works should be placed, based on the use of different chambers.

When examining the plans of a building, you can deduce the location of such things as if you were actually there, looking for them. Any tasks related to building you could do without this schtick are Routine to you.

Artisan

Inherent

You have mastered one particular craft. This can be swordsmithing, woodcarving, painting, or any one pretty specific profession. In this you are a true master, able to craft extraordinary items of grace and quality; Tinkering rolls in your area of specialty are Routine, and anything you create is of Artwork construction without increasing the difficulty (a higher construction level still pays full cost).

Craftsman

Inherent

You are a master at finding technical solutions to practical problems. There is no practical problem that cannot be solved by building a device - tough it can sometimes take 10 years and a ten thousand workers to finish the project. Create tasks that involve creating devices are Routine to you. This can involve some Tinkering and Power Experiment projects. Engineer does not apply to asks governed by other Create Schticks, such as Security. In addition, you are proficient at a number of Crafts equal to twice your Create.

Demolitionist

Basic Action

You can use the Break Object and Demolish stunts as a Basic Action.

Focused Creator

Focus

You can perform a Limit Break with a Create stunt, schtick, or power as if you were focused. When you finish a task based on Create, you Focus.

Forgery

Inherent

You improve your Fakes to the point where it takes a Limit Break inspection to spot the forgery.

Jury Rig

Inherent

You are a master of scrounging and improvising tools and parts. Hair pins and chewing gum work as well as tweeters and soldering in your hands. Tin foil, burned out light bulbs, and cans serve you as spare parts. As long as you can make entertaining technobabble about it, are effectively never without a toolkit or parts for Create tasks, including Tinkering.

Magic Pockets

Inherent

Deep Pockets checks are routine. As long as you have some plausible way to fit or find the gear, or make up a reasonable story of why you would have stashed the gear here, you can have large items and a greater number of items.

Security

Basic Action

You are familiar with security measures of all types: locks, alarms and traps. Your Disable Mechanism checks are Routine.

Set Trap

Limit Break

You can set traps and alarms given the right equipment and circumstances. Alarms are fairly straightforward; they can be local loud alarms or remote, silent alarms depending on resources. Typical traps are weapons, snares, and pitfalls but they can also be built around powers you can use. A trap does damage equal to your Create. A snare trap steals shots equal to the attack outcome (this can carry over from a surprise round into the next round); on an outcome equal to the targets Reflexes he is rendered helpless. A pitfall causes a normal fall.

When the trap attacks, make a Create roll against the Dodge of the victim, with the usual +3 bonus for being hidden. A trap can be found with Scan and is automatically found when using Examine. Once found, traps are much less effective as there is no surprise bonus and targets can take trigger action defenses. Knowing what triggers the trap means it can often be circumvented.

Stylist

Limit Break

You have knowledge of fashions of your time and understanding of what can be worn when and to provoke which reaction. This lets you make a dress and toilette for every occasion, and also gives you the savvy to dress oddly without causing a scandal. You have the presence and fame to create fashion trends. You are notorious in fashionable circles. This most commonly applies to dress and toilette, but it can apply to art, architecture, cuisine and other cultural traits as well.

You can take a Limit Break to dress up or spruce up an outfit to gain one of the following effects. The difficulty of the check is the target's Charm. A proper styling studio makes this check Routine.

Mood You can temporarily exchange a subjects Charm and Impress skill, changing the effect they have on others. Only the values used for skill rolls change; the subject still uses his normal values as defense against stunts. This lasts for a couple of hours or until the target chooses to end the effect.

Occasion A makeup created for a specific social situation makes that situation Routine. This can be dressing up for a date, TV interview, board meeting or other specific social situation, generally no more than a scene in length. This only applies to the situation as it was expected to develop; if the interview turns into a hostage drama this bonus no longer applies.

Vogue Anyone attempting to use a disguise you helped create treat Charm rolls to maintain the role as Routine, and can impersonate specific persons and other races or genders without wearing bulky clothes.

Trapfinder

Trigger Action

Whenever you or a team member within Reflexes meters of you are about to trigger a trap, you can use this as if it was Examine to find that trap and cancel the action that would have triggered the trap.

Weapon Mods

Limit break

You fiddle with weapons, coaxing new abilities out of them. Choose one of the following weapon abilities when you use this schtick. You can pick this schtick several times to apply multiple benefits with each application. It is a Limit Break and requires a Create check against the damage the weapon does in your hands to apply the modification and the benefit lasts until the end of the session. Some mods have prerequisites, that can be satisfied either in the weapon itself, or because you have installed a Weapon Mod for that ability.

Common Mods Can be applied to any weapon

Ranged Mods These can be applied to ranged weapons only

Melee Mods These can be applied to ranged weapons only

Limitation Mods You can instead remove one for the following limiting weapon abilities. You can remove limiting weapon abilities gained from Weapon Mods through additional Weapon Mods.

You can freely use any of your own Weapon Mods. This can make the weapon qualify for further mods it could not use before. In the hands of others, a modified weapon loses its mods at the end of any scene where they are used.

Dodge Schticks

Several of these sticks cover abilities quite unrelated to the Dodge skill. This is because a hero is always assumed to raise Dodge to the highest allowed value, and these schticks relate to the character's overall level. In other word, some Dodge sticks could just as well be based on a character's highest skill rating, placing them in Dodge is just a little more elegant.

Armor Proficiency

Inherent

You ignore the Reflex penalty when wearing armor, but you still suffer any other penalties. For removing other penalties, see Utility item.

Bodyguard

Trigger Action (Defense)

You are a trained bodyguard, and can instinctively react to threats to other people. When somebody close to you is attacked, you can move your Move in meters to come adjacent to the one you are to protect. If you cannot move adjacent, you cannot move at all. You can then take the attack. This is the same as the Meatshield stunt, except that you are allowed to take further trigger actions to defend yourself. You can use this even in situations where you are not aware of the attack or in a Surprise round but not when you are out of shots for other reasons.

Bulletproof Nudity

Stance

Nudity can distract an opponents at critical moments. If nothing else, it makes the audience root for you. You must be more naked than the local cultural norm allows to use this, and not encumbered by excessive gear or wear armor. You can strip down as a part of activating the stance. Add +2 to your Dodge. Multiple Dodge bonuses do not stack.

Bullheaded

Inherent

You are sure of yourself and not easily impressed by intimidation or social pressure. You can use your Dodge as a defense where you'd normally use Impress.

Cold Fish

Inherent

You are not easily swayed by charm and whiles. You can use your You can use your Dodge as a defense where you'd normally use Charm.

Crazy

Basic Action

Your motivations can rapidly and unexpectedly change. While being affected normally by social interactions and mental effects, you can completely change your motivations and negate all such effects you are currently under. After doing this, you loose all remaining shots for the round. You can only do this once per scene. You can use this schtick even when something would normally prevent you from doing so. This cannot end a Curse, but can cancel the effect of a social or mental curse for a round.

Danger Sense

Inherent

You have an instinctive sense for when danger approaches. You can use your Dodge as if it was Recon for Alertness stunts used to spot sneaking enemies, and as the difficulty of Sneak checks. This sense only registers actively hostile creatures; ambushes and enemy with intent to harm. You do not sense scouts, spies, thieves, or traps. It does not work against a creature using Sneak to Hide (see the stunt description).

Defensive Reflex

Trigger Action (Defense)

You have reflexes honed to defense. When attacked and unable to use a Trigger Action (Defense), such as when you are surprised, the attack is a trigger action, or have zero shots left, you gain a Dodge bonus of +3 for the rest of the shot. You can do this even if you have no have no shots remaining.

En Garde

Stance

You scorn the use of shields and brute weapons, relying on defensive weapons and a good fighting stance to protect you. Add +2 to your Dodge. Multiple Dodge bonuses do not stack. To use En Garde, you must be using a melee weapon with the Parry ability. This includes a weapon gaining Parry from Melee Technique or similar.

Fox's Retreat

Trigger Action (Defense)

When Attacked, add +3 to your Dodge for the current shot. You can also take a normal move, but may not move closer to the attacker. You are moving after the attack, so you do not get the benefit of any cover you move into.

Grenade Leap

Trigger Action (Defense)

When attacked by an area attack, you can use this to get a +3 bonus to Dodge and take a move in any direction, including up. You can use it with one of your own area attacks to leap in this way as long as you are in the area of the attack—you don't take damage from your own attack in this case. You are moving after the attack, so you do not get the benefit of any cover you move into.

Hold the Line

Focus

When an ally adjacent to you takes a Hit, you can focus.

Kiss the Ground

Trigger Action (Defense)

When attacked you drop prone and get a Dodge bonus of +3 this shot. Until you take your next Basic Action, you get a Dodge bonus of +3 against ranged attacks only.

Martial Arts Stance

Stance

You scorn the use of weapons, relying on a good fighting stance to protect you. Add +2 to your Dodge. To use Martial Arts Stance you must be using unarmed attacks or a signature weapon.

Master Dodge

Basic Action

When you would ordinarily be hit by an attack you can take an active dodge, which increases your Dodge value by +3 for the current shot. You also give the +3 bonus to another when you do the Look Out! stunt. Finally, the difficulty of Analyze Weakness against you is equal to your Dodge at all times.

Signature Armor

Inherent

Select one specific piece of armor, like the family ancestral full plate or the titanium flak jacket that saved your life in the deep desert. Your fate is linked to this armor.

  • Even light Signature Armor gives you some protection. Your Toughness becomes Body +4 if it would normally be less than this.
  • You can own and operate this armor legally even if it would normally be beyond your means, illegal, or require some special license. People tend to not question your right to take it along; unless the GM makes a montage of how it is taken, the armor stays with you. It can also pop up in the unlikeliest places seemingly on its own.
  • It is harder to steal or damage this armor. You are Confident on any stunt to hide or interaction check to keep the armor. When others try stunts to disarm or make you lose the idem, they are Stymied. Even if it is stolen, it always crops up later — it is never permanently lost.
  • The armor is tougher than normal, having a minimum Toughness score equal to your Dodge. Even when seemingly destroyed, the armor can always be repaired.
  • You become fully proficient with the armor, gaining the effects of Armor Proficiency.
  • Finally, the armor becomes infused with your essence. It is considered a supernatural or magical armor in situations where this matters.

Impress Schticks

Aura

Trigger Action (Defense)

There is something special about you. You are very ugly, majestic, holy, crazed, or otherwise special, and people tend to leave you alone because of it.

Use this as a trigger action when someone would bother you; make an opposed Impress roll to make them stay back and desist, losing the action. This works as long as you remain passive (neither attacking nor running away, though using Impress or Charm is OK).

Aura only works as long as the situation warrants it; if your goons have been defeated and your Master Plan revealed, you may have to follow the officer escorting you to prison. But he will be polite as long as your Aura holds.

Authority

Inherent

You have had an authority invested in you by the powers that be. You might be a knight, tax collector, police detective, inquisitor, witch hunter, or spy catcher. Whatever your title, you are seen as a lawful agent of a higher authority.

You can expect reasonable cooperation from authorities and respect from the general populace. You have the right and duty to investigate cases relevant to your authority and to use reasonable means to to enforce your edicts. Impress checks made under such conditions are routine.

You are allowed to use the gear your position requires, which often includes restricted weaponry. You may or may not wear a uniform, but you can always display proof of your authority and allegiance. In most cases your behavior is beyond inquiry, but if scandal erupts you might find yourself sacrificed as a scapegoat.

Backbone

Trigger Action (Defense)

When put under pressure, you can adopt a stubborn attitude and actively defend yourself. This gives you a +3 bonus to your Impress for any task where your Impress skill sets the difficulty. You and others also get this bonus when you do a Stand Up For stunt.

Blue Blood

Inherent

Your family is old and recognized for its nobility, one of the most prestigious in the land, a cut above everyone who does not have this schtick. In a campaign where most everyone is a noble (a chivalry campaign, for example) you may even be of royal blood. Those who care about such things will see you as a born leader, and your career often benefits. It is easy for you to be invited to parties and social functions, and you have relatives in high places. Your word is given due consideration, you are a valuable and reliable witness, and you will mostly be assumed to have a good reason to be wherever you are doing whatever it is you are doing, even if it might seem fishy. Even those who don't respect nobility find it hard to ignore your manners and bearing, it is clear that you are a person not to be trifled with. You're not automatically wealthy, some nobles are dirt poor. If you get caught with your hands dirty, Blue Blood may backfire; everyone loves a good scandal.

Challenge

Trigger Action

When a character you succeeded at an opposed Impress check against in this round or the round before takes a hostile action against anyone but you, you can use Challenge to get an Advantage against them. Treat groups of unnamed characters as one creature against Challenge; as long as at least one unnamed creature acts against you, you cannot trigger Challenge.

Display of Superiority

Finisher

When you defeat an opponent, you can offer them mercy and a chance to work for you. Make an opposed Impress roll. This is modified depending on personality and on how you defeated them. Single combat is generally the way to go. On a success, you turn the enemy into a follower, or at the very you least can extract some service or important concession from them.

An opponent defeated this way is not dying and takes no long-term side effects other than the service.

Fashion Icon

Inherent

You have knowledge of fashions of your time and understanding of what can be worn when and to provoke which reaction. This lets you dress for every occasion, and also gives you the savvy to dress oddly without causing a scandal. You have the presence and fame to create fashion trends. You are notorious in fashionable circles. You can make an upstage stunt routine when your kind of fashion is relevant. This most commonly applies to dress and toilette, but it can apply to art, architecture, cuisine and other cultural traits as well.

Follower Focus

Focus

When you lead someone who succeeds at a task you can focus. "Someone you lead" applies to such things as Henchmen and Minions, but also to leadership actions such as Hands-On Leadership and Time for Action. The GM can say that you are the effective leader in a situation outside those described.

Eerie

Trigger Action

There is something odd and unusual about you, that makes others leave you alone. This might be a mannerism, such as talking to yourself or staring vacantly into space, or an indefinable aura. The end result is that people expect odd tings from you and around you, and will pay no heed to such occurrences unless they cause some kind of direct harm. They might think you a harmless eccentric or leave you alone out of fear. If there is a witch-hunt in the area, this can backfire; people too cowardly or reserved to do something themselves might still report on you.

Use this as a trigger action when someone would bother you because you did odd or unusual things; make an opposed Impress roll to make them stay back and desist, losing the action. This is a social ability and does not work when you are engaged in combat.

