Abilities are expressions of experience that allow crafty Armournauts to gain edge over their opponents on and off the battlefield. They utilize Grit, Technique, Reason, Cunning and Diligence and are more limited active powers than talents. They will typically require a successful test to take effect. How often they can be used is directly tied to your character's attributes
Upon character creation each character gains a number of abilities equal to their tier + rank, note that they also gain background ability which is separate from regular abilities. additional abilities can be acquired through gameplay or through talents. You may only have a number of abilities up to your skill value in their particular skill. For instance if your melee skill value is 2 then you may only have 2 melee abilities. Additionally you may not have abilities for skills that’s associated attribute value is less than 3. For instance if your grit was 2 you may not have abilities for melee, athletics, endurance and demand skills.
When abilities are used to a d6 on any other result than a 6 they are expended and cannot be used again until replenished. Background abilities are replenished on a 4+ instead. You may have multiple copies of a given ability to use it more once but each version of the ability if used cannot be used until replenished. When you rest you may roll 1 attribute test, the number of successes is how many abilities you may replenish. You can only replenish abilities from 1 attribute per 24 hour period.
Stunning Strike: You make an unarmed strike as a tactical action and a brief action. Targets hit by this attack must make a successful Endurance test (DS equal to the number of successes) or suffer the Stunned status.
Haymaker: You make an unarmed strike as a tactical action. Results of the damage die have +1 to the result.
Uppercut: You make an unarmed strike as a tactical action. Targets hit by this attack must make a successful Endurance test (DS equal to the number of successes) or suffer Impaired (3) until the start of their next turn.
Monk Hand: As a reflex action, you may catch a thrown weapon or a tossed individual or object. You may then immediately throw or toss these as a free action.
Jab: You make an unarmed attack as a brief action. Your unarmed attacks gain the Swift weapon trait for the rest of the scene or encounter.
Axe Kick: You make an unarmed attack as a tactical action. Targets damaged by this attack must pass an Endurance test equal to your attack roll or acquire a Severity 1 Brain Injury. If you miss with this attack, then your target may attack you as a reflex action.
Dirty Kick: You make an unarmed attack as a full action. This attack has the Knockdown (5) trait.
Head Butt: You make an unarmed attack as a full action. Targets hit by this suffer the Dazed status.
Straight: As a tactical action, you make an unarmed attack with the Reliable trait.
Drop Kick: As a full action, you may move, dash, and make an unarmed attack. Targets your size or smaller hit by this attack are knocked prone if you hit. If you miss with this attack, you fall prone.
Heavy Strike: You make a melee attack as a full action with a Piercing (half Grit) trait.
Parry: As a reflex action to a melee attack, you can roll a Melee skill test. If your test exceeds the incoming attack, then the attack is negated.
Excruciating Strike: As a brief action, you can force the next target of a successful unarmed attack to roll a Resolve test with a DS equal to your hit roll. If they fail, they suffer a DS penalty equal to your Technique.
Counter: As a reflex action, make a melee attack in response to being attacked.
Bleed: As a full action, make a melee attack with Hemorrhage (2).
Sweep: As a full action, make a melee attack with the Cleave (half Technique) trait.
Venti Stroke: Ignore the speed penalty of swimming until the start of your next turn.
Bodhisattva Vault: You make an immediate Vault as a brief action.
Frankensteiner: You make an immediate contested Athletics test against a grappled target as a brief action. If successful, they are knocked prone and may not take tactical actions until the start of your next turn.
Hop Knee: After making a successful melee attack, you may make an unarmed attack as a brief action. The target is moved a number of spaces away from you equal to the number of wounds they take.
Power Bomb: You make an immediate contested Athletics test against a grappled target as a tactical action. If successful, your target is knocked prone and suffers the Stunned status until the start of your next turn.
Contender: You may add a number of bonus dice equal to your Endurance skill to an Athletics skill test.
Spear Tackle: As a tactical action, you make a move, dash, and grapple. If you miss with this grapple attempt, you fall prone.
Khando Drop: As a tactical action, you can force a target within melee range to pass an Endurance test equal to their own AV or suffer the Crushed status until they remove their armour.
Yari Counter: As a reflex action when being attacked by a melee weapon that has a range value greater than melee, you make an immediate Melee skill test. If your score exceeds that of the incoming attack, you immediately disarm your attacker and can perform a free action grapple and attack.
Wound Gouge: You make an Athletics test against the Endurance of a grappled target as a full action. If your target fails, they suffer Paroxysm (d3).
Dodge: As a reflex action, you may increase your Defense by half your Athletics skill value for incoming melee attacks until the start of your next turn.
Fancy Footwork: As a full action, you may add your Speed to your Defense until the start of your next turn and make an immediate disengage.
Thunder Toss: Make an immediate Toss with the Concussive (4) trait.
