THIS IS A FAN DOC

Skills

Skills represent training and natural proficiency in specific areas, and impart both familiarity in that field and options when taking actions in that area.  The familiarity is typically the first thing one gets when progressing in a field, and is represented with an extra dice on rolls they’d already be making, with the player taking the best result (sometimes referred to as an ‘Xh6’ for ‘highest of X six sided die)

Skills are divided into the entry skills, a pool of bonuses and options, and an Expert capstone skill for further familiarity that requires a solid base of skills from the pool and field experience.

Players start with one different skill per attribute they have a native (not counting powers) +1 in, and that skill must be of that attribute’s type; a +1 to Wits means it must be a Wits skill.  They can then pick up an additional skill as they see fit, and then two training rolls, put towards one skill (see below).  More skills can be learned through further training, and a player may have a total equal to 2x their Knowledge, plus 2 per milestone they’ve reached.  (These numbers may change for young and veteran characters).


Brawn

Brawl

Brawl
+1h6

When performing a Brawn based melee attack...

...roll an extra die, take the roll of your choice.

Heavy Handed
(Brawl)

Requires the Basic Brawl skill.

When punching or kicking can choose to deal a Moderate wound with a lesser bash effect or a Lesser Wound with a moderate bash effect.

Throw Down
(Brawl)

Requires the Basic Brawl skill.

When attacking a target that has suffered from forced movement this round or cannot move, gain +1. When making an attack that Brawl applies to, you can choose to roll a d8+1 instead of multiple d6. Doing so halves your movement for the round but will also inflict Knocked Down on the target.

Wrestler
(Brawl)

Requires the Basic Brawl skill.

Gain +1 to all Grapple attempts. Furthermore, when grappling instead of losing all of one's Defense Score, instead set DS to 2.

Heads First
(Brawl)

Requires the Basic Brawl skill and at least one other Athletics-based skill.

If you are moving towards a target, you can ignore the first 10’ of difficult terrain. When making a brawn-based melee attack and have moved at least 15’, can make a Brawn vs. Brawn roll that moves you and the target 5’ per difference between Brawn rolls in the direction you made a charge from. If you and the target charge into a wall or unmovable object, deal damage based on how far the target was moved using the throwing damage chart.

Bar-room Brawler
(Brawl)

Requires the Basic Brawl skill and at least one other Wits-based skill.

Whenever using an improvised weapon and using Brawn you can use the brawn skill. Furthermore, you can break the improvised weapon in order to increase wound and effect severity up to a Moderate wound, if the weapon already deals a moderate wound would add on a lesser wound with no effect.

Martial Artist
(Brawl)

Requires the Basic Brawl skill and at least one other Knowledge-based skill.

When attacking, you can add the Knowledge modifier to attack rolls that use Brawn. Furthermore, if your Brawn score is higher than the defenders, when successfully dealing damage can spend a Stamina to attempt to grapple the defender.

Master Brawler

+2h6

Requires four other Brawl skills.  

When performing a Brawn based attack roll two extra dice, take the roll of your choice. Whenever you attempt an attack of opportunity against a target can instead initiate a grapple, stopping the target in their tracks.

Withstand

Withstand
+1h6

When blocking an attack...

...Roll an extra die, take the roll of your choice.

Martyr
(Withstand)

Requires the Basic Withstand skill.

If an attack targets creature within arms’ reach, by expending a focus can interpose themselves between the attack and the target. Rest to Refresh.

Daunting
(Withstand)

Requires the Basic Withstand skill.

After blocking and if there are no intervening obstacles, can spend stamina to move 10’ closer towards the attacker. This can occur even if the block was unsuccessful. If three Withstand skills are known, can move 5’ instead for free.

Restless
(Withstand)

Requires the Basic Withstand skill.

Once per combat, can take a Rest action as a quick action. Recover this option every time you take down a target, or upon successfully staving off unconscious or death by spending recovery.

Reversal
(Withstand)

Requires the Basic Withstand skill and at least one other Dexterity-based skill.

After successfully blocking an attack, can spend stamina to immediately engage a grapple. Grapples this way cannot trigger attacks of opportunity and prevent the attacker from reversing the hold if the your Brawn roll did not match or exceed theirs.

Vigilant
(Withstand)

Requires the Basic Withstand skill and at least one other Wits-based skill.

On the first round of combat, if you are unwounded you have your Defense Score increased by 1. Furthermore, when caught off guard can attempt to block normally.

Momentum
(Withstand)

Requires the Basic Withstand skill and at least one other Guts-based skill.

When adjacent to more than 3 targets, can block all incoming melee attacks this round for a single focus pip. Can take one more turn before falling unconscious or start dying so long as you took down an enemy in the previous round.

Master Guardian

+2h6

Requires four other Withstand skills.  

When blocking, roll two extra dice, take the roll of your choice. Once per session, you can give up both actions and all your focus to block all incoming attacks automatically.