Hands-On Leadership

Basic Action

You can give a direct order to another creature and expect to have the order executed quickly and well. Decide on a basic action the target is to do; he must have any relevant powers, skills, or schticks to actually do the action you ordered them to do. The target may immediately do the action you ordered them to, but are not obliged to do so. They use their own skill value or your Impress, whichever is better.

If you use this on a an unnamed character the action is executed for free, but a named character must take a Trigger Action to execute your order.

Henchman

Inherent

You have a follower, a loyal Henchman Extra with points 2/3 of yours. He looks out for your interest and can accompany you on adventures, tough he is not as accomplished as a true hero. Unlike most heroes, he is willing to perform menial tasks and can be ordered about more or less as you like, tough he will resent actual mistreatment. He is also capable of carrying out advanced orders independently, and performs well as a lieutenant or advanced errand boy. You can take this schtick several times to have several henchmen, to get a larger selection of followers to choose from, but generally only one of them accompanies you on adventures. . Your other henchmen other act as your agents and look out for your interests elsewhere

Heroic Identity

Inherent

You have a well-established costumed identity. Few people will question your right to investigate things, bear arms or ask pointed questions while in your heroic identity. You can also gain access to places and people unavailable to the general public. Police and other law enforcement figures will often cooperate with you, but not always. People will not question who you are and why you are in costume.

Over time, your costumed identity has built an identity and reputation of its own. You can make two contacts checks for a skill, one for your mundane identity and one for your costumed identity. People may also turn to your costumed identity for help.

You need not purchase this schtick to gain access to places your job ought to give you access to. Cops usually get access to crime scenes, military officers can get into military bases. But with Heroic Identity, you can usually get into either.

Maverick

Inherent

You have an established role; forthright, successful, and center stage but seen by some as crude or even evil. You might be the archetypal diva or the artist with a chip on his shoulder. You might be a legal eagle with courtroom manners worthy of your own TV show. You might be a maverick cop that all but tortures perpetrators. You might be a bulldog politician or shotgun journalist. You say the things most people wished they had the guts to say.

You may use the full range of the Impress skill in situations where it would normally be inappropriate, and you are (almost) never punished for it. Your established domineering ways get much more tolerance than one would expect. You can browbeat witnesses into confessing, you can make the boss appear like a fool, and you can make colleagues and onlookers cry or cringe and get away without a reprimand.

Minion Experts

Limit Break

You have a group of versatile, dedicated, competent, unnamed NPCs. They are not the best in a fight, but they can perform backup tasks, investigations and the like while you handle the serious threats. They are often supplied by an organization you work for. Construct your experts as a group of Minion Rabble, with 1/2 of your points. All experts need not be identical; you can have a number of different experts equal to your Mind. You can define these beforehand or during play, but you can only call on the services of one expert each session, potentially discarding old ones as needed to make room. If a minion expert is defeated, they or an equivalent replacement are available again for the next story.

Minion Gang

Limit Break

You have a group of dedicated followers, a small group of elite but identical and unnamed NPCs who act as your bodyguards or close assistants. Construct your followers as a group of Minion Rabble with 1/2 of your points. You gain a number of followers equal to your Mind attribute. If they are defeated or lost, you can renew them up to your normal limit at the beginning of each session, tough the GM may not allow this if you are isolated.

Minion Horde

Basic Action

You have a horde of faceless minions, loyal but rather incompetent lackeys that follow your every whim. They follow you when ordered to, and spread out over the neighborhood, making a nuisance of themselves but also ready to come to your aid at a moments notice.

You generally have a number of lackeys equal to your Mind in play at once. If they are defeated or lost, you can renew them up to your normal limit by using a Basic Action, and they renew themselves at the start of each round in an action scene.

Construct your followers as a group of identical Minion Rabble with half your points -20 and a maximum value three lower than yours. Your minions are not allowed to take the Formation or Troop schticks. You can pick this schtick an additional time to allow your minions to take these schticks. This also gives you a number of minions equal to your Impress. You can then pick this schtick further times, each time you gain an additional large group of followers.

Look Out Sir!

Trigger Action (Result)

With this schtick, unnamed allies near you tend to end up in the line of fire instead of you, as if your minion had used the Interpose stunt. The minion pays the shot cost, not you. Whenever you take a Hit and such an NPC is near (within his Move meters), that NPC becomes the target of the attack - which is then executed normally with the new target. This saves your skin at the expense of your unnamed allies. You can use this Trigger Action even when you would normally not be allowed to take actions, such as in reaction to another Trigger Action, against a Sneaking enemy, or when out of shots.

Official

Inherent

You are a ranking official in some important organization, and your word is law there. You could be a military officer, district attorney, chief medical officer, chief of police and so on. No-one in your organization questions your authority. You do have superiors, but for one of them to correct you would be a loss of face for the organization. You can usually use this authority to gain access to places and resources of related organizations as well.

Overbearing Presence

Inherent

When you make a successful Impress stunt to affect an opponent, add +3 to your Outcome. This works as if you had Advantage which means it stacks with anything else. Outcome is commonly used to determine if you score a Setback.

Rally

Limit Break

You can inspire people to extraordinary efforts. You heal one Hit on a number of creatures equal to your Mind within Impress meters of you, as long as they can hear your voice and have not suffered any Damage Setback. You can even revive defeated/unconscious allies this way.

Signature Summon

Inherent

You have a creature that you keep summoning throughout your career and that develops as you do. This is a Henchman Star, and it must spend at a third of its points on Attributes. Your fates are entangled, but the creature is entirely free-willed. In order to use its services you must Summon and either control it or bargain with it.

Silver Spoon

Inherent

You were born with the proverbial silver spoon; you have never lacked for wealth. Whenever you are in a culture with normal commerce with your home, you have access to lots of money, and can easily buy or hire most things you could ever want.

You are richer than someone who is Self Made, but he is more versatile; he can make money anywhere. If you have both Silver Spoon and Self Made, your wealth multiplies and your heirs for several generations will be rich as well.

Make sure you have some motivation to adventure other than money, or you might retire from adventuring before you know it.

Streetwise

Inherent

You are at home on the streets and in sub-cultures of the downtrodden and outcast. You can gain instant respect and a fair degree of trust from criminals, the impoverished, and outcasts. They may or may not treat you as one of their own, but neither will they try any of the tricks they play on outsiders. You keep abreast of rumors and developments on the street. You can to use Impress on all Gather Information checks.

Swagger

Basic Action

You have "the look", and can dazzle onlookers by your mere presence. This is great for becoming the center of attention at social events. You can make an upstage stunt as a basic action.

Tactics

Inherent

You have a good sense of personal and small unit tactics. You can sense at what shot creatures within Impress meters will act, and you can sense the groups minions and are organized in, who leads who, and creature's typical combat mode and Role. All of these actions are automatic and take no time to use. You cannot read creatures whose Impress is higher than yours.

When the GM has you make a roll to discern enemy tactics or deployments, such rolls are Confident.

Vision

Inherent

You have a vision, perhaps of divine origin. You wholeheartedly believe in this vision, and you have a strange power of attraction, gathering followers and creating enemies of this new vision of yours. Your vision appeals to a certain type of people, few of them are unaffected by it. It might be a vision to liberate all slaves or to reform a religion, and all slaves and slave owners or all who believe in the religion will be very much concerned. In this way, you will quickly gather followers, but you have very little control over their actions. They will hold you in high esteem, as a spiritual guide and mentor. You also get enemies opposed to your views.

This is a schtick for great visionary leaders, like Martin Luther, Martin Luther King, or Mahatma Gandhi, but also of tyrants such as Adolph Hitler. It makes you very much the center of the campaign, and should therefore only be taken with the GMs permission. Generally, visionaries tend to be NPCs who the PCs are either to help or hinder.

Know Schticks

Adopted People

Inherent

You have very good relations with a people or subculture other than your own, to the point that you are considered a native, as honorable as a worthy member of this people, accepted as one of their own. You speak their language fully and fluently and have overcome any prejudice, reverse prejudice, or xenophobia. You can generally

Archeologist

Basic Action

You are an experienced archeologist, able to explore and analyze ancient sites. You have an instinctive sense for the use of each item and location, can sense which pile of earth contains a treasure and which is just rubble, and where to look for secret doors, traps, and other fantastic remains. You also have a good grasp of history and can understand where your excavations fit in the grand scheme of things. Tasks related to archeology that would be Limit Breaks for others, such as Search and Research, are Basic Actions to you.

Art Appreciation

Limit Break

You understand a person or culture trough observing its art, reading developments in its history and sociology as well as making predictions about where it is headed. You can use art as if it was a reference work with Research, making deductions about any topic by studying art related to it.

You can use art to impress and create a mood for a setting; make an opposed Know roll to set the emotion for a scene. Make a single roll and compare it against each of your guest's Know skill to see who you can affect. Interaction rolls that go along with the emotion you set become Routine against someone so influenced.

You can evaluate and give insightful and charming commentary on art of all kinds. In a setting where art is prominent (exhibition, performance and so on) you can engage another in commentary on the art and make an opposed Know check. If you succeed, your Charm checks this scene are Routine .

If you fail an art appreciation check, you cannot try again this scene.

Deduction

Limit Break

When you are speculating as to the best course of action or about the motivations of a given character, you can make an opposed Know roll against any opposing mastermind to have the GM tell straight out you whether your speculation is correct or incorrect. You must pose your question so that it can be answered very simply; yes, no, maybe, and irrelevant are typical GM responses. Deduction is not supernatural, the GM might refuse to answer if he thinks you have too little information to go on.

You can try to correlate what clues you have and test a theory of what really happened. As a player you must make a description of events as you think they are. The GM rolls your Know against the highest Know among the opposition. On a success, the GM gives a general assessment of your case, rating it as entirely false, mostly false, somewhat true, or mostly true. The GM may deem the clues you have to weak to try, weak (Stymied), strong, or complete (Confident).

Doomsayer

Basic Action

You can Refute Action as a Basic Action. Commonly linked to the Bard's Tongue Limitation.

Expert

Trigger Action (Combo)

Young man, I must mention that the coolant conductors in the thermonuclear reactor are not really suitable for climbing; their structural integrity is just 346 over 9. If you must use this delicate piece of machinery for ascension, use the illumination ducts. Those are the green cables, not the yellow ones.

Define a field of study; it must be fairly narrow. You are the very best in your field of knowledge. Butterflies and ancient languages are both good examples of narrow fields of knowledge. Within this narrow field, you are an absolute expert. You are an established master of your field, and your words should weight much more heavily in the academic world than those of anyone else, but due to academic infighting this is usually not so.

You automatically succeed at any Knowledge checks in your field of expertise. If you can convince the game master that your area of expertise is applicable to an action you or an ally is taking, (fairly spoofy reasons are acceptable), you can spend a trigger action to make the check Routine.

This schtick also lets you design new schticks and powers. In genres where a type of designs are very important, such as air fighter or mecha campaigns, this schtick lets you to create new designs and to push the envelope on technology, tough this is of course a lot of work.

Note that this schtick is not limited to the humanities, but can also apply to technological and supernatural fields. Great scientist need at least a basic understanding of the humanities (the Know skill) as well.find solutions acceptable to either your own or your adopted people. Those outside of either of your two cultures react to you based on the culture they would most favor.

Find Weakness

Basic Action

You can Analyze Weakness as a Basic Action.

Focused Mind

Inherent

When you make a Mental Push stunt, the Know roll is Confident.

Forensic Medicine

Limit Break

The not-so-glamorous skill of examining bodies (mainly of the dead) to determine their medical history. Most often used in grim settings to determinethe cause of death and to investigate murder.

If you take the time to perform an autopsy, you can automatically identify the source of death and tell a lot about the dead person's last hours - level of activity, things he ate, if any violence was made upon him, if he had sex, things like that.

Identifying strange and/or unknown things may require a Know roll, even a poor result will generally give you good clues while a good roll gives odd and disquieting insights into the patient's last hours. If some mastermind is behind the event, this is an opposed Know roll.

Investigator

Limit Break

You are a forensics expert, able to analyze clues and physical remains and create a coherent image of what happened at a scene you are investigating and clues to what kind of people were involved. As more information is added from witnesses and technical reports, you can flesh out your image of what happened. If some mastermind is behind the event, this is an opposed Know roll.

You can put all of this down into reports that other investigators can read and understand, and you can quickly skim such reports to find similar cases which can offer additional insights.

Cosmopolite

Limit Break

You are at home in all cultures, able to understand and adopt to strange manners and customs. Negate any penalties on Charm or Impress rolls related to alien cultures. You know the common languages of your world. Add your Charm to the number of Languages you can learn. You have an amazing ability to piece together bits of other languages, sign language and other means of communication. As a limit Break you can learn to communicate in any one unknown language. At first, this will be at a pidgin level, it takes you a few weeks to become fluent. If you use this ability to learn more Languages than allowed, you need to trim the list down at the end of the Story. You might have to use this schtick again (another Limit Break) to understand arcane subjects, archaic versions, or dialects of the same language.

Logical Detachment

Inherent

You are not easily swayed by emotional arguments. You can use your Know skill in place of both the Charm and Impress skills when defending against stunts; any stunt having one of these skills as a difficulty lets you use Know instead. However, you become sensitive to reasoning and logical arguments; other people can use their Know skill in lieu of the Charm and Impress skills when interacting with you. You can also end up with a knife in your guts if you don't respond appropriately to intimidation; unlike normal interaction skill your learned arguments in no way impress those who fail to sway you. Logical detachment does not work against Spurious Logic.

Loophole

Basic Action

You have a knack for finding the wrinkles and exceptions in formal sets of rules, be it a computer program, the the directive of the metropolitan police, an infernal contract, or a code of honor. Against people and organizations that have a formal code that you know of, you can cause them to hesitate with an opposed Know roll. A successful stunt reduces the opponent's shot counter by three. If the Outcome matches your opponent's Mind they suffer a Setback, often making it impossible for them to achieve their objective honorably.

Material Link

Limit Break

By investigating a place were a creature bled, slept, or performed some significant activity, you can secure a sample of their blood, hair or other tissue sufficient to give you a clue to their True Name (a DNA sample in technological settings), or at least secure an advantage against them.

Make a Know check against their Recon, on a success you gain an Advantage against them that lasts until used or to the end of the session. On an Outcome matching their Reflexes you learn their True Name.

Medic

Basic Action

You can administer medical procedures and generally function as a qualified doctor. You can save lives and help natural recovery. This can be used to do First Aid as a Routine action. You can also substitute the patient's Body with your Know skill, for as long as the patient remains still. This can soak damage and help fight infections, poison, pathogens, and other dangers. You can use this as a prophylactic, but must know what specific problem you are preventing.