Choke: As a full action, make a contested Athletics test against a target you are grappling. If your score exceeds that of your target's, you inflict the Suffocating status for as long as you grapple them.
Dominate: As a full action, make a contested Athletics test against a target you are pinning. If your score exceeds that of your target's, you inflict the Crushed status for as long as you pin them.
Armbar: As a manoeuvre or tactical action, make a contested Athletics test against a target you are grappling. If your score exceeds that of your target's, you inflict a Severity 2 Arm Injury condition on them.
Gouge: As a tactical action, you make a contested Athletics check against a grappled opponent. If you succeed, you inflict a Severity 1 Eye Damage condition on them.
Back Step: As a free action, you immediately disengage.
Smear: As a full action, you can toss a grappled opponent. If their movement is stopped by anything, they take twice as much damage as they normally would.
Disarm: As a brief action, make a contested Athletics test against a target you are grappling. If your score exceeds that of your target's, then you disarm them.
Pivot: As a reflex action, roll an Athletics test and reduce incoming damage from an attack by half the number of successes. If you take damage after resolving the pivot, you are considered prone.
Side Step: As a reflex action in response to an incoming attack, make an immediate move at half speed that happens before the incoming attack lands.
Sea Legs: You can move in zero-g without any specialized equipment and suffer no penalties on skill tests related to being in zero-g for the rest of the current scene.
Respite: Restore 1+d3 wounds after 6 hours of sleep.
Catch Breath: Restore 1+d3 Vigour after 5 minutes of rest.
Bite Down Hard: Ignore penalties of all Severity 1 physical conditions for a number of hours equal to your Endurance skill value.
Vacuum Swimmer: You are immune to any damage or conditions caused by being exposed to the vacuum of space until the start of your next turn.
Stone Hands: Make an immediate unarmed melee attack and increase its damage or AP value by the amount of Vigour you expend in making the attack.
Diamondback: For the rest of the scene or encounter, you may expend Vigour to increase your Resilience by the amount of Vigour expended. All conditions acquired during this time are immediately Severity 2.
Gridiron: Make an immediate Ram and ignore any damage inflicted on your character from all sources until the turn you have used this ability ends.
All-Out: You may increase your Speed value by a value equal to the Vigour you expend. Your speed remains increased for the rest of the scene or encounter. You may not regain Vigour for the rest of the scene or encounter.
Second Wind: Immediately gain 1 wound or 1 Vigour.
Onslaught: You may expend d3 Vigour to add half your Endurance skill value to AP for your next attack made with a heavy weapon.
Slayer: You may expend d3 Vigour to add your Resilience value as damage to the next attack you make with a melee weapon if your AV equals zero.
Flinch: As a reflex action in response to acquiring a physical condition, you may expend Vigour to instead acquire a Severity 1 Arm or Leg injury condition.
All Nighter: You may ignore exhaustion for the rest of the encounter or scene.
Diver: You double the length of time you may hold your breath for the rest of the scene or encounter.
Rub Mud on It: Reduce the severity of a physical condition permanently.
Shrug It Off: As a reflex action, halve incoming wounds.
Iron Guts: As a free action, double your dice pool for an Endurance skill test that involves you eating or drinking something.
Rad Proof: As a reflex action, reroll an Endurance skill test that involves resisting the effects of radiation.
High G Hero: As a brief action, roll an Endurance test. If the number of successes equals or exceeds the current G, you are considered to be in 1 G instead.
Crowd Control: For the rest of the scene, you suffer half the multi-target penalty for any Demand skill test.
Spokesperson: After you succeed on a Demand test, you make an immediate free narrative declaration regarding the outcome of that test.
Bully: Gain +Rank bonus dice on a Demand skill test for targets that you have already made a previously successful Demand test against.
Demean: Gain bonus dice in a Demand skill test equal to the number of people in a scene witnessing the test, up to a maximum of your Demand skill value.
Bait: Make an immediate Demand skill test vs your target's Insight skill value. If you succeed, they become overtly hostile to you and will attempt to initiate combat with you. The actions of other characters (player and otherwise) can prevent this from happening.
Acerbic Taunt: Make an immediate Demand skill test vs your target's Resolve skill value. If you succeed, you gain a Defense bonus equal to the number of excess successes you have rolled.
Masterful Goad: Make an immediate Demand skill test vs your target's Insight. If you succeed, the next action they take in the scene/encounter must be of a type you specify (i.e., attack, move, use a skill).
All or Nothing: Make an immediate Demand test. Gain an additional 3 successes if you roll a six on the chronicle die. Minus 3 successes if you roll a one on the chronicle die.
Drive a Hard Bargain: Make an immediate Demand test. Gain a number of bonus dice equal to half your Persuasion skill value.
Torment: Make an immediate Demand test against your target's Resolve. If you succeed, you gain a number of bonus dice equal to the difference between your and the target's Grit scores.