Athletics

Acrobatics

Acrobatics
+1h6

When jumping over and across obstacles...

...Roll an extra die, take the roll of your choice. When learning this skill, also choose an additional Acrobatics skill to learn; all conditions must be met.

Parkour
(Acrobat)

Requires the Basic Acrobatics skill.

When making a full-move action, gain an additional 10’ of movement that is only used for jumping or climbing. Each additional Acrobatics skill adds another 5’ of special movement allotment.

Fall Guy
(Acrobat)

Requires the Basic Acrobatics skill.

When knocked down, can get up as a quick action. When being inflicted with knockback, can spend stamina to halve the distance moved. When determining fall distance, roll an athletics check on a 4+ reduce the distance by 5’ and 10’ less on a 6+, rounding up.

Climber
(Acrobat)

Requires the Basic Acrobatics skill.  

Climbing uses two times effort instead of three times effort(10’ to cross 5’). When trying to hold on to difficult terrain while climbing, gain +1 for every two Acrobatics skills you have.

Dropkick
(Acrobat)

Requires the Basic Acrobatics skill and at least one other Brawn-based Skill.  

Only usable when you move at least 15’ before attacking. Deliver a dropkick on a target using Athletics to hit, inflicting 15’ knockback + 5’ times the difference between the attack and defense score. Additional dice from the Acrobatic skill can be applied rolling to hit.

Hardcore Parkcour
(Acrobat)

Requires the Basic Acrobatics skill and at least one other Dex-based skill.

If a target misses you in melee combat, you can spend stamina to do an Acrobatics Check. On a 4+, jump off of the other person knocking them down and moving 10' back from them.

Stunt Man
(Acrobat)

Requires the Basic Acrobatics skill and at least one other Social-based skill.  

After rolling a 6 on two Athletics rolls in a session, gain one reputation, this reputation will deplete itself at the end of the session if not used. Gain a +1 to rolls to prevent fall damage. If you have Master Acrobat, it is instead +1 for every two Acrobatic skills you know.

Master Acrobat

+2h6

Requires four other Acrobatics skills.  

When jumping over and across obstacles, roll two extra die, take the roll of your choice. When falling, treat the distance as if it is halved. This is additive with any other reductions.


Evade

Evade
+1h6

When dodging an attack…

...Roll an extra die, take the roll of your choice.

Shove!
(Evade)

Requires the Basic Evade skill.

If an attack targets a character within arms’ reach, by expending a focus can shove the creature away by 5-10’, using your roll. Rest to Refresh.

Duck and Weave
(Evade)

Requires the Basic Evade skill.

After a successful dodge, move 10’ instead of 5’. This movement does not provoke attacks of opportunity and can allow you to move through occupied spaces.

Duck and Cover
(Evade)

Requires the Basic Evade skill.

When dodging, if within 10’ of cover, can treat yourself as being in cover. If hit by an attack while in cover, can automatically dodge for free at the cost of losing an action next turn.

Juke
(Evade)

Requires the Basic Evade skill and at least one other Dexterity-based skill.  

As a quick-action, move 5’. This movement does not provoke attacks of opportunity and cannot be reduced by difficult terrain or effects that reduce the target’s movement speed.

Juke and Extending Movement cannot be taken in the same turn.

Bodyblock
(Evade)

Requires the Basic Evade skill and at least one other Wits-based skill.  

When near a target that is an ally, unaware, helpless, or has the disabled or confused condition, can use them as Narrow cover. Furthermore, when being attacked can spend a focus and a stamina to duck behind someone, to use them as Narrow Cover. Named Enemy Characters can perform a AoO if used as cover.

Keep Trucking
(Evade)

Requires the Basic Evade skill and at least one other Guts-based skill.  

When afflicted by movement reducing status effects or suffering from Athletic stat damage, can spend a recovery to remove all movement-related status effects and restore Athletics back to its default value until the end of the next turn.

Master Dodger

+2h6

Requires four other Evade skills.  

When dodging an attack, roll two extra die, take the roll of your choice. Once per session, can treat a dodge as a 6.


Dexterity

Aim

Aim
+1h6

For long-range attacks made with no foes within 15’ or immediate interference...

...Roll an extra die on an attack, take the roll of your choice.

Align Sights
(Aim)

Requires the  Basic Aim skill.  Usable only with shots where Aim applies throughout

You can elect to take a round, not firing, while maintaining an uninterrupted view of the target.  Your next shot against the target gets a +1 to hit for every Aim skill you have.

Focused Shot
(Aim)

Requires the Basic Aim skill.

You can spend Focus to apply Aim skills to attacks regardless of foe’s proximity or circumstance.  After you do, long-ranged skills act as if you knew +1 skill in each category, for purposes of calculating existing skill bonuses only.  Cumulative, but bonuses are lost when you are wounded or combat ends.

Keen Shot
(Aim)

Requires the Basic Aim skill.  Usable only with shots where Aim applies throughout

You cannot accidentally damage an ally with your shots. Your shots ignore partial cover.

