Abilities#
Abilities are special actions your character can take. They have the most variance in usage and effects. Some provide new actions, others modify existing actions, and some provide passive bonuses. Certain abilities can be taken multiple times, improving upon the original effect or number of uses.
Sometimes an additional selection needs to be made, such as a type of weapon or armor. This selection is made at the time of selecting the ability and is usually written in [brackets] beside the ability name.
If an ability has requirements that must be met before it can be selected, they are written in italics.
| Name | Description |
|---|---|
| Charge | Rush an enemy for a powerful melee attack. |
| - Agile Charge | Charge no longer requires a straight line. |
| – Leaping Charge | Charge can pass through difficult terrain. |
| - Bash | Shove an opponent at the end of a charge. |
| – Improved Bash | Increased displacement and knockdown from Bash. |
| Defender | Double your DEF against a melee attack. |
| - Just Grazed | Negate a wound or condition from a ranged attack. |
| - Just Winded | Negate a wound or condition from a melee attack. |
| - True Defender | Use Defender on behalf of an ally. |
| Dual Attack | ATK bonus when attacking with two weapons. |
| - Dual Defense | Gain DEF when wielding multiple melee weapons. |
| - Dual Strike | Increase damage die with dual attack. |
| - Swift Dual Attack | Dual Attack ability costs 2 AP instead of 4. |
| Extra Attack | Make two standard attacks per round. |
| Focus Attack | Focus on an opponent to gain advantage. |
| - Precise Focus | Triple normal range for Focus abilities. |
| Focus In | Overwatch a line with ranged attacks of opportunity. |
| Friend in Need | Sacrifice your DEF to protect an adjacent ally. |
| General Spectacle | Cause a Stress with a distraction. |
| - Long Performance | Use General Spectacle for multiple rounds. |
| Kit Trap | Use your tool kit to make difficult terrain. |
| - Fast Kit Trap | Kit Trap uses less AP. |
| Outburst | Interrupt enemies mid action. |
| Quick Draw | Draw an equipped weapon for no AP. |
| Quick Firing | Use two semi-auto pistols for full-auto abilities. |
| Rage | Enter an enraged state for a short duration. |
| - Extended Rage | Increase Rage duration by two rounds. |
| - Fearless Rage | Resisting fear while raging. |
| – Indomitable Rage | Immune to fear and distraction while raging. |
| - More Rage | Gain an extra daily use of Rage. |
| - Powerful Rage | Spend two uses for +4 STR +4 FORT. |
| – Unsettling Rage | Intimidate a nearby opponent when activating Rage. |
| Reckless Attack | Trade DEF for ATK and DMG on melee attacks. |
| Student [___] | Gain a bonus by applying knowledge of a topic. |
| - Expert [___] | Improve the Student bonus for a chosen topic. |
| Suppressing Fire | Pin enemies in an area with automatic fire. |
| - Controlled Suppressing Fire | Conserve ammo during suppressive fire. |
| - Improved Suppressing Fire | Increase WILL target or stress from suppression. |
| - Line of Fire | Change suppression area to a line. |
| - Oppressive Suppression | Expand suppression to six non-adjacent squares. |
| Vital Strike | Add bonus damage to surprise attacks. |
| - Vital Focus | Add Vital Strike dice to Focus Attack rolls. |
| Name | Description |
|---|---|
| Adaptive Luck | Spend Luck to reuse an exhausted ability. |
| Bonus Luck | Gain one additional Luck point. |
| Friend of Fortune | Allies near you may regain spent Luck. |
| Lucky Strike | Increase Luck die to d6 on attack rolls. |
| Medical Marvel | Heal a condition or wound by spending Luck. |
| Natural Gift [___] | Increase Luck die to d6 for a chosen attribute. |
| Tis But a Scratch | Spend Luck to fully negate an attack. |
| Name | Description |
|---|---|
| Armorer | Install and remove upgrades without risk of damage. |
| Companion Bot | Designate a drone or robot as your companion. |
| - Special Encouragement | Quickly repair your companion for no supplies. |
| Opensaysame | Break a door panel to guarantee it opens or closes. |
| Rigged Comp Jack | Build a makeshift comp jack from tech kit supplies. |
| Name | Description |
|---|---|
| Battery Saboteur | Turn battery cores into explosives. |
| Battery Saver | Re-roll a failed supply roll once per day. |
| Swift Custom Battery | Quickly install mismatched batteries. |
Core General#
Agile Charge
Bash
Bash#
Charge, STR 2, Level 3
Instead of making an attack at the end of your charge you may attempt to shove your opponent and displace them. In place of the attack, make a contested grapple check with a +2 bonus at the end of your movement. If you win the grapple check your opponent is pushed backwards 5ft and you take their space. If they would collide with a solid object due to this movement they take 1d6+STR damage and you do not take their space.