Bigger Fish: Make an immediate Demand skill test, adding +1 to die results against a target that has Grit as a core attribute.
Militate: Make an immediate Demand skill test with half DS if you are trying to stop or dissuade a target from a course of action. You cannot use this to suggest a course of action.
Snipe: As a brief action, add 2 bonus dice to the next Small Arms skill test for which you also take the Aim action as a part of that test.
Kneecap: As a full action, roll a Small Arms test against your target's Endurance. If you succeed, your target acquires a Severity 2 Leg Injury.
Disarming Shot: As a full action, roll a Small Arms test against your target's Grit. If you succeed, your target drops their weapon.
Salvo: As a tactical and brief action, make a ranged attack with the AoE (1) trait.
Suppression Blanket: As a tactical action, you suppress a number of targets equal to half your Technique value.
Cover Fire: As a full action, make an immediate ranged attack against a target with no damage. Until the start of that target's next turn, they must make a Resolve test vs your initial attack roll before making a ranged attack.
Return Fire: As a reflex action, make a ranged attack in response to an incoming ranged attack.
Blindfire: As a tactical action, you hunker down and make a ranged attack with a DS penalty equal to the cover you are in.
Burstfire: As a tactical action, make a ranged attack. You may reroll a number of damage dice in this attack equal to your Small Arms skill value.
Field Strip & Clean: Select a ranged weapon and perform a Small Arms test on it. For every 2 successes on the test, you may add a bonus die to any attack rolls made with that weapon for the next 24 hours.
Favorite Firearm: You may designate one personal weapon to gain the Reliable weapon trait. This lasts until you rest, after which all weapons benefiting from this ability lose the Reliable trait.
Deadeye: Make an immediate attack with Small Arms with the Accurate weapon trait. If you already have the Accurate trait, gain 2 ED.
Ragtag: You immediately recover 1 Vigour and ignore any DS penalties associated with using damaged or scavenged equipment until you rest.
Forage: You may reroll a Survival test that involves sourcing food or water.
Craft: You can use this skill to craft a weapon or piece of armour with the Primitive trait.
Careful Preparation: You designate a source of water or food and roll a Survival test. Anyone consuming that food or water may use your Survival roll in place of any Endurance rolls they would have to make for it being contaminated or unsafe to consume.
Tame: Halve the DS for any one test made to tame or influence the behavior of an animal.
Track: Halve the DS for any one test made to identify tracks.
Signal Help: Gain 3 automatic successes for any Survival test made to signal for help.
Camouflage: You may use Survival instead of Stealth in any one Stealth test.
Create Shelter: Halve the DS for any one Survival test to create a shelter.
Desperate Measures: You can ward off starvation for an additional day.
Hard Knock Life: Make a Survival test. You may add a number of bonus dice equal to your Endurance value.
Wilderness Medicine: Make an immediate Aid test. You may add half of your Survival skill value to an Aid test. You suffer no penalty for lacking appropriate equipment for this test.
Disappear: Make an immediate attempt to hide, even if you are not in cover or obscured.
Freeze: If you are discovered while hidden, you can force a reroll of the Detect test. If you are still detected by the reroll, then you cannot act for 1 round.
Mimic: You can vocally or visibly impersonate another by making a Stealth test vs a target's Insight.
Strike and Shroud: Make an immediate attack test. If you hit your target, you may take the Hide action. If you critically strike your target, your Hide attempt automatically succeeds.
Melt Away: While not on a vehicle and hidden, you may move from the Flash Point to the AO from any point on the battle map. You may also move from the AO onto the Flash Point on any space on the battle map, provided you meet the requirements for being hidden in that space.
Lure: Roll a Stealth test vs a target within line of sight. If they fail, they move to a point you designate as they try to investigate. The space you lure them to cannot be obviously dangerous, such as off a cliff or onto a known land mine.
Ambient Strike: Make an immediate attack test. If you succeed, your attack and target are not noticed for d3 rounds.
Perfect Strike: If you are hidden, make an immediate attack test. This attack counts as rolling a 6 on the chronicle die.
Debilitating Strike: As a free action, if you are hidden and have just rolled a critical hit against a target, then you inflict d6 additional conditions on that target.
Precision Strike: As a free action, if you are hidden and have just rolled a critical hit against a target, then instead of rolling, you may specify which condition is inflicted.
Off Guard: As a full action, if you are hidden, make an immediate attack test. Your target cannot benefit from AV from this attack.
Nightmarish Assault: As a free action, if you are hidden and just attacked a target, then you can make anyone that witnessed the attack roll a Resolve skill test against your Stealth. If they fail, they suffer Terrified (2) for the rest of the encounter.
Seasoned Pilot: You may add Rank successes to a Piloting check even if you have already rolled it.