Brutal Aim
(Aim)

Requires the Basic Aim skill and at least one other Brawn-based skill.

Can spend focus to attack a target but instead of dealing damage, inflict disarm. If already disarmed, inflict knockdown.

Opportune Aimistic
(Aim)

Requires the Basic Aim skill and at least one other Wits-based skill.  

Once per turn if an Ally is eligible for an Attack of Opportunity but does not take it you can spend a focus to attack using a ranged weapon.

Cold Hearted
(Aim)

Requires the Basic Aim skill and at least one other Guts-based Skill.  

When applying the Aim Skill, ignore the clause about immediate interference. When making an attack that would use the Aim skill, can spend a focus to make it scarred.

Master
Marksman

+2h6

Requires four other Aim skills.  

For long-range attacks made with no foes within 15’ or immediate interference roll two extra dice, and take the roll of your choice. Can use aim skills that normally cost focus without expending focus two times a day.


Craft

Craft
+1h6

When making a craft check, repair check, or making lengthy skill checks that involve tools or systems...

...Roll an extra die, and take the roll of your choice.  Gain +1 to the final total of a crafting attempt per Craft skill known.

Handy
(Craft)

Requires the Basic Craft skill.

In the field, long skill checks relating to any hands-on backgrounds the character knows add any extra dice together instead of rolling two (or three, with master Craft) picking one.  Gain one hands-on background, and gain the ability to carry tools relating to that background (or another one you know) on your belt without taking up a belt slot.  

Diligence
(Craft)

Requires the Basic Craft skill

Can now perform a baseline [Dexterity +1] crafting/costuming/repair actions per block of time dedicated to crafting.  Tools and machinery can add to this baseline number.

Multitasker
(Craft)

Requires the Basic Craft skill.

When working on multiple projects at once, can contribute to a longer-term background project.  Every [5-Know] times a downtime slot is dedicated to  crafting, get one free craft action for an unrelated item.
(This free action is not a free downtime slot, but one action that you’d take within that downtime slot)

Specialist
(Learning)

Requires the Basic Craft skill and a background in the field in question.

Pick a field that the layman couldn’t pick up in an afternoon; example fields include programming, gunsmithing, cars, high art, and architecture.  Gain a further +1 to the final total of crafting attempts in that field for every Craft and every knowledge skill known.   This can be taken multiple times; once a year, a multi-specialist can combine the bonuses from a specialty pairing on one appropriate project.  If the background isn’t maintained and skills kept up to date with cape life taking over real life, this bonus dwindles over time to 1/3rd effectiveness.

Resourceful
(Craft)

Requires the Basic Craft skill and at least one Social-based skill.

Material costs of crafting and repair are reduced by 10% or $10, whichever is more.  Increase this by 10% and $10 respectively, for each Craft skill known, to a max of 50% and $50 respectively.

Contrive
(Craft)

Requires the Basic Craft skill and at least one Knowledge-based skill

By adding crafting difficulties together, either a weapon may have a related weapon’s keyword or subfeature added to it or  A costume piece may be combined with a lesser costume piece.  Value of the added component must be of 1/3rd its value or less.  (Ex: armor has $1k value, so a $333 or less item, like a standard belt).  Repair DC is increased by 5.

Maintenance
(Craft)

Requires the Basic Craft skill and at least one Guts-based skill.

DC for repairing gear is lowered by 2, possessions with an expiry date last longer, and the first piece of gear that would break from an enemy action in an encounter is protected.

Master
Craft

+2h6

Requires four other Craft skills.

When making a craft check, repair check, or making lengthy skill checks that involve tools or systems, roll two extra die, and take the roll of your choice.  Can ‘take 4’ on a Craft roll once a day.

Finesse

Finesse
+1h6

When performing a Dexterity-based melee attack...

...Roll an extra die on an attack, take the roll of your choice.

Scavenger
(Finesse)

Requires the Basic Finesse skill.  

Gains +1 to attacks towards unaware targets, distracted targets, and helpless targets. Additionally, when rolling a 6+ on a target such as the ones mentioned above, cause them to lose focus and stamina.

Flurry of Blows
(Finesse)

Requires the Basic Finesse skill.  

When performing a full-attack action where Dexterity would apply, can spend Stamina and lose the benefit of Finesse until the end of the next round to attack an additional time.

Offhand Mastery
(Finesse)

Requires the Basic Finesse skill.  

When making an attack and wielding two Dex-based melee weapons or otherwise applicable powers in both hands, gain a +1 to the attack roll if you attack with the other weapon. This bonus cannot ever be more than +1, and resets if you go a round without attacking, or attacking twice in a row with the same weapon.

Precise Strike
(Finesse)

Requires the Basic Finesse skill and at least one other Wits-based skill.

Instead of dealing damage to a target can instead attempt to destroy a costume quality or destroy 2 belt items. Furthermore, gain a +1 when attempting to destroy a costume quality or belt items.