Charge
Charge#
For 4 AP you may rush at your enemies to deliver a powerful melee attack. You must move at least 10ft in a direct line toward your opponent, but may move up to double your movement speed. Once within reach of your opponent your movement ends and you make a standard melee attack at +2 bonus. The movement portion of this ability must be in a straight, uninterrupted line that does not pass over or under any obstacles/characters or through difficult terrain. Attacks of opportunity that do not down your character do not interrupt this ability.
Controlled Suppressing Fire
Controlled Suppressing Fire#
Weapon Proficiency with a semi-auto or full-auto weapon, Suppressing Fire
You have mastered timing your bursts of suppressive fire to conserve ammo. Your weapon no longer needs to be reloaded or cooled after using the Suppressing Fire ability. You use only 5% of the weapon’s max ammunition.
Defender
Defender#
FORT 2
You are particularly skilled at defending from melee attacks. Once per day (1/day) anytime a melee attack is declared against you while at max DEF, you may double your DEF until the beginning of your next turn. When this effect ends your max DEF returns to normal while your current DEF is lowered to the normal maximum or remains whatever it is at the end of the effect, whichever is lower. This ability must be activated when the attack is declared, before the roll result is revealed. This ability cannot be used if you have not yet acted in combat. You may select this ability multiple times to increase its usage by 1/day to a maximum of 3/day.
Dual Attack
Dual Attack#
Weapon Proficiency, DEX 2, Level 3
Your melee and ranged attacks with two weapons are more difficult to defend against. Once per round, spend an additional 2 AP to gain advantage on an attack while using two weapons with which you are proficient.
Dual Defense
Dual Defense#
Weapon Proficiency, Dual Attack, Level 3
You can easily defend yourself with your second melee weapon. When wielding multiple melee weapons you are proficient with gain +1 max DEF per weapon. This ability can be taken a second time to increase the bonus provided by each weapon to +2 max DEF.
Dual Strike
Dual Strike#
Weapon Proficiency, Dual Attack, Level 7
Strike with two weapons simultaneously to deal more damage. 2/day increase the damage die by one size when you land an attack with your Dual Attack ability. You can take this ability two additional times, each increasing the number of uses by two to a maximum of 6/day.
Expert
Expert#
Expert [___]
Student, INT 2
Choose one of the topics selected by your Student ability. When applying the Student ability using that topic, add your INT bonus rather than the +1 bonus provided, whichever is higher. This ability can be selected a second time to be applied to a second Student ability.
Extended Rage
Extra Attack
Extra Attack#
Weapon Proficiency, Level 5
You can make two standard attacks per round with a weapon with which you are proficient for 2 AP each. This second attack cannot be a readied action.
Normal: You can only make one attack action per round.
Fast Kit Trap
Fast Kit Trap#
Proficiency with any tool kit
With a few special adjustments to how you store your kit, the AP cost to use the Kit Trap ability is lowered to 2 AP, and retrieving the kit after is lowered to 12 AP.
Fearless Rage
Focus Attack
Focus Attack#
WILL 2, Level 3
For 2 AP you may choose to focus on a single opponent, gaining advantage on your next attack against them. Your opponent must be within line of sight when a focus attack is declared, and the effect expires at the end of your next turn if unused or if you lose line of sight, whichever comes first. This ability can be interrupted if held between turns.
Focus In
Focus In#
WILL 2
While wielding a ranged weapon you may spend 1 AP to focus on an area in a straight line up to your weapon’s normal range. Until the beginning of your next turn you may make attacks of opportunity with your ranged weapon against enemies who attempt aggressive actions within those spaces. Taking any other than an AOO ends this effect. This ability can be interrupted.
Friend in Need
Friend in Need#
Tough Trait
You are very protective of your allies. Anytime a melee attack is declared against an adjacent ally, you may sacrifice your own DEF to protect that ally by spending 1 AP. The damage is then dealt to your own DEF before doing damage to your ally. If your DEF is reduced to 0, you take the appropriate VIT damage, and any remaining damage is dealt to the original target of the attack as normal.