Poisoneer

Basic Action/Limit Break

You know and can administer poisons. When applied to a weapon doing Cutting or Piercing damage, a poison does Infection or Neurotoxin Dual Damage.

When used in food or as a contact poison, you must first apply the poison (which might be as stunt on some other skill) and close observers get an opposed Know to discover the poison at the last minute. If the poisoning is successful, you do Infection or Neurotoxin damage equal to your Know.

You can also use this schtick as a Limit Break to design pathogens that affect specific types of creatures, such as insects, mammals, plants, or alien life forms. This requires a blood sample and a Know check against a difficulty depending on your knowledge of these creatures' biology. 12 for everyday creatures, 15 for creatures from an unfamiliar environment like deeps sea or another known planet, and even higher for entirely new forms of life. You need to use this to affect strange creatures at all, and it is also useful to create specific patogens that only affect select targets, for avoiding friendly fire and such.

Popper the Bubble

Basic Action

You can Refute Action as a Basic Action.

Power Domination

Trigger Action

You must use Power Suppression (a Know stunt) on your victim before you can use this schtick. As long as your victim remains power suppressed you can turn on and off his powers at will. This is a Trigger Action you can use anytime, and specifically when he is about to use a power. If you do not change Power Domination his powers remain as they were, either suppressed or not.

Profiling

Limit Break, One attempt per scene

A method of suspect identification which seeks to identify a person's mental, emotional, and personality characteristics. You can analyze the habits and behavioral patterns and find common traits. This lets you construct a profile from very flimsy information; you can make educated guesses about someone's personality, abilities and motivations just by analyzing clues. You do this by analyzing evidence left at a scene where the person you are seeking has been active. You do not need to know who you are looking for, looking instead for the perpetrator of a crime or the instigator of an event.

You can use this once per appearance of the person sough; this is usually one scene in the game. Make a Know roll against the target's highest skill value. On a success, you gain a limited insight about the target; the GM can hand out appropriate clues and people using your profile to investigate the case get a bonus equal to your Insight. You also get a cumulative +3 bonus on later profiling attempts. On an Outcome matching the target's Mind you get a complete profile; if the target is on file you can identify him, and you know his basic personality, skill set, and motivation.

It is possible for the target to interact with you through clues intentionally left for you to find, using normal interaction rules.

Psychology

Finisher

You work with people to modify their mental state; to either cure or create psychological disorders. This requires a cooperative or restrained patient. Such disorders are generally considered Curses, and you can work with any purely mental or behavior-related curse. You can also substitute the patients Mind attribute with your Know skill while under your direct care; this can help against mental trials and assaults.

Sense Lineage

Basic Action and Inherent

You know a lot about lineage and tradition, and you know all the great families. You can use this to roll Know against Charm to tell that persons social standing, family and lineage if it is at all noteworthy. You can only use this once per session against a particular person. A person with Blue Blood is positively radiant to you; you automatically succeed against them. In cases where others try to fool you concerning their lineage or social status, you can use your Know as both the difficulty of the stunt and as your Mind for resisting a Setback.

Speed Reader

Basic Action

You can read at incredible speeds, reading and digesting text much faster than a normal person. You can do Research as a basic action as long as you are checking one particular book.

When doing research in a library, Know rolls are Routine.

Surgeon

Limit Break

You can heal wounds and remove physiological afflictions through surgery. This is powerful in that it can actually remove a physiological Curse. Normally, this requires a complete surgical crew, specialized equipment and so on. In Action, you often have to work under much more primitive circumstances.

After successful surgery, the patient has zero Hits and will need some bed rest, but is cured of physiological ailments. The GM is the final arbiter of whether Surgery can help but is encouraged to be generous; vampirism or a transformation into a mermaid is probably curable, especially in its early stages. Being turned into stone, ghost, or parrot might not be reversible this way, depending on the technology you have access to.

The difficulty of Surgery is the damage value of the attack that caused the damage or the skill value of who or whatever caused the problem. If the surgery is performed with adequate tools and assistance, the roll is Routine, and assistants can also assist.

Torturer

Limit Break

Inflicting pain on others as punishment or to induce cooperation, most commonly to extract information. Torture can be of many kinds, but this schtick is focused on physical torture. The victim must be unable to resist and you must have means of inflicting pain. Each attempt inflicts a [[Hit (Action]|Hit]] on the target. Mage a Know check against the victim's Body + Mind. On a success, the target loses a Fortune point. On an Outcome matching the target's Mind, he loses 2 Fortune points. If the victim has no Fortune remaining, torture is successful and the target cooperates, at least until the end of the scene and potentially longer, as determined by the GM. Extracting information through torture is unreliable, as the victim is likely to say whatever he feels the torturer wants him to say, true or not. For each piece of information make a Mind check against the patient's Body or Mind, on a failure the information is corrupted by your expectations. It is possible to do torture without this schtick, use your Mind instead of Know.

Total Recall

Limit Break

You have perfect recall; years afterwards, you can call up the precise words of a conversation or recall details of a room seen only at a glance. This allows you to analyze as scene from memory as though you were actually present there now. You can retroactively notice things you didn't think of looking for when you were actually there, which in turn might give more information from Know or other skills. The game master can play up a small flashback from the time you learned the information recalled, which will often give some additional insight into your problem or your character's background.

The Limit Break refers to the act of remembering, it is not something you have to do to record the memory in the first place.

Maneuver Schticks

Block

Trigger Action (Defense)

When another creature succeeds at a roll against your Maneuver, you can make an active defense to increase your defensive Maneuver by +3 for the current shot. This bonus also applies when you do an Interference stunt.

Brachiation

Inherent

You can move trough the air as long as there are branches, vines, ropes, curtains, or other accessible handholds for you to use. This is usually the case in dense forests, but occurs in other places as well, such as in construction sites, slaughterhouses, and quaint urban neighborhoods.

Caped Crusader

Stance

Strike a pose while wearing a great billowing cloak. For the rest of the round you can glide using this cape, flying but only horizontally or downwards. The GM may allow you to do stunts to catch updrafts to rise as appropriate to the situation.

Cat Man

Inherent

When you succeed on a Climb check, you are not considered Static. If you fail the Climb you can neither move nor act.

Escape Artist

Basic Action

You have the marvelous ability to contort your limbs and dislocate your bones in order to make efficient Contortions stunts. You use Maneuver instead of Reflexes for such stunts.

Follow Through

Inherent

When you make a successful Maneuver stunt to affect an opponent, add +3 to your Outcome. This works as if you had Advantage which means it stacks with anything else. Outcome is commonly used to determine if you score a Setback.

Formation

Limit Break

Formation is a variant of Swarm and Troop and is a complex and invasive power. It is only available to Folk but not to named characters. Military Formations go out of favor at the Combustion tech level when area weapons become common, but are still used by police and rioters.

A Formation is a group of 10 identical Unnamed Folk acting with cohesion and discipline in a tight formation. Though the members of the Formation are unnamed, the Formation as a whole is usually a Henchman in rank. Assuming Formation is a Limit Break tat even unnamed characters can do and requires no focus. A creature that has both the Troop and Formation schticks can change from Formation to Troop as a Basic Action.

The Formation acts much as a single creature and most normal rules apply with the following exceptions. This represents members of the Formation using Assist to help each other and so stacks with other modifiers.

  1. The space the Formation occupies on the map is twice the space occupied by an individual creature.
  2. The Formation's Impress, Melee, and Shoot skills are increased by +3.
  3. Effects that affects only a single creature in the Formation have to be particularly powerful to have effect on the Formation as a whole; Add +3 to the Formation's defense value against such attacks. This adds to the bonuses from § 2.
  4. The Formation cannot take Damage Setbacks from attacks that only affect a single individual; only area attacks can do Damage Setbacks.
  5. Creatures can move away from the Formation and act normally using their own abilities, but each person leaving inflicts a Hit on the Formation.
  6. A Formation is Stymied at Free Running. The GM may require rolls for sudden shifts in direction.

A Formation can be larger than the normal 10 individuals. Taking this Schtick several times multiplies the number of creatures in the Formation by 10 each time. Each use increases space by one two meters and increases the bonus to Impress, Melee, and Shoot as well as Dodge against non-area attacks by +2. If a Formation one size smaller (1/10 of the total of men in the Formation) leaves such a larger Formation, the parent Formation takes a Hit

Height Advantage

Focus

When you are within 10 meters on any opponent horizontally and between 2 and 20 meters above all opponents vertically, you can focus.

Parkour

Inherent

You can make Confident Rolls when Free Running.

Power Hitch

Trigger Action

When a creature within Move meters of you uses a power to move you can make an opposed Maneuver roll to hitch a ride; moving along with the target and arriving at a spot of your choice within Move meters of that target. Examples of powers you can hitch on include Abundant Leap, Fly, and Teleport powers. If you were Sneaking when you used this and end up in a place you can hide, you are still sneaking.

Skirmish

Trigger Action (Combo)

After you have performed an action that includes movement, you can use this shtick to move again. This allows you to act-move-move or move-act-move. You cannot use Skirmish if you are you are Static or the action you just did is one that in itself allows additional movement.

Sprinter

Inherent

When you perform a Run Push stunt, the Maneuver roll is Confident.

Swimmer

Inherent

You are equally fast and maneuverable on land and in water. This negates the penalties of the Swimming rules. Unlike an Amphibian you can still breathe only air - or water if you are an qauatic creature.

Tackle

Trigger Action

You can do a Interference stunt when flying or swimming and against an opponent with a Body up to 9 points higher than yours.

Troop

Inherent

Troop is a variant of Swarm and Formation and is a complex and invasive power. It is only available to Folk and not to named characters.

A Troop is a group of 10 identical Unnamed Folk acting with cohesion and discipline in an open or skirmish formation. Though the members of the Troop are unnamed, the Troop as a whole is usually at least a Henchman in rank. The Troop acts much as a single creature and most normal rules apply. Creatures that move away from the Troop can act normally using their normal abilities, but each person leaving inflicts a Hit on the Troop.

  1. The space the Troop as a whole occupies on the map is three three than the space occupied by an individual creature.
  2. Troops do not fill the space they take up on the map. Creatures be in the space of a Troop, and the Troop can mill around obstacles. This applies as long as the creature or obstacle is about the same size as members of the troop. The troop can pass narrow terrain as if it was a single group member.
  3. The Troop's Dodge (against ranged attacks only), Impress, and Shoot skills are increased by +3. This represents members of the Troop using Assist to help each other.
  4. Things that affects only a single creature in the Troop have to be particularly powerful to have any effect at all on the troop in its entirety; Add +3 to the Formation's defense value against such attacks. This adds to the bonuses from §3.
  5. The Troop cannot take Damage Setbacks from attacks that only affect a single individual; only area attacks can do Damage Setbacks.
  6. Creatures can move away from the Troop and act normally using their own abilities, but each person leaving inflicts a Hit on the Troop.

The normal Troop comprises about 10 individuals, but some Troops are larger. Taking this power several times multiplies the number of creatures in the Troop by 10. This increases space by three additional meters and increases the bonus to Dodge, Impress, and Shoot by +2. If a troop one size smaller (1/10 of the total of men in the troop) leaves such a larger Troop, the parent Troop takes a Hit

Tunnel Rat

Inherent

You are at home in caves, ventilation ducts, and other tight places. You can keep track of direction and distance and move without hesitation. Other people in such situations lose the movement that is part of a normal Basic Action and can only move their normal Move if they dedicate a whole basic action to it.

You automatically pass any Maneuver test to move around in a constricted space, as long as it is wider than your shoulders. Maneuver checks in tighter spaces are routine.

Melee Schticks

All-Out Attack

Basic Action

Make a Melee attack with a +2 bonus. Until your next shot comes up or the end of the round, you cannot take a Trigger Action. If you are using a weapon that has the Great Blow ability, increase the bonus to +3.

Bleeding Wound

Inherent

A target that takes a hit form one of your piercing or cutting melee attacks starts to bleed. Unless the target takes a basic action to stop the bleeding, it will take one additional hit at the end of the round. A friend can help stop the damage, but this requires a First Aid stunt with a difficulty equal to your Body.

This is a Burn effect. A creature can only have one burn effect active at a time, even if damaged by several different types of attacks that each cause burn.

Blocker

Trigger Action

You can do a Interference stunt using your Melee skill.

Charge

Focus

When your shot comes up and you are not adjacent to any enemy, and you move adjacent to an enemy and hit with a Melee attack, you can focus.

Cleave

Trigger Action (Combo)

When you inflict a Hit wit with a Melee attack you can immediately use this to attack another adjacent opponent with the same attack you just used. This does not work with any trigger action, area attack, or attack that potentially affects more than one target.

Clinch

Basic action

When you do a Grab stunt, you gain several advantages.

  • You gain a +3 defensive bonus against all Dodge and Impress stunts, not just from the person you grabbed.
  • You can still employ a small or tiny weapon, both when grabbing someone or being grabbed.
  • You can attack others not involved in your grapple.
  • When an opponent has a grab on you, and you score an attack on them, you can either can free yourself or grab them.
  • You can grab a number of creatures at once equal to your number of arms (or similar limbs). Each must be grabbed separately, but you can maintain several grabs at once.

Combat Banter

Trigger Action (Combo)

After you perform a successful Browbeat, Distraction, Scare, or Trick attempt, you can use this to perform a Normal Melee Attack against the same target.

Combat Binding

Basic Action

You are skilled in using ropes or cuffs to restrain an opponent in melee. Make a Melee check against the target's Dodge. On a success the target is partially bound and suffers one of the penalties noted below. On an Outcome matching the target's Reflexes he is more severely bound and suffers three of the conditions, or you can apply one restriction of your choice. Restraints are applied in this order: bound arms, immobilized, bound legs, blindfolding, hogtie. Physical restraint in Action does not completely prevent a hero from action, they impose handicaps to be overcome.