Pressure Points
(Finesse)

Requires the Basic Finesse skill and at least one other Knowledge-based skill.

When successfully dealing damage to a target can roll twice for wound effects, choosing which effect to apply. On a 7+ you can decide the wound effect applied.

Aggro Defender
(Finesse)

Requires the Basic Finesse skill and at least one other Guts-based skill.

When making an attack of opportunity, can make two separate attacks of opportunities against two separate targets. If a target is not in range, the additional attack is banked until the end of the round.

Master of Finesse

+2h6

Requires four other Finesse skills.  

When performing a Dexterity based melee attack roll two extra dice, and take the roll of your choice. On successfully damaging a target, can spend a Stamina to move up to 10’.

Gunfight

Gunfight
+1h6

When making a ranged-attack within 15’ of a target...

...Roll an extra die on an attack, take the roll of your choice. Gain a +1 if your attack would be penalized by ambient environmental effects.

Point Blank
(Gunfight)

Requires the Basic Gunfight skill.  

When a target makes an attack of opportunity against you, you can spend focus to make an attack of opportunity against them which also inflicts delay.

Pistol Twirl

(Gunfight)

Requires the Basic Gunfight skill.

Can use a Focus to negate a disarm. When disarmed of a one-handed ranged weapon that works with Gunfight, can make an attack of opportunity against a target in range without spending focus.

Rapid

Reload

(Gunfight)

Requires the Basic Gunfight skill.

Reload as a quick action. Gain +1 to Dex checks to quick actions if they involve reloading or using a one-handed ranged weapon.

Potshot

(Gunfight)

Requires the Basic Gunfight skill.

When a target makes an action outside of their turn, or performs a delayed action, you can make a ranged attack at the target at -2. Cannot trigger more than once per round or if the target is further than 30’.

Roll!

(Gunfight)

Requires the Basic Gunfight skill and at least one other Athletics-based Skill.  

When successfully dodging an attack, you can spend a Stamina to roll an additional 10’ and attempt an attack of opportunity with a weapon that works with gunfight at a -2.

Corner Shot

(Gunfight)

Requires the Basic Gunfight skill and at least one other Wits-based Skill.  

When behind cover, gain +1 to any shots to a target who is rounding the corner attempting to break your cover. Furthermore gain +1 to the next shot after taking a rest action behind cover.

Wager!

(Gunfight)

Requires the Basic Gunfight skill and at least one other Social-based Skill.  

As a quick action you can announce a wager on a difficult shot (must be heard), such as shooting off a tinker's finger, and spend a reputation; the attack has a -2 penalty. On a success, all enemies take a morale penalty.

Master

Gunfighter
+2h6

Requires four other Gunfight skills.  

When making a ranged attack within 10’ of a target roll two extra dice, and take the roll of your choice. Gain a +2 if your attack would be penalized by ambient environmental effects.


Thievery

Thievery
+1h6

When pickpocketing, thieving or attempting to stay hidden…

...Roll an extra die, and take the roll of your choice. In addition, gain an improved ability to take belt items off a person and better sneaking abilities.

As a quick action, you can remove a single belt item off another person with a Dex roll vs. the number of Dexterity and Wits skills they possess. On a failure, your thievery skills no longer apply to the target for the rest of the encounter. Taking items is now a Dex roll vs. their defense score and requires an action.

If you only move 15’ in a single round and do not disturb anything, your movement is silent.

Easy Mark
(Thievery)

Requires the Basic Thievery skill.

When rolling to pickpocket someone, steal a number of items equal to the number of successful rolls made instead of only using the highest roll. If the target is afflicted by a status effect or the target of a Social Skill from anyone other than you, you automatically succeed.

In addition, if you possess level 3 intel against a target group, you roll an additional dice when pickpocketing them.

Crimer
(Thievery)

Requires the Basic Thievery skill.

Gain an additional background with the criminal underbelly. The background provides bonus reputation with a specific group of criminals or underclass citizens (A non-powered gang, group of thieves, or homeless people of a specific area). Spending this reputation will see it restored at the end of the arc or if you score a win with the group.

In addition, gain a follower who does not contribute to the max number of followers and is related to criminal activities.

Skilled Thief
(Thievery)

Requires the Basic Thievery skill.

Choose a kit or set of tools related to thievery (lock picking, forgery, garrotes etc). The tools are on a belt slot and do not count against the total amount of belt slots; Gain +1 when using the tools to thieve. Choose another kit or set of tools, if you have Master Thief.

Assassin
(Thievery)

Requires the Basic Thievery skill.

When successfully staying hidden can catch a target Off Guard, when caught off guard a target has no Defense Score and can only dodge or block by spending focus and has a -2 to the roll. Furthermore, when attacking someone who is off guard you gain +1 and can roll twice when deciding the wound result.

Ghost
(Thievery)

Requires the Basic Thievery skill and at least one other Athletics-based skill.