General Spectacle
General Spectacle#
CHA 2
You can make a real ruckus. 2/day for 4 AP you may attempt to draw the attention of all characters in a 30ft radius. This can be done with a performance, loud noises, or some other manner of attention grabbing interruption. All characters within a 30ft radius that can hear you must make a target 8 WILL distraction check. Upon success they resist and cannot be affected by your General Spectacle ability for 24hrs. Upon failure they become distracted, shift their focus to you, and gain +1 point of Stress. This point of Stress lasts until rested.
The results of gaining attention in this way vary, and may include immediate and continued danger even after the effect ends.
Normal: You may gain the attention of a group, usually with a CHA check, but no stress is dealt.
Improved Bash
Improved Bash#
When using your Bash ability you may choose to increase the displacement caused by a successful bash by +5ft, or choose to knock your opponwnt prone. Damage is still dealt if they hit a solid object from the displacement, and you take their original space if able.
Improved Suppressing Fire
Improved Suppressing Fire#
Weapon Proficiency with a full-auto weapon, Suppressing Fire, Level 5
While using a full-auto weapon that you are proficient with: Your suppressing fire is particularly stressful for enemies to endure. When activating your Suppressing Fire ability, you may choose to increase the target for the WILL check by two OR increase the amount of stress caused by an opponent’s failed check by one. If you choose either of these, the ability uses an additional 5% ammunition.
Indomitable Rage
Indomitable Rage#
Unshakable Trait, Rage, Fearless Rage, WILL 4, Level 9
While using the Rage ability you are immune to fear and distraction effects, and gain advantage on intimidation rolls.
Just Grazed
Just Winded
Kit Trap
Kit Trap#
Proficiency with any tool kit
You’ve dropped your kit enough times to know exactly how to empty it out in the most inconvenient way possible. For 3 AP you can completely empty your toolkit in a 15ft² area (3 spaces) to put any character acting in those spaces at a disadvantage as if they were acting in difficult terrain. The three spaces must be adjacent to each other but only one must be adjacent to you.
An affected character can clear the spaces they occupy of the tool kit for 3 AP to remove the effect.
This ability requires a tool kit with at least 1d4 of supplies, however it requires no supply roll. Using this ability drops your kit and leaves it empty of tools and supplies. Tools and supplies can be retrieved for 20 AP.
Leaping Charge
Leaping Charge#
Charge, Agile Charge, AGI 3, Level 5
The movement of your charge can now pass over/under obstacles and through difficult terrain.
Line of Fire
Line of Fire#
Weapon Proficiency with a full-auto weapon, Suppressing Fire
When using your Suppressing Fire ability with a full-auto weapon that you are proficient with: You can change the shape of your Suppressing Fire ability to a straight line with a length equal to your weapon’s normal range. If you do so, the ability uses double the required ammunition.
Long Performance
Long Performance#
CHA 3
Once begun, you may continue your General Spectacle performance for a number of rounds equal to 1/2 your level. Each round after the first, the target for the will distraction save is lowered by -2. Each failed save accumulates another +1 point of Stress. Taking any other action during these rounds end the effect. This ability can be interrupted.
Oppressive Suppression
Oppressive Suppression#
Weapon Proficiency with a full-auto heavy weapon, Suppressing Fire, Level 5
While using the Suppressing Fire ability and a full-auto heavy weapon that you have Weapon Proficiency with: You may select up to six squares within range that need not be adjacent, OR increase the target for the WILL distraction check by two. If you choose to do either of these, the ability uses an additional 5% ammunition.
Outburst
Outburst#
CHA 2
You know how to take particularly distracting actions at just the right time. By doing so, you may force a character’s attention to shift to you, interrupting actions or abilities and breaking focus. 2/day for 3 AP you may choose a target that can see and hear you within 20ft and perform a series of targeted actions to briefly throw off their focus. (i.e. threatening or suggestive behavior, loud banging, “HEY YOU!”). Your opponent must succeed on a target 10 WILL distraction save in order to remain focused. This can be used to interrupt abilities and actions as they happen.
You cannot use this ability if you have not acted in initiative or if you are restrained or otherwise incapacitated. However, this ability can be used at any time that you have the AP available as an uninterruptible readied action.
Powerful Rage
Precise Focus
Precise Focus#
Proficiency with a Single Shot ranged weapon, Focus Attack or Focus In, WILL 2, Level 5
While using Focus Attack or Focus In, the normal range of any single shot ranged weapon that you are proficient with is tripled.