  1. Gagging prevents mundane speech. Stymies all Charm and Impress checks.
  2. Handcuffing is when your hands are tied in front of you, but not so tightly as to make them completely unusable; you can still use one hand effectively, such as using weapons or tools of Small size or smaller.
  3. Hobbling indicates restrained legs, but not fixed to each other. It means you cannot move as part of a normal Basic Action, and can only move your normal move when you do a Full Move action or otherwise do an action that grants extra movement..
  4. Immobilized, stuck to something, alternatively on a short leash which prevents movement beyond one or two meters. If you are stuck to a creature whose Body is greater than yours, you are forced along as it moves, otherwise you are both immobilized unless you two cooperate.
  5. Bound Legs you fall prone and cannot stand unsupported, which prevents and hinders many actions as determined by the situation and stunt description. Your Move is reduced to 1. Swimming and flying creatures are entangled, with similar effects.
  6. Bound Arms prevent most physical manipulation and the use of weapons and implements. You can still use tackles and head butts for (Body +0) damage or a Tiny Ranged Weapon, but limited to Close range.
  7. Blinded restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your Mind; you are insensitive to things beyond this range. Everyone has enough concealment to Sneak on you, and against creatures beyond your perception range, you have to use Reflexes rather than Recon for defense against Recon stunts.
  8. (or more) Hogtie A hogtied character cannot act physically and can only move one meter as a standard action; no movement is otherwise allowed. This also prevents all Defense actions.

These restraints can be escaped with a Contortions stunt pitting Reflexes against your Melee or destroyed by another person; ropes have a Body of around 12 while metal cuffs have 15 or more. Weapons larger and more unwieldy than a dagger take an attack penalty equal to their damage add when attacking bonds.

You can aim for a specific condition. Threat any roll higher than that condition as that condition. If you are aiming for a specific condition and instead achieve another, you can choose to forgo that effect to get and Advantage that can add a +3 bonus on a later attempt.

Daredevil Stunt

Basic Action

Use your melee weapon (or unarmed attack) to make a Bait, Disarm, Feint, and Wingclip stunt with a +3 bonus. Typical stunts include trips, feints, called shots, disarm, and particularly outrageous and dashing maneuvers such as carving your initials or adjusting your opponent's coiffure in combat. It enables you to do all the fun but somewhat silly things done in pulpy Three Musketeers and pirate movies.

Dauntless Attack

Limit Break

You make a flashy Normal melee Attack that renews your confidence. Hit or miss, you regain 1 Hit. If you damage your opponent you instead regain 3 Hits.

Duel

Limit Break

You confront an opposing character in a way where others cannot easily intervene. This is usually because of the physical setting, somehow you and your opponent end up isolated from others and lasts until the end of the next round. Against opponents with a code of honor this can be a purely social barrier. If there is no such barrier you can use, the schtick will not work, but pretty strange coincidences are allowed.

Others can try to break the isolation with stunts against your Melee, but need to achieve an Outcome equal to your Reflexes to do so, collecting an Advantage for each success that does not have enough of an outcome. Those not involved in the duel cannot distract you with these stunts and are restricted to Gain Advantage attempts.

Flank Attack

Basic Action

You must not be in reach of any enemy to use this schtick. Make a Normal Melee Attack or Outmaneuver against an opponent that is not adjacent to any of his allies. You gain a +1 bonus on your check for each of your allies adjacent to him, to a maximum of +2. You do not count as your own ally

Follow Up

Trigger Action (Combo)

When you hit with a Melee attack, you can use this schtick to make an additional Normal Melee Attack on the same target.

Great Cleave

Trigger Action (Combo)

You must have Cleave to use this schtick.

When inflict a Hit with with Cleave or Great Cleave you can immediately use this to attack another adjacent opponent with the same attack you just used to Cleave. You cannot attack any opponent twice in the same shot. This does not work with any area attack or that otherwise affects more than one target, nor with weapons that do Piercing damage except by GM fiat. Great Cleave is an exception to the rule that a trigger action cannot trigger of another trigger action.

Guarded Attack

Basic Action

Make a Normal Melee Attack attack. Until your next action you count as actively dodging, and get a +3 bonus to Dodge. It stops when you take any action, including a trigger action. Trigger actions you take the same shot you use Guarded Strike do not end the Dodge bonus. This is particularly useful against Riposte and attacks that do not allow an active defense.

Heart Attack

Limit Break

Make a Normal Melee Attack attack. If you hit the opponent, you cause a single Hit in addition to normal damage.

Iron Fist

Inherent

You have hardened yourself so that you can do Body +4 Blunt damage with unarmed attacks. This attack does not cause any direct injury on a Damage Setback, instead favoring stun, knockback, and other non-lethal effects.

Junk Fu

Basic Action

You are very good with improvised weapons, such as beer bottles or chairs. Use this maneuver to pick up and wield some object lying about. For the rest of the round, you get a +3 bonus to Melee when using this object as a weapon. By the end of the round, if you drop the object, or if you roll snakeyes on your action die, the improvised weapon is destroyed. Objects with script immunity are not destroyed, merely dropped, but this schtick is still canceled for the sequence.

Improvised weapons generally do Body +1 damage, but particularly inventive items can function like some regular Melee weapon, generally with a -2 damage penalty unless that type of weapon has the Improvised quality. You can use such improvised weapons with any Melee power or schtick that does not specifically have to be made unarmed.

Melee Technique

Inherent

Pick one of the following weapon abilities. Any melee weapon you use, including natural weapons and unarmed attacks, get these weapon techniques. Some weapon abilities, noted in parentheses "()", come in different variants. You get only the indicated variant. A few weapon techniques, marked with a slash "/", can be taken twice. If you take such an ability once, use the ability before the slash. If you pick the same ability twice, you instead get the ability behind the slash. You can pick only the ability after the slash, but you can then only use it with a weapon that already has the ability before the slash.

Power Attack

Basic Action

Make a Melee attack that does +2 additional damage. If you are using a Melee Weapon with the Great Blow ability, this bonus is increased to +3.

Rage

Stance

Gain a +2 bonus on Melee and suffer a -2 penalty on Dodge and to Melee used to Guard.

Roll With Blow

Stance

You can use your Reflexes in place of your Body or Toughness to soak damage from a Melee attack, including thrown weapons. Each time you are hit, you must move a meter in any direction of your choice. If you won't or can't do so, the stance ends. The space cannot be occupied by another creature. If the space you are moving into requires a Fee Running check, you must pass that check or you cannot move into that space, which ends the stance.

Seven-Sword Strike

Basic Action

Make a Normal Melee Attack against all adjacent enemies. You cannot move as a part of this basic action, nor can you do Trigger Actions until your next shot comes up. See Combination Action for how you can combine this with movement.

Shield Feint

Trigger Action (Combo)

When you are wielding a melee weapon with shield in the name in one hand and another melee weapon that is of a smaller Size than the shield in the other hand, you can use this Combo to improve your attack. Opponents cannot use a Trigger Action (Defense) check against such an attack.

Shield Master

Inherent

Any shield you wield gains the Entangle, Returning, and Throw abilities. When you are wielding a melee weapon with shield in the name in one hand and another melee weapon in the other hand, both weapons gain the Intercept and Second Strike (Offhand Strike) weapon abilities.

Shield Sacrifice

Trigger Action (Damage)

To use this, you must be using a Melee Weapon with "shield" in the name. Add 10 to your Body or Toughness to soak one specific attack, after the attack roll and defenses. You cannot benefit from a shield for the rest of the scene. A shield you are using breaks and is destroyed. If the shield has plot immunity, is of superior make, or of a higher tech level than the attacking weapon, you instead drop it, and need to spend a Basic Action making it ready for use.

Signature Melee Weapon

Inherent

Select one specific melee, like the family ancestral sword or the shiv that saved your life in prison. Your fate is linked to this melee weapon.

  • Even a small signature melee weapon is dangerous in your hands. Increase the weapon's damage to Body +4 if it is less than this.
  • You can own and operate this melee weapon legally even if it would normally be beyond your means, illegal, or require some special license. People tend to not question your right to take it along; unless the GM makes a montage of how it is taken, the melee weapon stays with you. It can also pop up in the unlikeliest places seemingly on its own.
  • It is harder to steal or disarm you of this weapon. You are Confident on any stunt to hide or interaction check to keep it. When others try stunts to disable or make you lose your item, they are Stymied. Even if it is stolen, it always crops up later — it is never permanently lost.
  • The melee weapon is tougher than normal, having a minimum Toughness score equal to your Melee. Even when seemingly destroyed, the melee weapon can always be repaired.
  • Finally, the melee weapon becomes infused with your essence. It is considered a supernatural or magical melee weapon in situations where this matters.

Slayer

Inherent

You are an expert at attacking a particular type of enemy. This is generally a nemesis or ancestral enemy, but might also be skill and practice. When you make an attack against such an enemy, the attack roll is Confident. But if you roll snake eyes on such an attack, you need to reroll and are Stymied as your zeal backfires.

The kind of targets you can select as favored enemies depend on the campaign and must be approved by the GM. In general, a favored enemy should apply about 10% of all enemies you fight. Ethnicities and organizations work, even clans. Fantasy Races are usually appropriate, except against the dominant race of the setting (usually humans) where only specific ethnicities are applicable.

Soft Strike

Basic Action

You make an attack when you use an enemy's strength against him. Make a Melee attack against the higher of your target's Dodge or Body, inflicting Concussion Stun damage equal to your Reflexes. Concussion damage is soaked using Reflexes. The target can use Body as Dodge if Body is higher.

Strongman

Inherent

When you make a Strength Push stunt, the Melee roll is Confident.

Takedown Counter

Trigger Action (Combo)

You use the power of an enemy's attack against him. The target can use Body as Dodge if Body is higher. Make a melee attack against a target that just missed you in melee, inflicting Concussion Stun damage equal to your Reflexes. Concussion damage is soaked using Reflexes. If you manage to do any damage, your target loses a shot. If the target moved before attacking you, you can throw him three meters in the direction he was moving before the attack, but then the damage is not stun.

Trample

Trigger Action (Combo)

One per Basic Action you take, you can trample a creature that is prone or that has a Body 5 or more lower than yours. Make a Normal Melee Attack that inflicts Body damage.

Recon Schticks

Ambush

Focus

At the end of one of your basic Actions, when you see hostiles but they cannot see you, you can focus.

Canary

Inherent

You have developed a wide-band toxic resistance, and can use your Recon skill in place of your Body when resisting poisons and in place of any skill roll to detect them.

Chance Meeting

Limit Break

When you and a creature you seek are moving about in the same area, there is a good chance that you will meet. Make an opposed Recon check to make such a meeting occur. This generally occurs in a crowded place where either of you can easily escape, but if you have an outcome matching the target's Reflexes you surprise them.

Elusive

Trigger Action (Defense)

You get a +3 bonus to your Recon when an enemy attempts to Scan against you. Your Recon checks for Surveillance are Routine.

Fade

Trigger Action (Combo) or Stance

You automatically and unobtrusively position yourself so as not to be noticed. When you end a Basic Action in concealment, you can make use this schtick to make a Sneak stunt. You are also always sneaking in noncombat situations as long as it is in any way credible, which allows you a Recon roll as a stance to start an encounter hidden. You still need normal cover to sneak, this just changes the action required to hide.

Found Ya!

Trigger Action (Combo)

When you successfully Scan and spot someone who is Sneaking, you can use this schtick to immediately take a Basic Action against that creature. If you found several creatures with the same action, you can still only take one action but if that action targets multiple creatures or an area, you can affect all those you just spotted.

Jimmying

Basic Action

You can use Recon for Disable Mechanism.

Observant

Trigger Action (Defense), Inherent

When a creature tries to do something where your Recon sets the difficulty, you can take a Trigger Action (Defense) to increase your defensive Recon by +3. When you do a Scan stunt the the roll is Confident. This part of the schtick is Inherent.

Ranger

Basic Action

You can apply your sneaky ways to wilderness survival. You can use Recon to Pathfinding, Track and Make Camp.

Scout

Inherent

You can Sneak at normal speed under cover and not have to make repeated rolls to stay hidden. If you move at half speed, even the slightest amount of cover (mud, shadows, tall grass, crowds) offers you concealment. When you Shadow your checks are Routine as long as you have cover, but not in situations where you need to cross open areas. In Team Actions to Sneak you do not contribute to the difficulty of the penalty for the number of characters in the team.

Sensitive

Basic Action

When you use this power, you are aware if there are any active powers within Mind meters. You can focus on an area you can see within range and sense powers there instead. Make a check using the total of your Recon and the skill used to create the effect you are scanning for; the difficulty is 20 + range modifiers. The GM can modify the difficulty based on the situation. On a successful roll, you sense there is an power. On an Outcome equal tot he Mind of whoever used the power (use half the Create skill if this figure is unknown) you pinpoint the power and get a general idea of what it does. To pinpoint things that are hidden, your Recon check is opposed, before comparing it to the above difficulty..

Sneak Attack

Inherent

When you are successfully Sneaking and make an attack, the attack roll is Confident.

Target Acquired

Focus

When you spot a Sneaking enemy or an enemy fails to Sneak on you, you can focus.

Trap Sense

Inherent

Whenever you are in danger of triggering a trap or alarm, you can make a Recon against the Create of the trapmaker - on a success you spot the trap just as you are about to blunder into it, and can stop doing whatever would trigger the trap.)}}

Ride Schticks

Animal Mastery

Basic Action

You know how to play on animals' instincts to manipulate their behavior. Choose the animal's Impress or Charm as the difficulty. The Outcome required for a Setback is the animal's Mind. A success at either check causes the animal to back off and not attack, but neither does it give room or allow you to interfere with its pack—pressing the issue causes the animal to attack. Against Impress, a Setback causes the animal to flee, into a trap if you have one ready. Against Charm, a setback lures the animal, giving you a chance to capture and tame it. If either check fails, the animal behaves as it normally would. Once this happens, you cannot attempt this trick again, but you can use Ride instead of Impress to Scare the animal. Note that most animals do have an Impress skill but lack a Charm skill. Against an animal under supervision, the difficulty is the supervisor's Ride.

Beast Jockey

Inherent

You are at home in the saddle and treat all Terrain Driving tasks as routine as long as you are riding a live beast. This applies to all terrains your riding beast is native to.

Blood Hound

Inherent

Ride rolls for Cut Off, Track, and Trapping tasks are Routine for you.

Drifter

Inherent

You spend a lot of time on the road, and have a tendency to just happen to be there when it happens. Any time another character is alone and needs help, you can show up with an opposed Ride against the best skill among the opposition - as long as it is even remotely plausible.

Fast Hero

Focus

When you mount or sit down at the controls of a vehicle, and in the first round of an action sequence when you are driving a vehicle, you can focus.

You are also a lucky guy; people tend to leave their cars empty with the motor running near you. At the end of any round when it makes any kind of sense in the story you can find vehicles suitable for a chase ready and waiting for both you and your opposition, turning an ordinary scene into a chase scene. If an enemy makes a getaway you will generally find a suitable vehicle to chase them with, but sometimes villains are meant to escape and no pursuit will be possible.