Floor It: As a full action, you can move up to 4 times your speed in a straight line while piloting a vehicle.
Stunt: As a brief action, you may Vault in a personal vehicle or AFV if you have moved and dashed previously in the round.
High Speed Ram: While piloting a vehicle, make an immediate Ram with the Knockdown trait.
Bulldoze: While piloting a vehicle, make an immediate Trample with the Demolition trait.
Zunbox Maneuver: While piloting a MOA, make an immediate Toss action to a vehicle you are grappling. All damage taken as a result is applied to a segment of your choice instead of being determined randomly.
Hull Down: You can Hunker Down while piloting a personal vehicle or AFV.
Jink: As a reflex action in response to a ranged attack while piloting a vehicle, you make an immediate move at half your speed.
Throttle: As a brief action, you roll a Piloting test, adding successes to ASC or ASV speed until the next round. Rolling under 3 successes in this check halves speed until the start of your next turn.
Evasive Maneuvers: As a brief action, you roll an Engineering check and may elect to replace any Hunker Down or Evade roll made by the vessel with your roll. Rolling under 3 successes subjects crew to d6 additional G until the pilot exceeds the rolled G with a Piloting check.
Obfuscate Drives: As a manoeuvre action, you reduce drive output and alter its signature, confounding attempts to detect your vessel. You may reduce your ship's speed by 2 to add 1 DS to any check related to detecting your vessel.
Shield Burn: If your vehicle has propulsion equipment, you may, as a Reflex Action, increase the drive's plume to destroy incoming projectiles. If your Piloting check exceeds the attack roll, then the attack fails. If you are unsuccessful in negating the attack, it hits the propulsion control segment. This can only be attempted on kinetic and explosive weapons.
Wheelman: If you are driving a PV, you may use a reflex action to double your Vehicle Defense for one incoming attack.
Hold On: If you are piloting a light vehicle (2 segments), you may, as a reflex action, make a Fortitude test against an incoming attack as if your vehicle were you. You and all occupants lose Vigour as normal, and if you expend all Vigour, you begin taking wounds.
Versatile: If you are piloting a medium vehicle (4 segments), you may, as a brief action, expend a Vigour to gain one of the following bonuses for the rest of the scene:
Limping Beast: If you are piloting a heavy vehicle (6 segments), you may, as a reflex action, stop one of your vehicle segments from being destroyed. You elect one piece of equipment in that segment to be lost instead.
Astute: After succeeding on a Knowledge test, you gain a chronicle point that must be used before the end of that scene.
Polymath: Make an immediate Knowledge test with your Rank + Tier as bonus dice to the result.
Focus: Reroll a number of dice in a Knowledge test equal to your Diligence.
Deduction: May use Knowledge in place of a single Detect or Insight skill test.
Savant Moment: Make an immediate Knowledge test. Add 3 successes if you roll a 6 on the chronicle die, minus 3 if you roll a 1 on the chronicle die.
Fresh Perspective: Make an immediate Knowledge test in place of a skill test that does not fall under your core attributes.
Jargon: Use Knowledge in place of Deceive if your target does not have Reason as their core attribute.
Geek Out: Use Knowledge in place of Persuasion if you share a core attribute with the target.
Expert: If you succeed on a Knowledge skill test, you may, as a free action, make an immediate narrative declaration regarding the outcome of that test.
Theory and Praxis: As a free action, you may assist yourself with Knowledge on a skill test. If you fail the test you are assisting yourself with, then you automatically roll complications on any use of the skill.
Outside the Box: As a free action, you may add half your Cunning skill value as successes to a Knowledge test you are failing to avoid failure.
Correct: As a reflex action, you provide a reroll of another’s failed Reason-based skill test.
Tinkering: As a full action, you may give a weapon of your choice a weapon mod. This mod lasts for (d3) rounds.
Battle Mod: You may augment an item, weapon, or piece of armor as a full action in combat.
Remove Safeties: Make an immediate DS 3 Engineering test on a weapon of your choice. The weapon gains an Overcharge and Overheats (equal to the result of your Engineering test).
Improvised Explosive: Roll a DS 5 Engineering test on a weapon. The weapon is disassembled and you turn it into an explosive with the Grenade or Mine trait. If you fail this test, the mine detonates and you take damage equal to it.
Overclock: Roll a DS 7 Engineering check. If you succeed, you add the Limited (d3) and the Heavy Weapon trait to a personal weapon or the Capital weapon trait to a Size 3 weapon. The weapon breaks and cannot be repaired or salvaged after its limited uses have been expended.
Patch Job: You may roll an Engineering skill test at DS 1 as a full round action to repair armor, weapons, or objects. Every success past the DS of 1 restores 1 point of AP to the target. At the end of battle, this patchwork falls apart if it has not been destroyed by this point. If on a vehicle with multiple locations, it applies to one location you can reach.