Quick Draw
Quick Draw#
DEX 3
Once per round you are able to draw an equipped weapon for no AP or draw a concealed weapon for 1 AP.
Normal: Under normal conditions drawing an equipped weapon costs 1 AP while drawing a concealed weapon costs 3 AP.
Quick Firing
Quick Firing#
Weapon Proficiency, DEX 4, Level 3
When wielding two semi-auto ranged weapons with which you are proficient, you may use abilities that require semi auto or full auto weapons. Ammo requirements apply once per ammo type if different.
Rage
Rage#
Level 3
2/day for 1 AP you may briefly enter an enraged state to gain +2 STR and +2 FORT for four rounds. While in this state, you cannot take any action that requires concentration/focus or a mental attribute roll (unless required by a related ability), cannot ready an action, and take a -2 penalty to CHA. You may end this ability early at any time on your turn by spending 2 AP. This ability can be selected multiple times, each increasing the number of uses per day by +2, to a maximum of 8/day.
Reckless Attack
Reckless Attack#
STR 2, Level 5
While making a melee attack on your turn, you may choose to lower your current DEF to gain a bonus to your next attack. Each point of DEF can be traded for +1 ATK and DMG however you cannot lower your DEF to 0. This bonus applies only to attacks made in the same turn in which this ability was activated. This effect does not change or alter your max DEF, only your current DEF.
Student
Student#
Student [___]
INT 2
Choose a general topic in which your character is particularly knowledgeable about, such as math, science, sports, history, technology, combat, etc. Topic is subject to GM approval. 2/day your character may gain a +1 bonus to any roll by applying knowledge about this topic. The party must be able to explain to the GM in what way this knowledge is being applied. If some kind of consensus cannot be reached, the bonus cannot be applied to that roll. Results may vary by GM. This feat may be selected a second time to select a second topic.
Suppressing Fire
Suppressing Fire#
Weapon Proficiency with a semi-auto or full-auto weapon, DEX 2
This ability can only be used with a semi or full auto weapon that you have Weapon Proficiency with. This ability uses 10% of the weapon’s max ammunition. For 3 AP, select four adjacent spaces within max range. Any combatant that is in or enters these spaces cannot take any action without succeeding on a target 8 WILL distraction check until the beginning of your next turn. Failure increases their Stress by 1 and they cannot attempt any further actions until the beginning of their next turn. Characters moving through multiple threatened spaces are only affected once, and their movement ends . When the effect of the ability ends, the weapon used must be reloaded/cooled.
Swift Dual Attack
Swift Dual Attack#
Weapon Proficiency, Dual Attack, DEX 4, Level 9
Your Dual Attack ability is more efficient, consuming only 2 AP per use instead of 4.
True Defender
True Defender#
Tough Trait, Defender, Friend in Need
You can activate your Defender ability anytime an attack is declared on an ally, allowing you to combine the benefits of Defender with Friend in Need.
Unsettling Rage
Unsettling Rage#
Intimidating Trait, Rage, Powerful Rage, Level 7
When activating the Powerful Rage ability, Roll an intimidation check. All opponents within 30ft must succeed on a contested WILL fear check against your intimidation. Those who fail their check gain 1 point of Stress.
Vital Focus
Vital Focus#
Vital Strike (2), DEX 2, KNO 2, Level 7
When performing a Focus Attack, gain an ATK bonus equal to your Vital Strike die.
Vital Strike
Vital Strike#
DEX 2, Level 3
Add 1d6 of bonus damage to successful surprise attacks. This ability can be selected multiple times, each time adding an additional d6, to a maximum of half your character level. This bonus does not apply to unarmed attacks without the Martial Training Proficiency.
Core Luck#
Adaptive Luck
Adaptive Luck#
You know just when to push your luck. 1/day you may spend two Luck points to use an ability that has no remaining uses. This ability can be selected multiple times, each time increasing the daily usage by +1, to a maximum of 3/day.
Bonus Luck
Bonus Luck#
At least one other ability in the Luck category, per selection
Gain one additional Luck point. This ability can be selected multiple times, however, you must have a different ability in the Luck category for each selection of this feat (selections of this feat do not count.)
Friend of Fortune
Lucky Strike
Lucky Strike#
Somehow, your attacks seem to find their target quite often. When applying Luck to an attack roll, increase your Luck die size from a d4 to a d6 for the attack. This can be selected a second time to increase the die size to a d8.