Final Push

Inherent

When you make a successful Ride stunt against an opponent with a score of 8 or more in the attribute used to see if it is a Setback, you can add three to the Outcome of the action.

Fit Hero

Inherent

You have great Endurance. Substitute your Ride for your Body when using Endurance, Hold Breath and other stamina-related stunts.

Flyboy

Inherent

You are at home in aircraft and treat all Air Piloting tasks as routine.

Freerider

Basic Action

You can use a bike, skates, skate board, surf board, snow board, skiis, and similar toys to increase your land speed. All of these devices only work under circumstances specific to each of them, and this schtick can only be used under such circumstances.

You can move your Ride in a straight line as a basic action. This is the only way you can use this increased speed, but you can do this as part of a chase.

Mad Cap Captain

Inherent

You are at home in boats and treat all Boating tasks as routine.

Keep Moving!

Inherent

You can ride a mount or drive a vehicle and simultaneously take other actions. When mounted, you can move your Move meters before each Basic Action you take. This movement must be in a straight line, This allows you to move-move-act or move-act-move.

You cannot use Keep Moving if the basic Action is one that in itself allows additional movement or when attacking with a Static weapon.

Mount

Inherent

You have an exceptional and loyal mount. This is a Henchman and usually an animal or magical creature. Construct a mount as a Henchman with 273 of your points. You can take this schtick several times to have several mounts , but generally only one of them accompanies you on adventures: the others can appear as appropriate when you move from one environment to another.

Pathfinder

Inherent

You are a master of the wild. You can trail blaze pathways to cross road less land. You can be a tour guide and help others to avid natural dangers and discomforts. Finding food and shelter is easy for you. You can use the subtle clues of nature to find and avoid natural dangers.

  • You can predict and avoid natural hazards, like cold, rain, avalanches and so on.
  • Pathfinding tasks are Routine for you.
  • Sense of Location stunts are inherent for you; you can make a roll for them whenever you are affected by such a power or effect.

Phat

Inherent

You may not be in the best of shape. Too much drive-in food. But with your car, you dance like a ballerina.

Normally, the effective Reflexes of a driver and his vehicle is the lower of the two Reflex values. You can ignore your own Reflexes when you are behind the wheel, using only the Reflexes of your ride.

Pioneer

Basic Action

You are a master at observing nature and its ways.

  • You can Track as a part of any movement, even while running.
  • When you Track the penalty is one per day old the trail is rather than one per hour, as long as there has been no significant precipitation or other manner of trail destruction.
  • You automatically identify animals, plants, and minerals on sight or from spoor.
  • You can scrounge medicines and improvise basic gear from nature, using Recon in place of another skill's contact element while in nature.
  • Make Camp are Routine for you.

Rodeo Riding

Basic Action

You can ride the unwilling, remaining safely on top of them in spite of their bests attempts to throw you. This works against both creatures and vehicles. The target of this maneuver must be considerably larger than you, generally with a Body at least 2 higher than yours. It must also be moving about; this does not work against a stationary object.

Make a Ride check against the Dodge or Body of an adjacent target. If you succeed, you move on top of the creature and can stay there until thrown. Once mounted, you can repeat this maneuver to inflict one Hit from fatigue. You can also take any other action you like, against the mount or anyone else.

The creature cannot attack you while you are in this position. As a basic action, he can attempt to throw you. This is the reverse of the above roll; a Dodge or Body against your Ride. On a success, you end up on the ground adjacent to him and take one Hit from the fall.

Sea Wolf

Inherent

You are at home in submersibles and treat all Submersible Piloting tasks as routine.

Skirt the Edge

Limit Break

You cannot create Natural Hazards, but you can find an exploit them. When in an environment where a Natural Hazard makes sense, you can use this schtick to find an exploit such a hazard. The exact nature of the hazard is up to the GM, but you can certainly make suggestions. You are aware of the nature of the hazard, where it will strike, and so on. The hazard rating is equal to your Ride. The hazard can either trigger immediately in which case it is not a surprise, or be hidden in the environment and waiting to be triggered.

Space Jockey

Inherent

You are at home in spacecraft and treat all Space Piloting tasks as routine.

Stunt Driver

Inherent

You are at home in ground vehicles of all kinds and treat all Terrain Driving tasks on land as routine.

Sudden Start

Inherent

You do not need to spend a Basic Action to do the the Mount stunt. When you are in position, you can take control over a ride without spending any shots. If you start a round mounted, your Initiative check is Confident.

Shoot Schticks

Shoot schticks are made for use with ranged weapons. Any mention of particular types of ranged weapons in schtick descriptions, such as guns or bows, is flavor.

Artist's Cross-hairs

Inherent

You are not only an expert shootist, you are an artistic one. You can express moods and convey messages through your shots—generally negative ones. This works with both weapons and image recording devices. You can use Shoot as if it was the Charm or Impress skills, but the effect is not immediate, the result of the shot must be inspected for this to become evident. Besides psychotic slayers, this skill is also highly useful to photographers, Photography stunts are routine to you and the photographs you take can use the Charm and Impress effects above—such Shoot checks are not routine.

Bag Full of Guns

Inherent Weapon

You are carrying way more firearms than sensibly possible. This involves some kind of pack; a violin case, large suitcase, duffer bag, instrument case, bulky trench coat, or a sexy fanny pack are all typical examples.

Any gun you could reasonably have had access too and one of which could fit in the bag is in the bag, even tough it is clearly impossible for them all to fit in there at once. Restricted, futuristic, or military weapons are only in the bag if they make a reasonable part of the story. Weapons not found there in a contemporary civilian setting include flamethrowers, rocket launchers, and lasers.

Both Guns Blazing

Trigger Action (Combo)

When using two ranged weapons, one in each hand, you can follow up each of your normal attacks with a Normal Ranged Attack from your second weapon on the same or a different target.

Carnival of Carnage

Trigger Action

Whenever an unnamed character is about to make an attack while in your sight, you may use Carnival of Carnage to shoot him.

Clean Shot

Basic Action

You can make clean, damaging shots even with light weapons. If Clean Shot hits and the attack roll was greater than the target's Toughness (or whatever soak attribute is relevant for the attack you are using), it inflicts a Hit. If your damage is more effective than this, use that instead.

Cock

Basic Action, then Trigger Action

Start this stance by dramatically working the action of a weapon. This produces a dramatic sound, a 'click', 'ka-chak', the sound of a bow being drawn, the warm-up whine of energy weapon or the sizzling runes of a magic spell. You can do this in a surprise round, but not before a fight.

You can now shoot once as a trigger action as a response to any hostile action. Thus, you kind of "save up" an attack for later use. Firing the readied weapon in any manner or for any reason cancels the schtick.

Cool Steel

Basic Action

Draw a cool, fresh gun you have not used in this fight. The weapon can be one you carry or you can pick it up. The next Shoot attack with this weapon this round gets a +3 bonus. You can do other actions in between drawing this weapon and getting the attack bonus, but firing the weapon negates the bonus.

Dramatic Reload

Basic Action

Reload your gun dramatically and deliberately. Depending on how many bullets you reload, you get a bonus to your Shoot attacks until your bullets run out, after which you cannot shoot any more with this weapon until you use this schtick again. All these effects end at the end of the round. You can Reload as a part of a Dramatic Reload, but only one bullet.

If you are loading your last clip you add +2 to the bonus - this is where the +0 category on the table is relevant. After you've fired these last shots you are out of ammo. If you somehow get your hands on more ammo, you still need to spend a Basic Action reloading before you can shoot again. This version of Dramatic Reload continues until the end of the scene and maybe even the session.

Number of bullets Bonus
1 +3
2 +2
3-6 +1
7-20 +0
More No bonus; can be used to refill your magazines after an earlier Dramatic Reload, but not if you ran out of bullets.

Eagle Eye

Basic Action

You're particularly adept at firing at armored opponents and hitting the teeny-tiny bits of them that aren't armored. Your Shoot attacks that would normally be soaked by Toughness are instead soaked by Body.

This schtick never works with any kind of area attack, not does it work when attacking objects.

Fast Draw

Inherent

For the first round of any fight, your Initiative is a Closed Confident roll. Your first Basic Action for the round must involve Shoot or you lose 3 shots instead of taking that action.

Fields of Fire

Focus

When you are in combat, but at least 15 meters from the closest enemy, you can focus.

First Salvo

Inherent

Whenever you manage to score surprise, you can perform a Limit Break instead of the normal Basic Action, but the only skill you can use this with is Shoot.

Great Balls of Fire

Limit Break

There is always something in an urban combat scene that is ready to explode. You shot, and it blows up - taking everyone nearby with it. You cause an explosion that attacks everyone in a globe with a diameter equal to your Mind attribute in meters.

Damage is Body +2 impact damage.

Away from a high-tech urban setting, this schtick only works as the GM allows.

Gunnery

Inherent

You can use heavy guns and other artillery with full effect.

People lacking training with such weapons can generally still fire them. They cannot reload or use or take more advanced shots, such as indirect fire. On a snake eyes result the weapon misfires.

Gunsmith

Limit Break

You love to tinker with your guns, selecting ammunition for each target and otherwise using your gear to best effect. This adds +3 to the damage value of your gun against a specific type of target. Examples include unarmored people, people in a particular type of armor, or a particular type of monster. The benefit lasts until you load a different kind of ammo or the end of the session.

You are also an expert at making bullets out of unorthodox materials. If you learn what a certain target is vulnerable to, you can quickly make bullets out of that material or using that weakness if you have the materials at hand.

Hail of Bullets

Inherent

You can use fanning, simultaneous multiple arrows on the string, or some other rapid-fire technique to shot a regular weapon as if it was an auto-fire weapon. A ranged weapon in your hands gains the Autofire and Great Blow abilities.

If you are using a a Reload or Slow weapon, you do not gain the abilities listed above, but can ignore these flaws.

Hail of Bullets can't be used with weapons that have the One-shot property.

Hold!

Focusing

If you spend two Basic Actions in a row Shooting but not moving, you can focus. You cannot spend any shots between these two Basic Actions.

Mercykiller

Finisher

You can decide how bad you want to hurt your target, choosing whether to inflict a Mortal Wound, a regular Regular Setback and what kind, or no special effect when you put them down.

Named Bullet

Limit Break

Make an attack against a single target that is a Confident Roll with a +3 bonus to Shoot. Target cannot use Resist powers; targets do not get to add their Mind to their Action to soak damage from Named Bullet.

Piercing Shot

Trigger Action (Combo)

You can over-penetrate and hit two targets with the same shot, attacking a second target along the path of your bullet. Use this any time you inflict damage with a ranged attack. The extra target can stand either in front of or behind your first target. Hitting a target in front as a second target might seem odd, but the main thing is that you were concentrating on someone else and the second target is just a bonus.

Pinning Fire

Trigger Action

When you use Covering Fire the difficulty of your opponent's action is your Shoot +3. You can force a moving target to do a Free Running stunt.

Signature Mods

Inherent

You fiddle with your ranged weapons, coaxing new abilities out of them. Choose one of the following weapon abilities when you take this schtick. You can pick this schtick several times to apply multiple benefits. Any ranged weapon you use that you have had a chance to work on overnight or longer get these weapon techniques. Some have prerequisites, that can be satisfied either in the weapon itself, or because you already have a Signature Mod for that ability.

As an option, you can instead remove one for the following weapon abilities. You can remove limiting weapon abilities gained from Signature Mods through additional Signature Mods.

Signature Gun

Inherent

Select one specific gun, like grandma's shotgun or one you brought home from the war. Your fate is linked to this gun.

  • Even a light signature gun is dangerous in your hands. Increase the weapon's damage to Body +4 if it is less than this.
  • You can own and operate this gun legally even if it would normally be beyond your means, illegal, or require some special license. People tend to not question your right to take it along; unless the GM makes a montage of how it is taken, the gun stays with you. It can also pop up in the unlikeliest places seemingly on its own.
  • It is harder to steal or disarm you of this gun. You are Confident on any stunt to hide or interaction check to keep the weapon. When others try stunts to disable or make you lose your gun, they are Stymied. Even if it is stolen, it always crops up later — it is never permanently lost.
  • The gun is tougher than normal, having a minimum Toughness score equal to your Shoot. Even when seemingly destroyed, the gun can always be repaired.
  • Finally, the gun becomes infused with your essence. It is considered a supernatural or magical gun in situations where this matters.

Slow Mo’ Vengeance

Trigger Action

Even as the bullets strike your body, you heedlessly keep going, putting every ounce of power into your gun.

Each time you take a Hit, you can use Slow Mo’ Vengeance to make a normal ranged attack as a Trigger Action.

Sniper

Basic Action

You can make a ranged attack and still Sneak as if you had not attacked, as long as you do not move, remain in cover and are at least 20 meters from all opponents. When using a weapon with Long range, you ignore all range penalties out to the effective range of the weapon - typically about half a kilometer for a rifle and to the horizon with heavier weapons.

Steady Fire

Basic Action

Make a Shoot attack with a +2 bonus. You cannot move as a part of this action. Until your next shot comes up or the end of the round, you cannot take a Trigger Action. If you are using a weapon that has the Great Blow ability, increase the bonus to +3.

Trick Shot

Basic Action

You are good at hitting small targets and precise locations. Think of this as a kind of limited telekinesis; if a task can be accomplished with a push or knock in the right direction, you can do the task as a gun stunt. Pushing buttons, switching levers, cutting ropes, cutting that trigger wire that disarms the bomb or sending messages by punching them out with bullets in plaster; all are simple tasks for you. Tasks requiring complex manipulation (unscrewing the lid on a barrel) takes you multiple actions and some such actions might be impossible.

You suffer no negative modifiers for stunts that require you to shoot at very small targets; you can shoot a pistol out of the hands of a gunman, or a thrown knife zipping through the air, for example. Whenever the difficulty of the shot is determined by the small size of the target, halve the difficulty.

Like the Environment Interaction stunt, you can combine Trick Shot with other actions, such as an Interaction Stunt, with no additional shot cost. When you use Covering Fire to deflect the attack of a weapon that fires a missile larger than a bullet, such as an arrow or thrown knife, you get to decide where that weapon ricochets to.

Walking Fire

Trigger Action (Combo)

You can "walk" fire from one target to the next, attacking several adjacent targets one after the other.

Pick the closest target within two meters of a target you just fired on and attack the new target with a Normal Ranged Attack. You can continue to use walking fire as long as there are targets. This is an exception to the rule that a trigger action cannot trigger another trigger action. You can do this several times in succession as long as you do not attack any target twice. Walking Fire is prone to friendly fire. If an ally or bystander is adjacent to your target you hit that friend or bystander on a Snakeyes roll, make a confident roll, this becomes the Outcome of the friendly fire.