She Can Take It: As a reflex action to a vehicle taking damage, you may roll an immediate Engineering test that acts as an instant repair.
Back to the Drawing Board: You may reroll a failed engineer test but lose d6 vigour.
Meticulous Maintenance: Spend 1 hour to halve the maintenance cost of one (Tier + Rank) pieces of equipment or 1 vehicle.
Tough Work: Make an immediate Engineering skill test and add your Grit attribute value as bonus dice.
Careful Work: Make an immediate Engineering skill test and add your Diligence attribute value as bonus dice.
Intricate Work: Make an immediate Engineering skill test and add your Technique attribute value as bonus dice.
Light Tech: You gain +Rank bonus dice to repairing PV and Light Vehicles (2 segments).
Medium Tech: You gain +Rank bonus dice to repairing Medium Vehicles (4 segments).
Heavy Tech: You gain +Rank bonus dice to repairing Heavy Vehicles (6 segments).
Cascade Failure: As a full action, make an Interfacing attack against a target. If you succeed, double the number of systems you have compromised and then immediately deactivate them.
Coffin: As a full action, you make an Interfacing attack against a target vehicle whose systems you have compromised. Occupants cannot exit the vehicle or move internally within it without beating your Interfacing roll with their Interfacing, Engineering, or Endurance.
Override: As a full action, make an Interfacing attack against a target. If you succeed, you immediately seize control of one segment for d3 rounds. Then all comprised systems are cleared.
System Trauma: Make an Interfacing attack. If you succeed, you destroy one system that you have compromised and the target clears all compromised systems as a free action.
Sensory Assault: As a full action, make an Interfacing attack against a vehicle. If you succeed, all occupants must make a DS 5 Endurance test or suffer Impaired (3). You can maintain this attack as a brief action per round.
Stutter Worm: As a full action, make an Interfacing attack. If you succeed, your target’s brief actions become move actions, move actions become tactical actions, and tactical actions become full actions.
IFF Switch: Make an Interfacing attack as a full action against a target. If you succeed, characters in different zones from theirs treat them as a hostile until the start of their next turn.
Stumble Worm: As a brief action, you can make a DS 3 Interfacing test. If you succeed, the range of your Trip action is increased by your Interfacing skill value until the start of your next turn.
Smoulder Worm: As a full action, you may roll a contested Interfacing test against a vehicle you have compromised a system of. The vehicle suffers damage equal to the number of successes directly to the AP of one segment that houses a compromised system. Occupants of the vehicle roll Endurance vs the initial Interfacing roll; failing occupants suffer the Paroxysm status.
Script Meister: After you fail a contested Interfacing skill test, you may use this ability to gain a chronicle point.
Doyen: When you use an ability, you may instead make it originate from a drone you are controlling.
Crash: Make an immediate Interfacing test against a single piece of equipment. The targeted equipment is rendered non-functional and can only be restored to function by successfully contesting your Interfacing test.
Gauge Disposition: On a successful Insight test against a target, you may ask your GM what this character thinks about yourself or another character.
Discern Skill: On a successful Insight test, you may ask your GM what your target's highest and lowest skill is.
Discern Motivation: On a successful Insight test against a target, you may ask your GM about one thing that your target desires.
Predict Strike: As a reflex action, you may add half of your Insight skill value to your Defense against an incoming attack.
One Step Ahead: As a reflex action when targeted by an ability or skill test, you may roll a contested Insight skill test against the opponent targeting you. If you are successful, their ability has no effect on you and they still expend their action.
Zunbox Reversal: As a full action, you may prepare yourself for the actions of an opponent until the start of your next turn. The next melee attack or ability made against you fails and is instead directed onto the attacker or another target within an adjacent space to you or your opponent.
Calculated Risk: As an action, you can force all adjacent characters to roll a Melee skill test against your Insight. Successful opponents hit you with a melee attack, whilst failures are disarmed as their weapons are broken.
Guerre-Voyance: As a full action, you may use Insight instead of Detect to find targets within the Flash Point, AO, or Theater.
Exploit Pattern: As a full action, you make an immediate attack and may use Insight instead of Gunnery, Small Arms, or Melee.
Discern Health: Make an immediate Insight skill test. If you are successful, you are aware of all physical conditions the target has.
Discern Wellbeing: Make an immediate Insight skill test. If you are successful, you are aware of all mental conditions the target has.
One Step Ahead: Make an immediate Insight skill test. If successful, you can describe an action you plan to take, and the GM must tell you how your target will react to that action.
Booby Trap: Make an immediate DS 3 Subterfuge test. If you succeed, you dismantle a weapon and use it to modify a melee or ranged weapon into an improvised trap. The weapon gains the Trap trait equal to your Subterfuge skill test. The DS to detect or disarm this trap is your initial skill roll and its damage is determined by the weapon you dismantle to make it. Attempting to use the booby-trapped object without disarming it first results in a weapon attack from the original dismantled trap.