When entering an area leave behind no trace. You leave behind minimal evidence when you steal things. Roll a d4-1, leave behind that amount of evidence behind, it can only be found by someone with the observe skill.

Stakeout Expert
(Thievery)

Requires the Basic Thievery skill and at least one other Wits-based skill.

When taking the Explore Downtime action or Surveilling a target, can make an attempt to steal intel off them, with the difficulty of the action depending on how fortified their location is. Gathering intel on the location, the targets working in the location, and the general area will grant +1 for each intel gained. On a failure you leave behind evidence of the attempt, but will never be captured unless the difference between your roll and the defense score is greater than or equal to 5.

In addition, you can now move 30’ in a single round and stay silent, with a +1 to any attempts to stay hidden when in areas you own or have previously explored.

Facade
(Thievery)

Requires the Basic Thievery skill and at least one other Social-based skill.

When crafting disguises, gain a +3 to the final crafting attempt and two more attempts at creating the disguise.

If wearing a disguise and you have successfully infiltrated a group, you can appear in the midst of them when beginning combat.

Hacker
(Thievery)

Requires the Basic Thievery skill and at least one other Knowledge-based skill.

You have an understanding of surveillance systems, security systems, etc. When attempting to hack a system gain +1 to the rolls, and apply any relevant Thievery Skills. If you have, Ghost you can leave no trace of you being in a system.

Master Thief
+2h6

Requires four other Thievery skills.

When pickpocketing, thieving or attempting to stay hidden, roll two extra die, and take the roll of your choice.  When doing a Plan a Mission Downtime for a heist or any other type of thieving activity can set two details favorably towards you.

Wits

Gambit

Gambit
+1h6

When determining Tactics and deploying by yourself…

 Gain +2 to the Tactics result.

Opportune

Response
(Gambit)

Requires the Basic Gambit skill.

When you have a highest Tactics score if you gain a surprise round gain +1 to all rolls during that round. If you have the highest Tactics score  and do not gain a surprise round, gain a single action that can be used for anything except attacking.

Distract Tactics
(Gambit)

Requires the Basic Gambit skill.

Can take a -4 penalty to your Tactics Score give every non ally a -4 on their Tactics Score. Additionally if you have the highest Tactics Score gain an action to be used in order to distract, such as throwing a smoke grenade, firing a fire extinguisher, causing a non lethal explosion, etc.

Oblique Angles
(Gambit)

Requires the Basic Gambit skill.

If at the edge of the battlefield or out-of-line of sight and more than 30’ from any enemies, can leave combat and reappear at the end of the next round either at any edge of the battlefield, or someplace out of line-of-sight and more than 40’ away.

Gain the ability to deploy onto rooftops and high places when starting combat if Tactics is high enough.

Rush Tactics

(Gambit)

Requires the Basic Gambit skill and at least one other Athletics-based skill.

At the start of combat, if you are not surprised and you do not have the lowest speed score, you can take one free movement action before anyone else. If multiple targets possess this skill, the one with the highest Tactics score goes first.

At the start of every round, build up 5’ of movement, up to the [Number of learned Wits and Athletics skills] times. When taking a delayed action, you can spend up to 10’ of built-up movement before taking the delayed action.

Sleight of Hand
(Gambit)

Requires the Basic Gambit skill and at least one other Dexterity-based skill.

When performing a delayed action, you can also use a belt item as a free action or take a quick action. This can only trigger once per combat unless focus is spent to refresh it.

Stragem Expert
(Gambit)

Requires the Basic Gambit skill and the Strategy Skill.

You can now deploy with up to [Social-1] allies and [Learned Strategy Skills] underlings and still retain the effects of your Gambit skills.

You can spend your next action to grant the allies you deployed with the benefits of your gambit skills.

Master Tactician
+2h6

Requires four other Gambit skills.

When determining Tactics and deploying by yourself, Gain +4 to the Tactics Result. Once per combat, if a delayed action does not trigger, refund the focus.

Observe

Observe
+1h6

When hearing, seeing, or testing one's perception undisturbed and undistracted…

...Roll an extra die, and take the roll of your choice.

Armchair

Psychology
(
Observe)

Requires the Basic Observe skill.

Can look over a target to attempt to discern their mental state, physical or mental weaknesses and then strengths. In order to use this skill one must use a full round and roll an Observe check. On a 4+ gain information about a single chosen facet. On a 6+ gain information about a single chosen facet and an additional facet for every two Observe skills. Taking this action draws attention from the person you are observing.

Tracker
(
Observe)

Requires the Basic Observe skill.

When looking at a scene, you can detect the direction a target moved in as well as very simple tells at what happened, and can also give basic dates on how long time has passed since an event occurred. Furthermore, when losing track of a target after having seen them gain +1 to determine their location.

Eye for Detail
(
Observe)

Requires the Basic Observe skill.