Neutral Schticks

Some schticks are not organized by attribute or skill.

These are schticks not tied to a skill or an attribute.

Affiliated

Inherent

This schtick assumes the Organization rules are not in play. If those rules are used, they replace this schtick. You are a member of a guild or organization, giving you a network of connections that help you find information, goods, and services. You must detail what kind of organization this is and select one skill that most closely mirrors your role in the organization. When you roll for contacts using this skill, and these contacts could reasonably come from your organization, you get a +5 bonus on your skill for the purpose of contacts only.

Astrology Focus

Focus

If you know the astrological sign of your targets, you can focus, but that focus is only good if you know the astrological sign of all the targets of an action affecting multiple targets. This schtick is meant to reward research and preparation. Knowing the birth place and location of a creature lets you calculate someone’s astrological sign, and you can use divination power or research to find this out out. This is a schtick version of the Astrology method.

Blunder About

Limit Break

The GM moves you up to a double move towards the most story-relevant hidden feature, secret door, trap, hidden clue, ambush or other surprise (good or bad). If there are no such features about, the GM might even invent one. At the GMs option, when you roll snake eyes near such an interesting location, you fail your intended action, and instead activate this schtick.

Cat and Mouse

Focus

When you have an opponent cornered, with no obvious way out, you instinctively build up for the kill and can focus.

Conditional Methods

Inherent

Select one or more Method compatible with your Tradition when you learn this power. Also select one condition, such as "In combat", "at night" or another kind of condition that you cannot control directly. The selected methods only apply under the chosen condition. They have no effect, good or bad, when the condition does not apply. Alternatively, you can apply different methods to different Forms or even individual powers.

Contagion Focus

Focus

You can focus at any time, but when focusing this way, you can only use your Limit Breaks on those you have you have a personal object or former body part from; others are unaffected. Any such items you have against the target are consumed in use. Your friends can donate such items to you beforehand.

Cornered Rat

Focus

When caught against a wall (literally or metaphorically) with no way out, you can focus. In a fight, if three opponents as close to you as your closest ally, this applies.

Explosive Focus

Focus

You can focus at will using this method, but only once per scene. Doing so invoking a power explosion. This does no harm, but is loud, flashy, and usually causes you to float in the air. It changes your appearance, at the very ruffling your outfit and leaving you slightly crispy. Depending on the campaign and your role, it might even leave you stark naked. You can usually get yourself in order between scenes, but with short scenes you might not have the opportunity. While disheveled, people will consider you rude and vulgar. This is a schtick version of the Power Explosion method.

Familiar

Inherent

You have a magical ally, a Henchman who follows you around and helps your magical abilities when called upon, but which can also be a hindrance. Construct a pet as a Henchman Rabble using your maximum allowed skill as it's highest skill. There is a magical link between the two of you. When you and the Familiar is touching, you can expend one of its Fortune points just as if you had spent a Fortune point yourself. Note that as a Henchman, your Familiar has a fixed number of Fortune points. You are in telepathic contact with your Familiar as long as you remain within a kilometer of each other, and the link still transmits basic empathic messages, even at longer range. Any damage inflicted on your familiar also affects you. When your familiar is sitting on you, it is generally immune to attacks - it can be the victim of stunts directed at you but cannot be attacked by itself. In general your Familiar will not provide any physical services beyond riding on your shoulder and providing power; it wont use its skills and abilities to hep you without being compensated, and is often a pest criticizing your behavior, giving unwanted advice and generally a pain is the ass. If you want a Familiar that actually helps physically, you have to get the Pet schtick as well - which also makes the familiar a lot more competent as it becomes an Extra.

Faith Focus

Focus

When you are in the presence of others who share your faith who ethically support your actions, you can focus. It generally takes about ten people to achieve this, but if you are acting directly in the interests of your faith even a single person will do. This is a schtick version of the Faith method.

Form Mastery

Limit Break

Select one Form when you take this schtick; you must know at least one form to take it. This form remains constant throughout the life of your character, but you can take this schtick several times to get mastery of several different forms. When you use Form Mastery, select one power of the relevant form. For the remainder of the scene, you can use this power as if you knew it.

Gimmick Flexible Pool

Inherent

Once per session you can select any one of gimmick you could reasonably have access to. Each of these can only be used in one scene and are then expended until the next session. See Acquiring Gizmos by Xp

Gimmick Fixed Pool

Inherent

Twice per session you can select a gimmick, all of the same subtype (Alchemic Items, Gadgets, or Gizmos) selected when the schtick is bought. Each of these can only be used in one scene and are then expended until the next session. See Acquiring Gizmos by Xp

Gimmick Flexible Store

Inherent

Any three gimmicks selected when you take the schtick. Each of these can only be used in one scene and are then expended until the next session. The GM may allow substitutions, generally at the start of a session. See Acquiring Gizmos by Xp

Gimmick Fixed Store

Inherent

Any four gimmicks from one specific subtype of gimmicks (Alchemic Items, Gadgets, or Gizmos). Every item must be selected when you take the schtick. Your Stock of each gimmick lasts for one scene. The GM may allow substitutions, generally at the start of a session. See Acquiring Gizmos by Xp

Jack of Trades

Inherent

When using a Stunt or using the perception element of a skill, you have a minimum skill value depending on your maximum skill value, see the table. This does not help you when using Powers or Schticks and does not confer contact or knowledge. Jack of Trades and Tag Skill are incompatible schticks, it is only possible to have one of these schticks.

Jack of All Trades
Skill Max 11 or lower 12 13 14-15 16 17 18-19 20 or higher
Jack of Trades Skill 8 9 10 11 12 13 14 15

You also become immune to the Incompetent limitation.

Judge of Skill

Inherent

Once per scene per creature you can use the Gauge Skill stunt without expending any shots to do so. To use the limit break version in this way, you need still need to be focused and to expend that focus, but it does not cost you any shots.

Luck

Inherent

When the GM makes a random roll to determine if some lucky or unlucky event strikes, you gain a +1 modifier on rolls that apply to you. The same applies when making rolls who suffer from some random calamity. This does not affect any skill or attribute roll, just dumb luck. You can take this schtick up to three times, with cumulative benefits.

Macguffin Focus

Focus

When you make significant progress towards a non-combat objective in an action scene, you can focus. This is basically any objective besides defeating enemies. Such objectives should be significant, based on the plot or some subplot or personality trait of yours - spurious objectives can work, but only at the GM's discretion.

Mastermind

Limit Break

You are a true mastermind, always one step ahead of the opposition. You make secret master plans that insure your success. You are able to bring hidden resources into play at any appropriate time. This is more common amongst villains than among heroes. At any point during a scenario, you can reveal yet another well-placed resource. This can be followers, equipment, a secret weapons cache, a hidden vehicle; the only limitations are that you must have access to the resource and be able to motivate it as a part of your secret master plan. If this involves some action you secretly took earlier in the scenario, based on information you did not yet have at that point, so much the better. - this is where Masterminds really shine. For example, it is completely reasonable for you to have placed a tracer on the villains car in scene 1, even tough you did not know he was the villain until scene 3, and then use this tracer in scene 5 to find his whereabouts. A master plan will never solve a plot, but it allows you to have the resources and preparations you need to set up interesting scenes and tackle difficult challenges. The main use is to avoid lengthy pauses when you have to stock up on information, gear, and resources.

Mentor

Inherent

You have mentor or employer that sees you as a trusted agent. The mentor is a constant source of information, employment opportunities, and often useless advice. It will provide information, payment, and act as a teacher, patron, and exemplar. The GM is encouraged to use the mentor as an adventure hook, and might tailor benefits and rewards to the mentor’s outlook on you. You can also turn to the mentor for help and advice, but a mentor will not accept being used and will avoid becoming directly involved in the action. The mentor is a powerful figure, which might or might not mean that he is a high-power character. A rich merchant, influential queen, or behind-the-scenes monster can function as a mentor just as well as the classic warrior lord or sage. The exact details of your mentor are up to the DM and unknown to you. A mentor might have a secret agenda and use you as a pawn in it, but is rarely hostile to your ideals.

Mobile Assistance

Trigger Action (Combo)

You can do an Assist action and also move. You can trigger Mobile Assistance before or after the action you are assisting.

Naming Focus

Focus

You can perform Limit breaks without being focused, but only if you know the individual True Name of all your targets. You can learn the true names of your friends with their cooperation, becoming able to focus power on them but also giving you a potentially devastating weapon against them.

This is a schtick version of the Naming method.

Poetic Justice

Finisher

You do not strive to kill your target when fighting him. You try to save him, perhaps to redeem him, but events conspire to bring him to poetic justice. You cannot use this finisher on a helpless target but only on targets just defeated or when another shctick allows you to use a Finisher on them. Somehow, the target's own actions becomes the reason for their defeat, often in a way that is reminiscent of the crimes they have committed in life. A miser is torn apart by the poor, a poisoner accidentally poisons himself, a strangler suffocates. Despite your best efforts to save them, the target falls victim to this poetic justice. For additional drama, the target has the option to accept your help to escape the situation, but to do so, they must confront and give up the way of life that led them into this situation, which generally involves giving in to your demands. The GM is the final arbiter of what happens to a victim of poetic justice, but they generally die (at least until they reappear in the sequel). Whatever happened, it is clearly not your fault, as you tried not to kill them.

Power Word Focus

Basic Action (Focus)

You can focus by shouting aloud the name of the power you are about to use. You must say what Limit Break you intend to use. You can only use this specific limit break this round. This is a schtick version of the Power Words method.

Rebound

Trigger Action

You have some personal source of power, some action or circumstance that restores you to full vigor. This can be things like making love to a new lover, making a blood sacrifice, succeeding with a heroic rescue, speaking out against evil, taking a drinking binge and so on. It must require roleplaying, and be a challenge to achieve or have some negative consequence. When you successfully activate rebound, you recover all lost Hits and Fortune Points, just as if t was a new play session. All lingering harmful effects that are not Curses end.

Restraint Focus

Focus

You can focus when physically restrained. This involves at least three of the following.

  • Bound arms prevent physical attacks and most physical manipulation.
  • Bound legs prevent movement as a part of normal basic actions. On a full move action, you can take a normal move instead of a full move, crawling or rolling over the ground.
  • Blindfolding restricts your awareness, giving you only a rough estimate of objects and creatures in a diameter equal to your [[Mind (Action)|Mind; you are insensitive to things beyond this range.
  • Gagging, which prevents mundane speech. Make sure to enforce this strictly.
  • Leashing, being tied to another person or fixed location by a short leash which prevents movement beyond one or two meters.

Note that it is possible, even encouraged, to use powers to overcome these handicaps, and that the restraint never imposes any penalties on your use of your powers and you do not suffer Impairment as outlined under Action and Style. This is a schtick version of the Restraint method.

Pet

Inherent

You have an extraordinary pet, a loyal Henchman who follows you around and helps you to the best of its abilities. Construct a pet as a Henchman Extra using your maximum allowed skill as it's highest skill. Pets are not Folk but have some other creature type, most commonly it is an Animal. You can take this schtick several times to have several pets, but generally only one of them accompanies you at a time. Often, the GM will say that the situation is not appropriate for your pet; that it will not or can not follow you into complex, confusing, and dangerous situations, and you must take such limitations in good cheer. The pet is very good at support tasks and can intelligently do errands, deliver messages, guard prisoners, vehicles, or the back door and do other tasks that frees you up to adventure more effectively. If you want a magical pet, look at the Familiar schtick.

Selective Methods

Limit Break

You can turn any one Method off or on with this schtick. When turned off, it has no effect on you. You can only have one method turned off at a time.

Signature Move

Inherent

You have a signature move that you can make, even tough you are not practiced in the skill that would normally cover this maneuver. Choose a single Stunt or Schtick (not a Power). You can use your highest Action Value for the task, regardless of your value in the skill normally used when using this Stunt or Schtick. If you pick a Schtick, you must know that Schtick. If you choose Normal Melee Attack or Normal Ranged Attack, you must also select a specific weapon or inherent ability (that you can use) to attack with. "Maximum skill" in this case cannot be a skill affected by Tag Skill.

Signature Power

Inherent

Select one power you know. This power has become so familiar to you that it has no Origin and is never affected by Power Loss. You can use it just as if was an ordinary schtick, but it still has a Form and can be targeted by effects that are limited to its specific form.

Tag Skill

Inherent

Select one Skill. Your rating in this skill can be one higher than normal. You can only take this schtick once. Jack of Trades and Tag Skill are incompatible schticks, it is only possible to have one of these schticks.

Talent

Inherent

Some people are very good at folding paper kites or riding canoes over waterfalls, without having a high rating in the governing skill of Create or Ride. You have a specific and narrow talent, something that would ordinarily be based on a skill or ability you are not less skilled in. When performing in your specialty field, you use your highest Action Value for the task, regardless of your value in the skill normally used. Natural talents must be fairly specific; flying is too broad, but parachuting or hang gliding qualifies. "Maximum skill" in this case cannot be a skill affected by Tag Skill.

Item Schticks

Dedicated Item

A item is especially effective against a certain kind of enemy. Often a "slaying" weapon or "warded" armor, but a dedicated item can potentially aid other values at the GMs discretion. Against the specified kind, the wielder adds +2 to damage or soak value. This is an increase to the items base value. It does not stack with the Enhanced item bonus, but does stack with effects that add additional damage. The targets chosen must be rather rare, such as a specific species. The dominant species of the setting (usually humans) is too broad and you must select a subcategory.

Enhanced Item

The item has been enhanced, which gives +1 to the damage of weapons or the protection value of armors. It can be applied to other gear only with the GMs permission and a similar benefit must be agreed upon. Enhanced Items cannot give a bonus to skill values. The enhancement can be based on some skill, special material, superlative manufacture, or most commonly, a power.

Focus Storage

Inherent

You can store the energy of being Focused and can be used once per session. This has no effect outside action scenes, but in action you can use a Limit Break without first Focusing. A variant of this stores the focus for one particular Limit Break and can only be used with that power/stunt/schtick. This allows that Limit Break to be used outside of combat without spending extra time on it. You can take this item schtick several times, with cumulative benefits.

Gimmick

Choose a Power that is a Limit Break when you take this schtick. You can use this power without being focused. However, it can only be used once and it then expended. You can replace the gimmick or recover the points invested in it, but this is easily done only at the end of the story - replacing it in play takes some effort. You can take this item schtick several times, gaining additional uses.