Special Blend: Make an immediate DS 5 Subterfuge test on a weapon with the Grenade, Mine, or Bomb trait. If successful, you can add one of the following traits:
This is not considered an augment and does not count towards the number of augments you can maintain.
Misdirect: As a brief action, make an immediate DS 4 Subterfuge test. Each excess success can be used to increase the DS of a target’s next Detect test by your Cunning attribute value.
Suckerpunch: If your target is talking to someone else or intently doing something else, you can make an immediate Subterfuge test vs their Defense as a full action. If you hit, they must make a DS 5 Endurance test or fall unconscious.
Lock Trick: Make an immediate Subterfuge test as a free action to pick a lock.
Nimble Finger: Make an immediate Subterfuge test as a free action to pick a pocket.
Prime Placement: As a full action, you may place an explosive or trap and count the results of your dice as being 1 higher than what you rolled.
Sabotage: Make an immediate Subterfuge test as a full action against an object, structure, or unpiloted vehicle. Each success counts as one damage to your target.
Terrifying Trap: As a free action when a trap you placed is triggered, you may force affected targets to make a DS 5 Resolve test. Targets that fail suffer Terrified (3).
Cruel Trap: As a free action when a trap you placed is triggered, it counts as having rolled a 6 on the chronicle die.
Veiled Action: As a free action, you make your next skill test unnoticeable by anyone with a lower Subterfuge than you. Small Arms, Melee, Gunnery, and Piloting may not benefit from this ability.
Double Life: As a free action, you can make anyone attempting to take Insight tests or Detect tests to discover your identity or motivations suffer +Rank DS.
Freedom Fighter: You gain +Rank dice to Subterfuge tests for the rest of the scene or encounter.
Vogue: For the rest of the scene or encounter, you double any benefits conferred to social skills by apparel for the first scene or encounter while wearing that outfit.
Flatter: Gain + half your Cunning as bonus dice to your next Persuasion test if your Persuasion skill is greater than your target’s.
Cut the Rug: You may reroll a number of dice equal to your Technique in a Persuasion test that involves you dancing.
Allure: Make an immediate Persuasion test against a target of your choice. If you succeed, you may add your Persuasion to all social tests against that target in the future.
Moving Words: Make an immediate Persuasion test against your target. You may reroll a number of dice equal to half your Resolve skill value.
Manipulate: Make an immediate Persuasion test to gain a number of bonus dice on this test equal to the difference between your Reason values.
Icebreaker: Make an immediate Persuasion test. Halve the DS of a Persuasion test if it is the first time conversing with the target.
Prey on Insecurity: Make an immediate Persuasion skill test. Gain a number of bonus dice equal to the number of mental conditions they have.
Quirky: Make an immediate Persuasion test. Gain a number of bonus dice in this test equal to the number of mental conditions you have.
Comforting Presence: Make an immediate Persuasion test. You may reroll a number of dice in it equal to half your Insight skill value.
Dirty Joke: Make an immediate Persuasion test. Gain 3 automatic successes if you roll a 6 on the chronicle die, lose 3 successes if you roll a 1 on the chronicle die.
Gossip: Make an immediate Persuasion test. You may reroll a number of dice in it equal to half your Deceive skill value.
Larger Than Life: After you succeed on a Persuasion test against a target, their opinion of you shifts to idolizing.
Auteur: Add Rank successes to any tests involving the creation or performance of art in the current scene.
Gaslight: Make an immediate Deceive test against a target with a 4 DS penalty. If you succeed, you have convinced the target that something they know is true is not.
Confidence-Game: Make an immediate Deceive test. You may reroll a number of dice in it equal to your Persuasion skill value.
Obfuscate: Make an immediate DS 3 Deceive skill test. Excess successes can be used to increase the DS of the next Insight tests made against you.
Rumor: Make an immediate Deceive test. You may reroll a number of dice in it equal to your Cunning value.
Stonewall: When a target makes a successful Insight test against you, you can activate this ability. If you do not speak for the rest of the scene, the Insight test fails and the target is unable to discern any information from the test.
Defensiveness: Others must use Persuasion in place of Insight when targeting you for the rest of the scene or until you fail a Deception test.
Combative: Others must use Demand in place of Insight when targeting you for the rest of the scene or until you fail a Deception test.
Deflect: After a failed Deception test, pick a target that was not involved in the current test. That target rolls Persuasion. If their score is less than your failed Deception test, they are blamed instead of you.
Honest Mistake: After a failed Deception test, you add a number of bonus dice equal to your successes to your next Persuasion test.
Stupid Mistake: Gain a number of successes on a Deception test equal to the difference between your and the target's Reason scores.
