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.
This page is the core selection — the abilities available in any setting. Setting-themed abilities live with their module:
- Agile Dodge
- Bolster
- Charge
- Coordinated Strike
- Danger Reflex
- Dead Drop
- Defender
- Dual Attack
- Extra Attack
- Field Medic
- Field Patch
- Focus Attack
- Focus In
- Friend in Need
- General Spectacle
- Kit Trap
- Leg Shot
- Martial Supremacy
- Outburst
- Patient Shot
- Quick Draw
- Quick Firing
- Rage
- Rally
- Reckless Attack
- Student
- Suppressing Fire
- The Look
- Vital Strike
Core General#
Agile Charge
Charge, AGI 2, Level 3
The movement of your Charge ability no longer needs to be in a straight line, though it still cannot pass over/under obstacles or through difficult terrain.
Agile Dodge
AGI 2
Once per round when an opponent misses an attack against you during their turn, you may take an immediate 5ft step into any adjacent unoccupied space for 1 AP as an opportunity action. You cannot use this ability if you have not yet acted in initiative or remain unaware of the attack.
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.
Bolster
CHA 3, Level 5
Once per combat, spend 4 AP to deliver a rousing statement. Up to three allies within 30ft who can hear you gain +1 to all rolls until the end of their next turn.
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
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.
Coordinated Strike
CHA 2, Level 3
For 2 AP, designate a target within line of sight. The next ally who attacks that target before the start of your next turn gains advantage on the attack.
Danger Reflex
AGI 1, DEX 1
2/day gain advantage when making an AGI or DEX check against effects of a trap that you have triggered. This may include traps manually activated by another that affect you or those activated through readied actions. This does not include attacks without a trap component. This ability may be selected multiple times, each time increasing the number of uses per day by +2.
Dead Drop
B&E Kit Proficiency, Level 3
For 3 AP you may use your B&E kit to quickly hide a small object in a room or on a vehicle without an attribute check. This object cannot be discovered passively — a character must be actively inspecting the room or vehicle in order to notice it. The target to discover an object hidden in this way is equal to 6 + your DEX.
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 time the effect ends, whichever is lower. This ability is activated as a 0 AP Opportunity action when an attack is declared by an opponent, 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
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
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
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 [___]
Student, KNO 2
Choose one of the topics selected by your Student ability. When applying the Student ability using that topic, add your KNO 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
Your Rage ability’s duration is increased by two rounds.
This ability can be selected multiple times, each time increasing the duration by two rounds.
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
Proficiency with any tool kit, Kit Trap
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
Rage, WILL 2, Level 5
While using the Rage ability, gain advantage when attempting to resist fear effects.
Field Medic
Medic Training Proficiency
2/day you may use a med kit to stabilize or treat wounds as a 2 AP action rather than the standard cost.
Field Patch
Medic Training Proficiency, Level 3
For 3 AP and without a med kit, you may stabilize an adjacent ally who has the dying condition, halting the FORT check progression without restoring VIT. They remain unconscious at 0 VIT until properly treated.
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 by distractions or other effects.
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 Opportunity Attacks with your ranged weapon against enemies who attempt aggressive actions within those spaces. Taking any action other than an Opportunity Attack ends this effect. This ability can be interrupted.
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
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 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 automatically lowers one of the weapon’s ammo die by one size after the initial supply rolls for the attack have been made.
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
Defender (x2), AGI 2, FORT 2, Level 5
You are so accustomed to avoiding ranged attacks that you can negate a wound or condition from such an attack 1/day. (You still take the VIT loss associated with the attack).
Just Winded
Defender (x2), AGI 2, FORT 2, Level 5
You are so skilled at defending from melee attacks that you can negate a wound or condition from such an attack 1/day. (You still take the VIT loss associated with the attack).
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 and drop your toolkit, covering up to six 5ft spaces. These spaces must be connected and no space can be further than 15ft from another. Spaces that become covered in a toolkit from this ability become difficult terrain for all other characters: actions taken are at a minor disadvantage and their speed is reduced to half (you remain unaffected).