Intelligent

The item has an intelligence and can activate powers on its own, but unless it is also Sentient it lacks a personality and motivation. Each round, it has 3 shots of its own that it can use to activate its own powers on the user's command. This is not a true initiative roll and does not determine when the item acts; the item can expend shots whenever the owner's shot comes up. It uses its owner's skills and attributes when using its powers. An item is often both Intelligent and Sentient.

Luck Charm

The item holds a Fortune point, that you can use once per Story. You can take this item schtick several times, gaining additional uses.

Power Focus

Select one Power when you make the item; you can use this power while holding the item. This is generally a power related to the function of the item; a melee weapon focuses Melee Powers and so on. You cannot select an Inherent power, but in some cases your GM might allow you to take what is normally an Inherent power as a Stance. A power focus can be used any number of times. You can take this item schtick several times, selecting a different power each time.

Restricted Item

There are restrictions on who can use the item, that makes it hard to use when stolen. Restrictions are generally to a narrow group; the royal family, amazons of Kilkarach, the captain of the royal guard. A variant is an item that must be bestowed or gifted on a new owner to work for that owner. This is a cost because it increases the security of the item; it becomes harder to use the item against you if it is stolen.

Returning Item

This item has a tendency to return to its owner. It attaches itself to certain people and returns to them, either through the working of fate or, for appropriate items, by direct flight or teleportation. If you pay the point cost for such an item, it attaches itself to you and returns to you.

Set Item

Basic Action

The item has several sets of abilities it can switch between, or it is part of a set where you can only use one set of items at any time. This allows you to have two items with the same point cost, and to switch between them as a Basic Action. You can take this schtick several times, each time either creating an entirely new item set or adding a new alternate configuration to an existing set. All items sets have to be checked for style and balance by the GM. Daifu has a 4 item schticks invested in his flaming spear. On an adventure, he discovers that his flaming spear can change into a wind sword, another 4 schtick item. The ability to change this way costs 1 item schtick for both the flaming spear and winds sword, making both 5 schtick items.

Signature Item

Basic Action

The item is linked permanently to you. It has plot immunity; it cannot be permanently destroyed and whatever happens the item will always find its way back to you at the end of each story. The item is an integral part of your persona, and as a result you will be able to keep the item with you in situations where it would normally be highly inappropriate. You are Confident on any stunt to hide or interaction check to keep the item. When others try stunts to disable or make you lose the idem, they are Stymied. You do not gain any special advantages when using the item.

Telepathic

Inherent

The item forms a telepathic link to its owner(s). Owners are always aware of the items location and obvious events in its vicinity. An item that is Sentient can hold conversations and use persuasion against its owner. Who counts as owner depends on the item and can be up to three people.

Utility Item

A Weapon that has an additional Item Ability or that removes an undesired ability. You can take this item schtick several times, selecting a different Item Ability each time.

Weapon Implement

Particularily at high levels of technology, the best tool to focus magic is often a modified firearm.

A Melee or Ranged weapon with this ability also works as an Implement. An implement is mainly useful for Shoot powers, but works with other powers that allow the use of Implements. The wielder gains all the weapon's abilities, including damage add, range, and other weapon abilities. A Melee Weapon has Close range when used as an implement.

Race Schticks

Maneuver Celestial

Endurance Hunter

Inherent or Limit Break

You have trained your endurance to its full potential. Substitute your Maneuver for your Body when using Endurance, Hold Breath and other stamina-related stunts. These uses of Endurance Hunter are all Inherent abilities.

You can use this as a Limit break when pursuing or being pursued to drive your prey past their endurance. Make an opposed Maneuver check. On a success the target suffers one Hit from fatigue. On an outcome matching the target's Move, it suffers 2 Hits.

None Celestial

Hybrid Race

Inherent

Select one Race other than human. You are a hybrid of human and the selected race. The GM might not allow hybrids with all races, check before making your selection. Someone with this feat is often called a half-X, where the X stands for the selected race.

  • You look like a hybrid between a human and your selected race and might be mistaken for either.
  • You can purchase the racial schticks of the selected race.
  • Note which attribute has the highest racial maximum for the selected race; you get to pick one if there is a tie. Your racial maximum for this attribute becomes 11.

Obsession

Inherent

You are obsessed with a specific craft, task or ability. Your obsession is a goal in itself, sometimes to your peril. You spend much time learning every variation and nuisance of this single ability. Obsession is prized in craftsmen and artists, and objects thus made sometimes even display wondrous magical enchantments, as appropriate to their nature.

Chose an area of specialization. This can be a skill, but also an area related to a part of several skills. Examples include gems, gardening, playing the lyre, explosives, rocketry, and so on.

When working in this field, after making a die roll, you can spend a Fortune point and roll 1d6 and add this to your Outcome. This additional die is not open-ended.

Throwback

Inherent

Select one Race Schtick; you learn this schtick. You do not become a halfbreed or otherwise have your looks or physical form changed except as required for the schtick to work.

You cannot take this schtick go learn a schtick you already know a second time, nor can you pick Throwback multiple times.

Know Dwarf

Long Life

Trigger Action (Combo)

You have lived a very long time. For each schtick you take in Long Life, you have lived about about a hundred years more than a typical character. You have great experience and have lived through many things, so whenever you are unsatisfied with a knowledge roll, you may roll again to represent things learnt during your long life. The GM should slant such information based on the time it is from. You can make a number of rerolls equal to your number of Long Life schtick picks.

Long Life has a drawback; you are less energetic and driven, causing you to do less in downtime.

Recon Dwarf

Earth Sense

Inherent

While in contact with the earth, you have a short range tremor sense. You can sense the extent of solid, anchored objects like the ground, floors, and walls within range. This gives you a mental map of the area, including spaces behind walls. You can also sense when anything touching these things moves, tough it is still possible to Sneak, normal obstruction modifiers do not apply. The sense has a range equal to your Mind.

None Dwarf

Obsession

Inherent

You are obsessed with a specific craft, task or ability. Your obsession is a goal in itself, sometimes to your peril. You spend much time learning every variation and nuisance of this single ability. Obsession is prized in craftsmen and artists, and objects thus made sometimes even display wondrous magical enchantments, as appropriate to their nature.

Chose an area of specialization. This can be a skill, but also an area related to a part of several skills. Examples include gems, gardening, playing the lyre, explosives, rocketry, and so on.

When working in this field, after making a die roll, you can spend a Fortune point and roll 1d6 and add this to your Outcome. This additional die is not open-ended.

Maneuver Elf

Grace

Basic Action

Grace is a variant of Sneak where you become supernaturally light and can move in places where you normally could not. You do not actually need to Sneak in order to use Grace, but you still move only at normal pace and cannot take other actions. You can walk along any surface, even one that could not carry your weight, a distance equal to your Move. You are not deterred by vertical surfaces, narrow ledges, slack ropes and can even walk along a thin thread, spider web, or on soft snow. You still need to use Free Running, but ignore difficulties based on the narrowness of your path, the weight your path can support, and the inclination of the surface. You cannot walk on inverted or liquid surfaces. This can be used to make you hard to spot because you are in positions where nobody would think to look for you, so you are assumed to have concealment enough to Sneak as long as you can stay above your prey or otherwise in a blind spot they would not normally look. After this action, you can stand still in a position that could not normally support you for the rest of the round, but must use Grace again if you wish to continue moving in such terrain.

Know Elf

Long Life

Trigger Action (Combo)

You have lived a very long time. For each schtick you take in Long Life, you have lived about about a hundred years more than a typical character. You have great experience and have lived through many things, so whenever you are unsatisfied with a knowledge roll, you may roll again to represent things learnt during your long life. The GM should slant such information based on the time it is from. You can make a number of rerolls equal to your number of Long Life schtick picks.

Long Life has a drawback; you are less energetic and driven, causing you to do less in downtime.

None Elf

Mystic Form

Inherent

You have an association with a Form of power. Using powers of this form is natural to you. You can use powers of this form, even if you lack a power tradition. You never lose these powers as a result of your Methods or Power Loss limitations. Powers of your Mystic Form can be detected and dispelled based on their Form, but not because they are powers or because of your origin.

Maneuver Flan

Endurance Hunter

Inherent or Limit Break

You have trained your endurance to its full potential. Substitute your Maneuver for your Body when using Endurance, Hold Breath and other stamina-related stunts. These uses of Endurance Hunter are all Inherent abilities.

You can use this as a Limit break when pursuing or being pursued to drive your prey past their endurance. Make an opposed Maneuver check. On a success the target suffers one Hit from fatigue. On an outcome matching the target's Move, it suffers 2 Hits.

None Flan

Hybrid Race

Inherent

Select one Race other than human. You are a hybrid of human and the selected race. The GM might not allow hybrids with all races, check before making your selection. Someone with this feat is often called a half-X, where the X stands for the selected race.

  • You look like a hybrid between a human and your selected race and might be mistaken for either.
  • You can purchase the racial schticks of the selected race.
  • Note which attribute has the highest racial maximum for the selected race; you get to pick one if there is a tie. Your racial maximum for this attribute becomes 11.

Recon Flan

Sense the Unnatural

Basic Action

You have a sense for the unnatural. You gain premonitions as you approach a creature, thing, or situation that involves Powers. The GM might call for Recon checks to notice this, or you can call for a check as a Basic Action. This does not help you spot a power-user, but helps prevent surprise.

None Flan

Throwback

Inherent

Select one Race Schtick; you learn this schtick. You do not become a halfbreed or otherwise have your looks or physical form changed except as required for the schtick to work.

You cannot take this schtick go learn a schtick you already know a second time, nor can you pick Throwback multiple times.

Charm Hob

Mockery

Trigger Action (Combo)

Use this after you've hit or successfully interacted with someone. The target suffers a -3 penalty on all attacks and interactions directed at a creature that did not use Mockery against him this round.

None Hob

Mystic Form

Inherent

You have an association with a Form of power. Using powers of this form is natural to you. You can use powers of this form, even if you lack a power tradition. You never lose these powers as a result of your Methods or Power Loss limitations. Powers of your Mystic Form can be detected and dispelled based on their Form, but not because they are powers or because of your origin.

Obsession

Inherent

You are obsessed with a specific craft, task or ability. Your obsession is a goal in itself, sometimes to your peril. You spend much time learning every variation and nuisance of this single ability. Obsession is prized in craftsmen and artists, and objects thus made sometimes even display wondrous magical enchantments, as appropriate to their nature.

Chose an area of specialization. This can be a skill, but also an area related to a part of several skills. Examples include gems, gardening, playing the lyre, explosives, rocketry, and so on.

When working in this field, after making a die roll, you can spend a Fortune point and roll 1d6 and add this to your Outcome. This additional die is not open-ended.

Maneuver Oerdian

Endurance Hunter

Inherent or Limit Break

You have trained your endurance to its full potential. Substitute your Maneuver for your Body when using Endurance, Hold Breath and other stamina-related stunts. These uses of Endurance Hunter are all Inherent abilities.

You can use this as a Limit break when pursuing or being pursued to drive your prey past their endurance. Make an opposed Maneuver check. On a success the target suffers one Hit from fatigue. On an outcome matching the target's Move, it suffers 2 Hits.

None Oerdian

Hybrid Race

Inherent

Select one Race other than human. You are a hybrid of human and the selected race. The GM might not allow hybrids with all races, check before making your selection. Someone with this feat is often called a half-X, where the X stands for the selected race.

  • You look like a hybrid between a human and your selected race and might be mistaken for either.
  • You can purchase the racial schticks of the selected race.
  • Note which attribute has the highest racial maximum for the selected race; you get to pick one if there is a tie. Your racial maximum for this attribute becomes 11.

Push to Glory

Trigger Action (Combo)

Use this when you have spent a Fortune point, after you know the result of the die roll. You can spend another Fortune point and add another d6 to the result of that action. This additional die is not open-ended.

Throwback

Inherent

Select one Race Schtick; you learn this schtick. You do not become a halfbreed or otherwise have your looks or physical form changed except as required for the schtick to work.

You cannot take this schtick go learn a schtick you already know a second time, nor can you pick Throwback multiple times.

Body Ogre

Might

Limit Break

You can perform prodigious feats of strength. Add 5 to your Body for a single task, such as a single attack or a mighty feat like lifting or breaking something. You can take a Basic Action as a part of this Limit Break, and the benefits apply only to that single Basic Action.

None Ogre

Rage

Focus

When you take a Hit, you can focus.

Melee Ogre

Slap

Basic Action

Make a Melee attack with a damage value of Body +4. A creature taking damage from this loses a shot from its shot counter and is thrown one meter per Hit inflicted.

Maneuver Olman

Endurance Hunter

Inherent or Limit Break

You have trained your endurance to its full potential. Substitute your Maneuver for your Body when using Endurance, Hold Breath and other stamina-related stunts. These uses of Endurance Hunter are all Inherent abilities.

You can use this as a Limit break when pursuing or being pursued to drive your prey past their endurance. Make an opposed Maneuver check. On a success the target suffers one Hit from fatigue. On an outcome matching the target's Move, it suffers 2 Hits.

None Olman

Dramatic Moment

Trigger Action (Combo)

Use this when you take an action, before you roll the dice. The result is an automatic Boxcars, making the result very good or very bad. Note that boxcars overrides a Condifent or Stymied roll.

Hybrid Race

Inherent

Select one Race other than human. You are a hybrid of human and the selected race. The GM might not allow hybrids with all races, check before making your selection. Someone with this feat is often called a half-X, where the X stands for the selected race.

  • You look like a hybrid between a human and your selected race and might be mistaken for either.
  • You can purchase the racial schticks of the selected race.
  • Note which attribute has the highest racial maximum for the selected race; you get to pick one if there is a tie. Your racial maximum for this attribute becomes 11.

Throwback

Inherent

Select one Race Schtick; you learn this schtick. You do not become a halfbreed or otherwise have your looks or physical form changed except as required for the schtick to work.

You cannot take this schtick go learn a schtick you already know a second time, nor can you pick Throwback multiple times.

Recon Ork

Howl

Stance

You can use hoots and howls as a means of echolocation. When you use Howl, you do a Scan using Impress. For the rest of the scene you gain a general awareness of the area you are in out to a hundred meters. You can perceive as well as normal sight at a range out to your Mind in meters, but you cannot distinguish color or shade, only shape and texture. While others can hear your howls, they are indistinct and do not tell them where you are, only that someone is howling in the area.