Medical Marvel
Medical Marvel#
Sometimes your body just fixes itself? Once per day you can heal a physical condition or wound for 2 Luck points. Doing so in combat uses 4 AP. You do not need to be conscious to do so, however this ability cannot be used to remove the dying or stressed conditions.
Natural Gift
Natural Gift#
Natural Gift [___]
Choose an attribute. You have always had some luck in this aspect of your life, and it seems to keep coming. When applying Luck to a check using the chosen attribute, excluding attack rolls, increase the die size to a d6. This can be selected multiple times each time applying to a new attribute.
Tis But a Scratch
Tis But a Scratch#
Tough Trait, Defender (2), Just Winded, Just Grazed, Level 9
You may spend 2 Luck points to ignore all effects of an attack that does not deal extreme damage.
Sci-Fi General#
Armorer
Armorer#
General Technology Proficiency
You can add and remove electronic weapon and armor upgrades using the tech kit or repair kit without risk of damaging the upgrade. Each upgrade takes 30 minutes to install and calibrate, and half as much time to remove.
Normal: Upgrades require tech kit, a target 12 KNO or DEX roll, and take 1hr to install or remove. If the roll is failed, the upgrade takes 1d4 damage and 3d20 minutes is wasted.
Companion Bot
Companion Bot#
General Robotics Proficiency, Level 3
You may designate one drone or robot under your control, whose base level is no greater than ½ your own, as your companion. Doing so takes one full day of tinkering and the use of a tech kit with supplies. Companion bots may use their owner’s KNO and INS in place of their own, whichever is higher. The target for all repairs you make to your companion drone are lowered by one step. You are always able to understand your companion drone and communicate with it via normal speech. Unlike other drones it does not cost any AP to command your companion drone, the two of you act in sync.
Normal: Repairs to most drones require the tech kit with supplies and a successful target 15 KNO check. It takes one hour to repair one VIT, condition, or wound individually. Repairing multiple VIT/conditions/wounds requires additional KNO rolls and time for each. Many Drones and robots must be commanded to take actions for 1 AP per command.
Opensaysame
Opensaysame#
General Technology Proficiency
Some doors require your special touch. 1/day as long as you have at least one luck point remaining, you can spend 2 AP to break an electronic door control panel with a successful attack and guarantee the door opens or closes (your choice). This ability can be selected up to three times to increase the usage, to a maximum of 3/day.
Rigged Comp Jack
Rigged Comp Jack#
Comp Jack Proficiency, General Technology Proficiency, DEX 2, KNO 2
By lowering the supply of your tech kit by two die sizes, you can build a makeshift comp jack. Unlike a normal comp jack, a rigged comp jack has a supply of 1d8 before it burns out and becomes useless. Building a rigged comp jack takes a total of 20 AP that can be spent over multiple rounds even if interrupted.
Special Encouragement
Special Encouragement#
General Robotics Proficiency, Companion Bot, KNO 3
1/day With a few well-placed adjustments and maybe a few good whacks you can quickly repair your companion drone for 1 VIT without using supplies for 3 AP. Tools from a Tech Kit are still required. Must be adjacent and unrestrained to use this ability.
Sci-Fi Battery#
Battery Saboteur
Battery Saboteur#
General Technology Proficiency, one other Battery ability, KNO 4
You can easily turn battery cores into explosives. Doing so requires a use of the tech kit with supplies and takes one minute. Explosive cores deal damage based on size and charge. To roll damage, roll the battery’s current charge (supply) and use the chart below. They can be set to explode with a hard impact, or be rigged to explode on a pre-set timer of up to 2 minutes.
| Battery Size | Burn Damage | Splash Radius |
|---|---|---|
| Mini | Charge ÷ 2 | 5ft |
| Small | Charge | 10ft |
| Medium | Charge x2 | 15ft |
| Large | Charge x4 | 20ft |
| Industrial | Charge x6 | 30ft |
Battery Saver
Battery Saver#
You manage to squeeze just a bit more out of battery cores. You can re-roll a failed supply roll once per day.
Swift Custom Battery
Swift Custom Battery#
General Technology Proficiency, KNO 3
You can spend 4 AP and a use of the Tech Kit with supplies to install a battery of up to two sizes smaller or larger than required into a piece of equipment. Results of fit, placement, and object handling, may vary by combination. (Normal: Installing a battery of a different size requires a target 14 KNO check, 10 minutes, and is limited to batteries one size larger or smaller.)