When interacting with a scene or an individual from a distance can pick up subtle differences, such as a shirt stain, a moved trash can, a new security system, etc. Gain  two pieces of intel plus an additional piece for every two Observe skills you have, at least one piece of information will be incorrect. Additionally gain +1 to reading lips or attempting to eavesdrop.

Ocular Pat Down
(
Observe)

Requires the Basic Observe skill and at least one other Brawn-based skill.

Before combat starts and if you are not ambushed you can take a bonus round in which you can freely use any of your Observe skills or skills that cannot be used in hectic situations.

In addition, as an action you can roll Wits vs. a target’s Dexterity score to determine if they are carrying any concealed weapons.

Forceful Hand
(
Observe)

Requires the Basic Observe skill and at least one other Social-based skill.

Can read a target's reactions when being questioned, gaining a +1 when attempting to tell if they are telling lies. Furthermore, whenever expending a piece of intel related to the targets lies and grilling the target, automatically succeeds on whether the target is lying or not; and the target has to tell a true statement.

Honed Senses
(
Observe)

Requires the Basic Observe skill and at least one other Guts-based skill.

When using an Observe skill no longer need to be undisturbed and undistracted. Perception-altering effects are removed one round sooner for you; perception based status effects have a +1 to be removed.

Master Observer
+2h6

Requires four other Observe skills.

When hearing, seeing, or testing one's perception undisturbed and undistracted, roll two extra die, and take the roll of your choice.

Reflex

Reflex
+1h6

When determining Speed and when reaching, catching or reacting to something as a quick action...

...Roll an extra die, and take the roll of your choice.

Fast Acting
(Reflex)

Requires the Basic Reflex skill.

When reacting to a surprise round, gain a turn with a single action at the end of the round. When performing a Lengthy Action in combat gain +1 to the action. When completing a Lengthy Action, gain an action that can be used for anything.

Rapid

Response
(Reflex)

Requires the Basic Reflex skill.

When caught off guard can block or dodge without spending effort. Instinctively doing so as a reaction. Additionally, the first time you respond to an Attack of opportunity, each round of combat, do not spend effort.

Special Delivery
(Reflex)

Requires the Basic Reflex skill.

Choose a consumable item to prepare before the session starts. You have an additional special belt slot that only contains the prepared item and can be used as a free action, not using either your normal or quick actions.

In addition, your deftness with small items allows you to catch thrown objects out of the air as quick action or by spending Focus and requiring a Dexterity roll depending on the difficulty of the catch. Catching grenades in this manner allows you to immediately throw it back.

Cheater!
(Reflex)

Requires the Basic Reflex skill and at least one other Dexterity-based skill.

You can gain a quick action out of turn by spending a Stamina and Focus, the quick action can only be used for a single action.

Heads Up
(Reflex)

Requires the Basic Reflex skill and at least one other Social-based skill.

You can spend stamina to grant all allies within hearing range access to the basic Reflex skill. In addition, when engaging in negotiations or anytime Social rolls would be made, you can choose to always be the first person to speak, and apply the use of one of your social skills on a target. 

Centered
(Reflex)

Requires the Basic Reflex skill and at least one other Guts-based skill.

When performing a Lengthy Action, if attacked or interrupted can apply reflex to the check, usually knowledge, to continue the action and not be interrupted. Furthermore, when doing a Lengthy action that must be completed in a certain number of rounds add one round to the time needed.

Master of Instinct
+2h6

Requires four other Reflex skills.

When determining Speed and when reaching, catching or reacting to something as a quick action, roll two extra die, and take the roll of your choice.  

Social

Appeal

Appeal
+1h6

When making emotional appeals or presenting to a crowd…

...Roll an extra die, and take the roll of your choice. This effect can only trigger up to [Learned Appeal Skills] times in a conversation. Cold-hearted or brutal targets may not be affected by emotional appeals to begin with.

Pluck
(Appeal)

Requires the Basic Appeal skill.

As an action, you can spend above neutral morale to negate any negative morale on an ally at a rate of 1-to-1. If the ally is at neutral or above morale, you can instead grant them a pip in any effort pools.

When used on an enemy, you can instead designate yourself as “Helpless,” causing a morale loss equal to the amount of morale spent and an equivalent amount of bad reputation if an enemy tries to attack or affect you with negative social skills. This effect can only apply to enemies that would be swayed by appeal and possess less wounds than you, and can only be used once per session. Using this ability to perform sneak attacks will lead to negative rep gains if used in public.

Present
(Appeal)

Requires the Basic Appeal skill.

When using Appeal on group or crowd, you can treat yourself as having positive morale and gain +1 reputation to spend on improving your arguments. If you go through the encounter without using any rep, your standing with the audience is improved by a step.

When in combat, if you already have above positive reputation in an area, you will gain an additional [Half the number of learned Appeal skills] bonus amount of reputation that you can spend to command civilians. This extra reputation refreshes between downtime sessions.

Cute Face
(Appeal)

Requires the Basic Appeal skill.