Body Ork

Might

Limit Break

You can perform prodigious feats of strength. Add 5 to your Body for a single task, such as a single attack or a mighty feat like lifting or breaking something. You can take a Basic Action as a part of this Limit Break, and the benefits apply only to that single Basic Action.

None Ork

Rage

Focus

When you take a Hit, you can focus.

Maneuver Rhenne

Endurance Hunter

Inherent or Limit Break

You have trained your endurance to its full potential. Substitute your Maneuver for your Body when using Endurance, Hold Breath and other stamina-related stunts. These uses of Endurance Hunter are all Inherent abilities.

You can use this as a Limit break when pursuing or being pursued to drive your prey past their endurance. Make an opposed Maneuver check. On a success the target suffers one Hit from fatigue. On an outcome matching the target's Move, it suffers 2 Hits.

None Rhenne

Evil Eye

Trigger Action

When you see another creature within Mind meters succeed on an action, you can spend a Fortune point to force them to reroll. This is a Stymied roll.

Hybrid Race

Inherent

Select one Race other than human. You are a hybrid of human and the selected race. The GM might not allow hybrids with all races, check before making your selection. Someone with this feat is often called a half-X, where the X stands for the selected race.

  • You look like a hybrid between a human and your selected race and might be mistaken for either.
  • You can purchase the racial schticks of the selected race.
  • Note which attribute has the highest racial maximum for the selected race; you get to pick one if there is a tie. Your racial maximum for this attribute becomes 11.

Throwback

Inherent

Select one Race Schtick; you learn this schtick. You do not become a halfbreed or otherwise have your looks or physical form changed except as required for the schtick to work.

You cannot take this schtick go learn a schtick you already know a second time, nor can you pick Throwback multiple times.

Body Saurian

Amphibian

Inherent

You are an amphibian, able to move unhindered both on land, in water, and in muddy and marsh conditions such as swamps and bogs. You breathe air, but can hold your breath for ten times your Body in minutes.

Maneuver Saurian

Camouflage

Inherent

You have long lived in harmony with your home terrain, and learned it's way. Your skin is colored to fit the environment. You must choose a home terrain to take this schtick. Typical examples are forest, desert, savanna, or mountains.

While in your home terrain you are able to sneak even without cover. If you take up a hidden position on home terrain before enemies come into view and remain completely still, enemies need an outcome equal to your Reflexes in order to spot you when using Scan, even when right next to you.

Melee Saurian

Tail Might

Trigger Action

You have a powerful tail that can be used as a natural weapon. You can make an attack with your tail when a creature moves into a flanking position or tries to use a Maneuver stunt against you.

Make a Melee attack for Body +2 Blunt damage. If the target takes a Hit he is unbalanced and loses his current action.

Maneuver Suel

Endurance Hunter

Inherent or Limit Break

You have trained your endurance to its full potential. Substitute your Maneuver for your Body when using Endurance, Hold Breath and other stamina-related stunts. These uses of Endurance Hunter are all Inherent abilities.

You can use this as a Limit break when pursuing or being pursued to drive your prey past their endurance. Make an opposed Maneuver check. On a success the target suffers one Hit from fatigue. On an outcome matching the target's Move, it suffers 2 Hits.

None Suel

Hybrid Race

Inherent

Select one Race other than human. You are a hybrid of human and the selected race. The GM might not allow hybrids with all races, check before making your selection. Someone with this feat is often called a half-X, where the X stands for the selected race.

  • You look like a hybrid between a human and your selected race and might be mistaken for either.
  • You can purchase the racial schticks of the selected race.
  • Note which attribute has the highest racial maximum for the selected race; you get to pick one if there is a tie. Your racial maximum for this attribute becomes 11.

Pride of Race

Trigger Action

When you suffer a Setback you can use this schtick and spend a Fortune point to reduce the setback to an ordinary success. Any other result of the action that caused the setback remains; only the setback itself is canceled.

Throwback

Inherent

Select one Race Schtick; you learn this schtick. You do not become a halfbreed or otherwise have your looks or physical form changed except as required for the schtick to work.

You cannot take this schtick go learn a schtick you already know a second time, nor can you pick Throwback multiple times.

Maneuver Tuov

Endurance Hunter

Inherent or Limit Break

You have trained your endurance to its full potential. Substitute your Maneuver for your Body when using Endurance, Hold Breath and other stamina-related stunts. These uses of Endurance Hunter are all Inherent abilities.

You can use this as a Limit break when pursuing or being pursued to drive your prey past their endurance. Make an opposed Maneuver check. On a success the target suffers one Hit from fatigue. On an outcome matching the target's Move, it suffers 2 Hits.

None Tuov

Great Hunter

Trigger Action (Combo)

You can move your Move meters Before each Basic Action you take. This allows you to move-move-act or move-act-move.

You cannot use Great Hunter if the basic Action is one that in itself allows additional movement or when attacking with a Static weapon.

Hybrid Race

Inherent

Select one Race other than human. You are a hybrid of human and the selected race. The GM might not allow hybrids with all races, check before making your selection. Someone with this feat is often called a half-X, where the X stands for the selected race.

  • You look like a hybrid between a human and your selected race and might be mistaken for either.
  • You can purchase the racial schticks of the selected race.
  • Note which attribute has the highest racial maximum for the selected race; you get to pick one if there is a tie. Your racial maximum for this attribute becomes 11.

Throwback

Inherent

Select one Race Schtick; you learn this schtick. You do not become a halfbreed or otherwise have your looks or physical form changed except as required for the schtick to work.

You cannot take this schtick go learn a schtick you already know a second time, nor can you pick Throwback multiple times.

Maneuver Cat

Grace

Basic Action

Grace is a variant of Sneak where you become supernaturally light and can move in places where you normally could not. You do not actually need to Sneak in order to use Grace, but you still move only at normal pace and cannot take other actions. You can walk along any surface, even one that could not carry your weight, a distance equal to your Move. You are not deterred by vertical surfaces, narrow ledges, slack ropes and can even walk along a thin thread, spider web, or on soft snow. You still need to use Free Running, but ignore difficulties based on the narrowness of your path, the weight your path can support, and the inclination of the surface. You cannot walk on inverted or liquid surfaces. This can be used to make you hard to spot because you are in positions where nobody would think to look for you, so you are assumed to have concealment enough to Sneak as long as you can stay above your prey or otherwise in a blind spot they would not normally look. After this action, you can stand still in a position that could not normally support you for the rest of the round, but must use Grace again if you wish to continue moving in such terrain.

Melee Cat

Play

Trigger Action (Combo)

You can mix social and physical interactions. When you succeed on a Charm, Impress, or Melee roll against a single creature you are adjacent to, you can use this schtick to immediately make an opposed roll using another of these three skills: an opposed Charm or Impress roll or Melee roll against Dodge. If you succeed the target loses 3 shots.

Pounce

Basic Action

Make a great leap of up to your Move in meters with an optional Normal Melee Attack at the end. This is in addition to the normal movement for a Basic Action, but you cannot move after the leap.

Recon Briaur

Starsight

Stance

You can see outdoors at night as well as a human does during the day in the same kind of weather but you do not see color in the dark. You see no better indoors.

Maneuver Briaur

Sure Footed

Inherent

The sure-footed are not troubled by uneven ground, cliffs, rock or steep slopes. Maneuver checks to move in terrain are routine.

Move Briaur

Twin Body

Inherent

You have developed an independent ability to act between your upper and lower body, which allows you to move your Move meters before or after each Basic Action you take. This allows you to move-move-act, act-move-move, or move-act-move. You cannot use Twin Body if the basic Action is one that in itself allows additional movement or when attacking with a Static weapon.

Move Centaur

Killing Pace

Basic Action

Move three times your Move. In a long-distance chase or march you gain +1 Move, but if you maintain this pace a number of minutes equal to your Body, you take one Hit. If this is your last hit, you take a Damage Setback.

Twin Body

Inherent

You have developed an independent ability to act between your upper and lower body, which allows you to move your Move meters before or after each Basic Action you take. This allows you to move-move-act, act-move-move, or move-act-move. You cannot use Twin Body if the basic Action is one that in itself allows additional movement or when attacking with a Static weapon.

Body Centaur

Beast of Burden

Inherent

You are able to carry and pull great weights for extended periods of time. Increase your Body by +3 when calculating Encumbrance.

Move Gnoll

Killing Pace

Basic Action

Move three times your Move. In a long-distance chase or march you gain +1 Move, but if you maintain this pace a number of minutes equal to your Body, you take one Hit. If this is your last hit, you take a Damage Setback.

Melee Gnoll

Mob

Basic Action

When two or more friends fight the same target as you in Melee can make a Normal Melee Attack with a +3 bonus to Melee against that target.

Mockery

Trigger Action (Combo)

Use this after you've hit or successfully interacted with someone. The target suffers a -3 penalty on all attacks and interactions directed at a creature that did not use Mockery against him this round.

Charm Minotaur

Lust

Basic Action

You can come on to someone sexually in a very direct manner without being overtly threatening or rude. Those you use this on are overtaken by lust and lost in the moment, but might wonder at their own behavior later.

You can use Seduction as a basic action. If you fail a roll, the target gathers his wits. This can make further seduction impossible and might put you in a awkward situation.

Body Minotaur

Might

Limit Break

You can perform prodigious feats of strength. Add 5 to your Body for a single task, such as a single attack or a mighty feat like lifting or breaking something. You can take a Basic Action as a part of this Limit Break, and the benefits apply only to that single Basic Action.

Melee Minotaur

Ram

Basic Action

Charge straight a distance equal to your Move and make a Normal Melee Attack. You can move normally in the round you Ram, either before or after the charge. If you hit you do Body +4 Blunt damage and the target is toppled over if he takes a Hits, losing a shot. An immobile target, such as a wall, door, or very heavy object, takes Body +8 Blunt damage instead, but if you fail to break the object, you loose a shot.

Charm Satyr

Lust

Basic Action

You can come on to someone sexually in a very direct manner without being overtly threatening or rude. Those you use this on are overtaken by lust and lost in the moment, but might wonder at their own behavior later.

You can use Seduction as a basic action. If you fail a roll, the target gathers his wits. This can make further seduction impossible and might put you in a awkward situation.

Melee Satyr

Ram

Basic Action

Charge straight a distance equal to your Move and make a Normal Melee Attack. You can move normally in the round you Ram, either before or after the charge. If you hit you do Body +4 Blunt damage and the target is toppled over if he takes a Hits, losing a shot. An immobile target, such as a wall, door, or very heavy object, takes Body +8 Blunt damage instead, but if you fail to break the object, you loose a shot.

Move Satyr

Sure Footed

Inherent

The sure-footed are not troubled by uneven ground, cliffs, rock or steep slopes. Maneuver checks to move in terrain are routine.

Maneuver Wolfen

Endurance Hunter

Inherent or Limit Break

You have trained your endurance to its full potential. Substitute your Maneuver for your Body when using Endurance, Hold Breath and other stamina-related stunts. These uses of Endurance Hunter are all Inherent abilities.

You can use this as a Limit break when pursuing or being pursued to drive your prey past their endurance. Make an opposed Maneuver check. On a success the target suffers one Hit from fatigue. On an outcome matching the target's Move, it suffers 2 Hits.

None Wolfen

Rage

Focus

When you take a Hit, you can focus.

Melee Wolfen

Play

Trigger Action (Combo)

You can mix social and physical interactions. When you succeed on a Charm, Impress, or Melee roll against a single creature you are adjacent to, you can use this schtick to immediately make an opposed roll using another of these three skills: an opposed Charm or Impress roll or Melee roll against Dodge. If you succeed the target loses 3 shots.

None Fox

Copycat

Trigger Action

When someone uses a schtick or power within Mind meters of you, you can use this power to temporarily learn that schtick or power. You use it as if it was a schtick even if it is ordinarily a power and can use it until the end of the session or until you use Copycat again.

Mockery

Trigger Action (Combo)

Use this after you've hit or successfully interacted with someone. The target suffers a -3 penalty on all attacks and interactions directed at a creature that did not use Mockery against him this round.

Dodge Fox

Payback

Trigger Action (Defense)

Use this schtick when attacked. You get a +3 bonus to Dodge against that specific attack only. If the triggering attack misses and there is a plausible target near you or in the line of fire, you can redirect the attack. You can redirect a Melee attack back on the attacker but must otherwise choose a third party as your target. Make a Dodge roll (without the +3 bonus) and treat the result as an attack on your chose target, redirecting the original attack. Damage and effect remains the same.

None Mouse

Copycat

Trigger Action

When someone uses a schtick or power within Mind meters of you, you can use this power to temporarily learn that schtick or power. You use it as if it was a schtick even if it is ordinarily a power and can use it until the end of the session or until you use Copycat again.

Dodge Mouse

Down the Hole

Trigger Action (Defense)

Use this when you are either attacked or someone tries to Scan to find you. You gain a +3 bonus to your defensive Dodge and Recon for the current shot.

Scurry

Trigger Action (Defense)

When you are attacked, you can take a move and get a +3 bonus to Dodge. If you manage to move out of an area effect in this way, you are safe, but you cannot avoid single-target effects this way. If you are not hit and move into concealment, you can try to Sneak as a part of this action.

Charm Rabbit

Lust

Basic Action

You can come on to someone sexually in a very direct manner without being overtly threatening or rude. Those you use this on are overtaken by lust and lost in the moment, but might wonder at their own behavior later.

You can use Seduction as a basic action. If you fail a roll, the target gathers his wits. This can make further seduction impossible and might put you in a awkward situation.

Melee Rabbit

Pounce

Basic Action

Make a great leap of up to your Move in meters with an optional Normal Melee Attack at the end. This is in addition to the normal movement for a Basic Action, but you cannot move after the leap.

Dodge Rabbit

Scurry

Trigger Action (Defense)

When you are attacked, you can take a move and get a +3 bonus to Dodge. If you manage to move out of an area effect in this way, you are safe, but you cannot avoid single-target effects this way. If you are not hit and move into concealment, you can try to Sneak as a part of this action.

None Dog

Alertness

Inherent

You are never surprised by creatures. Traps can still get the drop on you, but you can always act in a surprise round when hostile creatures are involved.

Impress Dog

Loyalty

Trigger Action (Focus)

When an ally within Impress meters or suffers a Setback, you can focus.

Melee Dog

Play

Trigger Action (Combo)

You can mix social and physical interactions. When you succeed on a Charm, Impress, or Melee roll against a single creature you are adjacent to, you can use this schtick to immediately make an opposed roll using another of these three skills: an opposed Charm or Impress roll or Melee roll against Dodge. If you succeed the target loses 3 shots.