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Name | Description |
Beyond One's Limits | You may ignore the effects of a Critical Injury for so many rounds up to your Willpower stat. Once this effect has ended, you suffer the consequences of pushing yourself.
After ignoring the injury, double the effect of your critical injury. EX: if you lose your free maneuver, instead you lose the ability to-do any maneuvers. |
Dubious Knowledge | When rolling a knowledge check, you can use this talent to generate a success on an already failed check. You will gain some correct information and some incorrect information. |
Tough Times | After failing a roll, Once per session, You can re-roll your dice pool. Doing so always generates a Despair (d). |
Encouraging Speech | You can, once per scene, perform a Hard (k) Speech check to encourage your comrades. For each success you generate, your comrades will gain an upgrade to their next roll.
Your comrades also recover strain from any Advantages you generate. |
Nimble | You can gain 2 Strain to perform one additional Maneuver that ignores the Maneuver cap. You can do this as many times up to your Agility stat. |
Pulse of the City | Your heart beats in time with the world, you may roll a Hard (k) Streetwise, on a success, you can spend the success from this roll to get a general vibe of the world around you. Getting a sense of something wrong, or maybe a sense of something you missed. |
Empath | When interacting with another creature or person, you may spend 1 Story point and ask the GM how this creature currently feels. The GM can tell you its general mood, and if that mood has a cause.
Using this knowledge on social checks generates a j. |
Visual Calculus | You may roll Perception Hard (k) to reconstruct a scenario in your head base on very little evidence. This reconstruction's accuracy is based on how many s are generated.
Just getting one will tell you how many people were involved, and the overall flow of actions that took place. Additional s can be used to ask specific questions that the GM must answer, as long as they are relevant. |
Mystery of The Druids | You may spend 2 strain to take on the form of an animal your silhouette or one size larger. You gain this creatures Physical stats (Brawn, Agility, Presence) and gain its WT and ST. You may keep this form for the rest of the scene, or until you dismiss it early.
IF You break either threshold while in this form, you return to your own form, filling both of your threshold up by half your max. (IE if you max is 10 and your form breaks. You gain 5. Rounded up) |
A Quick Invention | You gain the ability to cast 'spells' through your Mechanics skill. These are treated as either, an invention you make up on the spot, or something you already made. This roll acts just like using Arcane or Divine, so cost 2 Strain if a roll is required. |
Once More | When attacking a creature, you may spend 3 Advantage (a) to roll another attack with an upgrade to the difficulty. You may repeat this, but each additional attack requires an additional Advantage (a) to trigger. |
Tricky Action | You may attempt to roll Deception Vs Perception on a target at anytime before performing an action. For each Success (s) generated, you may upgrade the next roll, each Advantage (a) generates a bonus die, and a Triumph (t) generates an auto success (s) on the following roll.
Generating any failure (f) results in all positive bonuses to be negated. Threat (h) and Despair (d) are handled by the GM. |