Outfox: Make an immediate Deceive skill test. Add +1 to die results if your target has Cunning as a core attribute.
Paltering: Make an immediate Deceive skill test. Insight tests from individuals that don’t have Reason as a core attribute suffer a 2 DS penalty.
Mover and Shaker: After succeeding on an Organization test, every success over the DS may be used to lower subsequent DS of social tests against the initial target to a minimum of 1.
Crunch Time: After succeeding on an Organization skill test, you halve the time required for the desired outcome to occur.
Brainstorm: Double the dice from being assisted in the next Organization test.
Make the Margin: Double criptoscrip gained from the next successful Organization test.
Executive: Gain Rank + Tier bonus dice to your next Organization skill test.
CEO Mindset: You may add your Resolve to your next Organization test.
Suit: For the rest of the scene, gain double apparel bonuses for Organization tests.
Acumen: Make an immediate Organization test. You may reroll a number of dice equal to your Diligence value.
Theory Expert: Make an immediate Organization test. You may reroll a number of dice equal to half of your Knowledge skill value.
Business Sense: Make an immediate Organization test. You may reroll a number of dice equal to half of your Insight skill value.
Barter: Make an immediate Organization test against your target’s Insight. If you are successful, items and services you wish to trade for other items or services double their criptoscrip value.
Stubborn Haggler: Make an immediate Organization skill test. You may reroll a number of dice equal to your Demand skill value.
Bargain: Make an Organization skill test against your target’s Organization. If you succeed, you may make a narrative declaration about what they do for you and what you do for them in exchange. If you fail, they do the same to you.
Hidden Gem: Make an immediate Organization test against your target’s Insight. If you are successful, one item or service you purchase from them in the scene halves its criptoscrip value.
Favor: If you fail an Organization skill test, you may reroll the test, but you owe the target a favor.
Business Opportunity: You may add your Persuasion skill to your next Organization skill test.
Underworld Connections: You may reroll the next Organization skill test to acquire a piece of equipment or service. The GM gains a chronicle point.
Improvise: You receive no penalty for not having appropriate equipment for the next temporize, treatment, or diagnosis test you make for a physical condition.
Triage: You ignore up to your Organization skill value in multi-target penalty for the next temporize, treatment, or diagnosis test you make for a physical condition.
Emergent First Aid: Make an immediate Aid test. Gain your Survival skill value as bonus dice when trying to remove statuses.
Overdose: As a full action, expend d3 anodyne and make an immediate Aid test against your target’s Endurance. If you succeed, roll on the table below and apply the corresponding status.
Do Harm: As a full action, make an immediate Aid test against your target’s Endurance. If you succeed, apply a Severity 1 physical condition of your choice to them.
Stay With Me: As a brief action, you increase the amount of hours that a bleeding-out target has to live by a number equal to double your Resolve skill value.
Thorough Examination: As a full action, you make an immediate diagnosis, adding Rank bonus dice to the test.
Better Already: As a free action, if you roll a critical on a diagnosis, temporize, or treatment test, you may immediately reduce the severity of one physical condition.
Induce Coma: As a full action, you may roll an Aid test against a target’s Endurance. If you succeed, the target falls unconscious. While unconscious, all their conditions are considered temporized, they are no longer bleeding out, but they must still be fed. They can only be woken by using this ability on them again, and they remain unconscious until this is done or they die of starvation.
Helping Hand: Make an immediate assist with Aid to another player. You confer double Rank dice as bonus dice in addition to the results of their test.
Splint: Temporize an Arm or Leg condition as a manoeuvre action.
Differential Diagnosis: As a full action, you make an immediate diagnosis test but halve the DS required for success.
Elementary: You may make an immediate diagnosis test as a brief action rather than a tactical action.
Talk It Out: As a brief action, make an immediate Resolve test to temporize a mental condition. If you are successful, you automatically temporize another mental condition.
Empathize: As a brief action, make an immediate Resolve test to diagnose a mental condition.
Mind Over Matter: Make an immediate Resolve test to temporize a physical health condition as a brief action.
Inspire: Make an immediate Resolve test. You may store the results of this test and substitute them for another character's skill test. You can only store the result of one of these tests at a time.
Teamwork: You may assist in another’s skill test with your Resolve as a free action.
Tenacity: Ignore penalties of a Severity 1 mental condition for a number of hours equal to your Resolve skill value.
Scream: As a reflex action, you may add half your Resolve skill value to your Defense against an incoming attack.
Cry: Others assist you in a Resolve test as a free action.
Wail: As a reflex action, you may reroll a failed Resolve skill test but reduce your Defense to 1, and you may not move until the start of your next turn.
Warcry: As a brief action, you may add +2 to the die result of the chronicle die for your next attack.