When interacting with nameless or one-off NPCs, you can roll Social to suppress some or all of the negative reputation or penalties from negotiation with them. To suppress one -1, you must beat a DC 7 Social roll, gaining a +1 from every Social skill you know and a further +2 by spending excess positive morale. The DC will increase by one as the severity of the negatives increases (DC 8 to beat -2, DC 9 to beat -3, etc). Getting a partial success can still suppress some of the penalties, up to the amount you rolled.

This effect lasts until the end of the conversation and must be rerolled at the start of every new conversation. This effect can apply to named NPCs but it can only be applied once to them before needing to be reset by achieving a milestone goal.

 

Under Pressure
(Appeal)

Requires the Basic Appeal skill and at least one other Athletics-based skill.

When acting as a distraction or showcasing a feat of athletic skill in a social setting you can use your looks in order to flatter and distract, gaining a +1 for every two Appeal skills to distract and impress targets.

You also gain a better ability to utilize backgrounds when in Social situations. If a background could apply for showing off skill or establishing relationships, you can choose to instead take a result of a 4 after rolling rather than taking the rolled result.

Empath
(Appeal)

Requires the Basic Appeal skill and at least one other Knowledge-based skill.

By spending a piece of intel you can succeed a single appeal roll if a target can be swayed using appeal. Any time you succeed an Appeal roll using intel, you can have the target gain knowledge of the intel you have on them to gain a +1 on every other Appeal roll but a -2 on every other kind of social roll, as well being unable to use reputation on that target for the rest of the encounter.

Heartless
(Appeal)

Requires the Basic Appeal skill and at least one other Guts-based skill.

Whenever you would lose morale from using Social skills, you can instead cause another ally or underling to instead lose an equivalent amount of morale instead. This effect can only trigger once per person in a session, and using it multiple times consecutively across sessions will lower relations with affected allies.

Master Charmer
+2h6

Requires four other Appeal skills.

When making emotional appeals or presenting to a crowd, roll two extra die, and take the roll of your choice. Whenever speaking to a crowd you can direct their attention to a specific topic, the topic can only change if you decide to do so. Furthermore, you can spend reputation to increase a crowd's morale by 1.

Deception

Deception
+1h6

When telling lies, acting, or acting inconspicuous or omitting information…

...Roll an extra die, and take the roll of your choice.  

Web of Lies
(
Deception)

Requires the Basic Deception skill.

Whenever successfully lying about one small aspect, gain a +1 bonus to the next lie and so on and so on (stacks up to 3 times). If you fail on a lie, after succeeding on the first time, while using this particular skill gain a negative reputation with that person or faction.

Taunt

(Deception)

Requires the Basic Deception skill.

As an action, you can taunt a single target causing them to attack you if able, granting them a +1 to their next attack roll against you. On a miss or successful block / dodge the taunted target loses their next action and loses 1 Morale.

Heckle
(
Deception)

Requires the Basic Deception skill.

As an action, can heckle a target, temporarily preventing them from receiving the benefit of any social skills for upto [Learned Deception skills] rounds. For every two targets you have successfully heckled this encounter, treat yourself as having +1 known Deceptions skills.

Poison the Well
(
Deception)

Requires the Basic Deception skill and at least one other Dexterity-based skill.

Whenever participating in a negotiation or conversation can bring up any negative rep a group or person has to either give them a -1 penalty to all their rolls, on top of the penalty negative rep incurs or to distract from a single negative rep you have.

Local Liar
(
Deception)

Requires the Basic Deception skill and at least one other Wits-based skill.

You can spend a downtime action in a location to create an elaborate deception by spending at least $100 dollars. The deception can serve as either a non lethal distraction or an elaborate trap with a 75% success rate. Doing stealth checks while a distraction or trap is in effect allows you to replace the die result with a [5].

Furthermore, whenever you have intel on a location or have been there previously gain +1 on stealth and gain 1 rep that will lead people to believe that you have a tactical advantage in the location; the reputation can be used once and the whoever believes it will realize it was untrue after the encounter; you gain a negative reputation with them that fades after 3-4 uses.

Gaslight
(
Deception)

Requires the Basic Deception skill and at least one other Guts-based skill.

Whenever lying to someone who has already disbelieved a previous lie, you roll deceptions again to convince them that you were misinformed or confused. Gaining a +1 to the roll and the next lie. Furthermore, whenever you are to lose Morale you can roll deception, on a 5+ convince everyone you were unaffected, on a 7+ convince yourself you were unaffected delaying the morale penalty until the end of combat.

Master Deceiver
+2h6

Requires four other Deception skills.

When telling lies, acting, or acting inconspicuous or omitting information, roll two extra die, and take the roll of your choice. Each arc, you can create a positive reputation for a feat you did not do; gain an additional reputation for every two followers you have. The reputation is spread by rumor and takes a downtime to create.


Rapport

Rapport
+1h6

When interacting with someone you’ve established a rapport with...