An affected character can clear one 5ft space they occupy for 3 AP to remove the effect. Clearing a space in this manner provokes Opportunity Attacks and does not pick up/retrieve parts of the toolkit or supplies, it simply piles it up or otherwise moves it out of the way. If a character occupies multiple spaces, they must clear them individually.
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 gathered up and retrieved for 20 AP, reassembling the toolkit.
Leaping Charge
Charge, Agile Charge, AGI 3, Level 5
The movement of your charge can now pass over/under obstacles and through difficult terrain.
Leg Shot
Weapon Proficiency with a ranged weapon, DEX 2, Level 3
For 3 AP, while using a ranged weapon with which you have weapon proficiency, you may make a ranged attack at a minor disadvantage. On a successful hit, the target gains the Crippled condition in addition to taking normal damage. This condition lasts 1d4 rounds.
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 may 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 requires another ammo supply roll.
Long Performance
General Spectacle, 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.
Martial Supremacy
Martial Training Proficiency, Level 3
2/day you may reroll a single decision die during any unarmed trip, disarm, or grapple attempt. This ability may be used once per decision die. This ability may be selected up to three times, each increasing the number of uses per day by +2 to a maximum of 6/day.
Momentum Dodge
Martial Training Proficiency, Agile Dodge, AGI 2, DEX 1
When using your Agile Dodge following a failed melee attack from an opponent within your reach that is the same size as you or smaller, you may make an opposed grapple check to swap spaces with them in place of your 5ft step.
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 requires an additional ammo supply roll.
Outburst
CHA 2, Level 3
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 as an Opportunity action 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 an as Opportunity action any time that you have the AP available.
Patient Shot
Weapon Proficiency with a Single Shot weapon, WILL 2, Level 3
If you did not move on your turn and have not been targeted by an attack or other distracting effect since your last turn — regardless of whether it succeeded — your next ranged attack made with a Single Shot weapon you are proficient with gains a minor advantage. If the attack succeeds, roll the weapon’s normal damage die twice and take the higher result.
Powerful Rage
Rage, Level 5
When activating the Rage ability, you may choose to spend a second use of Rage to increase the bonuses provided to +4 STR and +4 FORT.
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
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
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 to each weapon individually.
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.
Rally
CHA 2
For 2 AP, one ally within 30ft who can hear you gains a temporary 1 AP to be used before the end of their next turn.
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.
Slip Strike
Martial Training Proficiency, Agile Dodge, AGI 3, DEX 1, Level 5
When using your Agile Dodge or Momentum Dodge abilities, you may make a standard melee Opportunity Attack during the movement for an additional 1 AP.
Student
Student [___]
KNO 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
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 requires two ammo supply rolls. 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. Characters who begin their movement in a safe space and enter the effect of this ability may continue moving if they fail their WILL check (they still take the appropriate Stress).
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.
The Look
Particularly Attractive Trait, CHA 3
2/day for 1 AP you may carefully lock eyes with an opponent to gain advantage on your next non-stealth roll made against them in the same turn, such as an attack roll or social check. Your opponent must be within 30ft, be aware of you, and be able to see you. Your opponent can resist this effect with a target 10 WILL check, denying you the bonus upon success.
True Defender
Tough Trait, Defender, Friend in Need
You can activate your Defender ability as an Opportunity action anytime an attack is declared on an ally, allowing you to combine the benefits of Defender with Friend in Need.
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 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
DEX 2, Level 3
Add 1d6 of bonus damage to successful surprise attacks.
This bonus does not apply to unarmed attacks without the Martial Training Proficiency.
This ability can be selected multiple times, each time adding an additional d6, to a maximum of half your character level.
Core 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
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 Trait
You are a beacon of good fortune to your friends. As long as you have at least 1 Luck point remaining, any time an ally uses their final Luck point within 30ft of you they have a 50% chance to regain one Luck point at the end of their action.
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
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 [___]
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
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.