Blind Rage: As a manoeuvre action, you immediately suffer the Frenzy status and may add your Resolve skill value to any attack tests you make for the rest of the encounter.
Temerarious: As a free action, you may give yourself +1 to die results for attack tests for the rest of the encounter. Attack tests that target you also receive +1 to die results.
Seethe: As a brief action, you gain a number of bonus dice equal to the number of skill tests you have failed in the last 24 hours to your next skill test.
Overcome: Ignore all conditions you have for your next attack roll.
Inure: As a brief action, you may add a number of bonus DD to your next attack roll equal to the number of conditions you have.
Pray: As a free action, any Resolve tests you take for the next 24 hours count the result of a 6 on the chronicle die as 3 successes instead of 2, and the result of a 1 on the chronicle die removes 3 successes.
Quiet Mind: You may reroll a number of dice equal to your Grit value in your next Resolve test.
Demagogue: Make a Resolve test. You gain + double Rank in any social test made to convince, convert, or inspire others with your religious beliefs.
Broadside: As a full action, you may fire all instances of the same weapon at 1 target. This counts as one attack and gains an AoE value equal to the sum of the weapon’s existing AoE value + 1 for each weapon that is a part of the broadside.
Triangulation: As a brief action, you may make a ranged attack against a scanned target with 1 weapon group.
Creeping Barrage: As a tactical and brief action, make a ranged attack with 1 weapon group. This attack gains the Line trait equal to half your Gunnery skill value.
Deafening Barrage: As a tactical action, make an attack with 1 weapon group. Targets that are hit by weapons in this group must make an Endurance test equal to your Gunnery skill value or receive Severity 2 Ear Damage for the rest of the encounter.
Terrifying Fusillade: As a full action, make an attack with 1 weapon. Targets that are hit and damaged by this weapon must pass a Resolve test equal to your Gunnery skill value or roll on the table below and apply the effects for the rest of the encounter or until they are cleared.
Pinpoint: As a full action, you make a called shot with one weapon. This attack gains the Capital trait.
Volley Fire: As a full action, make a ranged attack. This attack gains Volley (3).
Shock and Awe: As a free action, you grant the Awe trait to all weapons in one weapon group until the start of your next turn. The area affected by the Awe trait also increases by half your Gunnery skill value.
Aggressive Negotiations: After you have made a successful Gunnery skill test or attack, as a free action, you may make an immediate Demand test with half DS against your initial target.
Area Denial: After making a successful Gunnery skill check, you may move an enemy a number of spaces equal to your Diligence score. You cannot move an enemy into impassable terrain.
Shell Shock: As a full action, you may make a called shot against a target of your choice. That target must pass a Resolve skill test equal to your Gunnery skill value or acquire a random mental condition.
Light Volley: As a full action for a Gunnery attack, add +Rank DD to SIZE 1 ranged weapons.
Medium Salvo: As a full action for a Gunnery attack, add +Rank AP to SIZE 2 ranged weapons.
Heavy Barrage: As a full action for a Gunnery attack, add 3 to the Dmg Value of SIZE 3 ranged weapons.
Scrutinize: Make an immediate Detect test. You may reroll a number of dice in it equal to your Diligence value.
Heightened Sense: Make an immediate Detect test. You gain half your Survival value in bonus dice.
Code Eye: You gain a number of bonus dice equal to half your Interfacing value when attempting your next Detect test for the presence or evidence of electronic warfare on systems.
Total Recall: You halve the DS on your next attempt to remember something that you have experienced.
Eagle Eye: As a free action, halve any DS penalties for your next Detect skill test.
Danger Sense: As a reflex action, after a Subterfuge test or attack made with Subterfuge is rolled, you can roll Detect in response. If your Detect score is higher, the Subterfuge test fails.
Vigilant: You may add half your Detect skill to your Defense from unseen attackers for the rest of the scene.
Contact: After a successful Detect test against a hidden enemy, you may expend a reflex action to make you or an ally attack it.
Paper Trail: Make an immediate Detect test. You may add bonus dice equal to your Interface skill value if the test involves examining records, documents, or data.
Perceptive: You make an immediate Detect test. You add double your Rank in bonus dice to this test.
Examiner: For the rest of the scene, you gain +Rank to diagnosing physical conditions with Detect tests.
Reconnaissance: Make an immediate Detect skill test. Halve DS for detecting targets that do not possess Technique as a core attribute.
Light Vehicle Detection: For the rest of the scene or encounter, you gain +Rank bonus dice to Detect tests made against PV and Light Vehicles (2 segments).
Medium Vehicle Detection: For the rest of the scene or encounter, you gain +Rank bonus dice to Detect tests made against Medium Vehicles (4 segments).
Heavy Vehicle Detection: For the rest of the scene or encounter, you gain +Rank bonus dice to Detect tests made against Heavy Vehicles (6 segments).
Next: Advancement