...Roll an extra die, and take the roll of your choice.  Your non-Rapport social skills have added effect on these people.  Establishing a Rapport takes [6-Social] downtime phases, taking one less phase if the characters fight alongside one another.

Individuals can be designated as trusted to accelerate the process of establishing rapport by 1 encounter; this is a route to gaining the bonuses, but if a trusted individual betrays you, you lose one morale and lose all benefits of Rapport skills until the downtime phase after next.  Some individuals may reject the trusted label by default.

Bond
(Rapport)

Requires the Basic Rapport skill.

You establish rapport more quickly.  After [6-Social, min 1] Social rolls have been made in an encounter, you may act as if you have rapport with the target.  Finding and citing a point of common ground reduces this by 1.  Lasts until the end of that particular encounter/conversation.

Bonding or otherwise having rapport with generic, nameless people on the sidelines or with bystanders further adds a +1 to rolls with them.

Precedence
(Rapport)

Requires the Basic Rapport skill.

If you have rapport with an ally, succeeding in a positive skill check involving them grants a +1 to further skill checks involving them.  If you have rapport with an enemy, succeeding in imposing any negative effect on them gives them a -1 to their rolls to resist against further negative effects you’d impose.  Bonuses and penalties from Precedence are capped at +1 and -1.

If your last encounter was a resounding victory, carry over the +1 Precedence bonus with teammates who participated alongside you.  If your last encounter against an enemy you have rapport with was within the last [Social] days and was a resounding victory against them, impose that -1 penalty against them.

Abiding
(Rapport)

Requires the Basic Rapport skill.

When adjacent to an ally you have rapport with, you both can spend 1 Focus to draw on one of the ally’s known basic skills or vice versa as a free action. If this is a skill you or the ally are learning, you gain a bonus + 1 to the learning roll at the end of combat, or a bonus morale that fades at the end of the session.

When adjacent to an enemy you are developing rapport with, you can spend an action and a focus to learn 1 basic skill or take one less downtime phase to establish rapport with them.

Dancing Partner
(Rapport)

Requires the Basic Rapport skill and at least one other Athletics-based skill.

You can develop rapport with Underlings twice as fast.

As a free action, you can swap positions with an adjacent ally or underling you have rapport with. Can trigger upto [Athletics] times per turn.

Interrogator 
(Rapport)

Requires the Basic Rapport skill and at least one other Knowledge-based skill.

Allies you have rapport with naturally grant you intel about themselves at a rate of 1 random intel every downtime phase, or 1 specific intel every two downtime phases, your choice.

When researching enemies you have rapport with, you gain +4
and once per year you can halve the amount of points needed to reach the next Long DC to gather data on a target. If you have captured or spent a downtime action hanging out with your enemy, you can halve the cooldown.

Life-Long Partner
(Rapport)

Requires the Basic Rapport skill and at least one other Guts-based skill.

You can designate one person you have rapport with as your partner. This effect is permanent and cannot be retracted, only lost if the character you designated as a partner has died. If lost, roll a random life flaw. On finding another partner, you can shed this flaw.

Whenever your partner succeeds at two milestones, if you are an active part of their life you also gain a milestone award. In addition, if you are adjacent to your partner while they are dying, you can roll Guts and add the result to their roll to survive.

Master of Rapport
+2h6

Requires four other Rapport skills.

When interacting with someone you’ve established a rapport with roll two extra dice, and take the roll of your choice. Once per session, you can treat a character as if you have rapport with them. This effect lasts until the end of the session and counts as a downtime phase for the purposes of gaining rapport with them.



Threaten

Threaten
+1h6

When making a threat or using physical force to scare someone…

...Roll an extra die, and take the roll of your choice.  

Threaten skills make use of the Threaten status effect. The Threaten status effect can only be inflicted onto targets who have one of the following: Has suffered more wounds than you, is physically weaker (has a combined stat bonus total of Brawn, Dex, Ath be less than the character), or is in a direct position of power above the target they are threatening.

Targets suffering from Threaten must follow a command from the attacker, or will else need to roll Guts vs. the highest of their Social or Brawn stat to not lose morale. This effect can only inflict morale loss once and the command must be something the character can reasonably do to not incur further harm, or else it will not take hold. Unimportant characters suffer twice the morale lost on the first application.

Glare
(Threaten)

Requires the Basic Threaten skill.

As a quick action, can Glare, inflicting a Threaten status against [Learned Threaten Skills] underlings or civilians. You cannot issue a custom command through this, and it will instead use the basic command of “Don’t approach me.”

Alternatively, can Glare at a named character, granting a +1 to any Threaten skill, and if the target is taken out of action by you, grants a +1 to ALL Threaten skills for the rest of the encounter.

Warn
(Threaten)

Requires the Basic Threaten skill.

As a full-round action, point to a target and make a threat against them. This Threaten status ignores the typical requirements that would prevent the effect from taking hold, but any morale loss suffered will wear off at the end of the next round.

If you would inflict a wound or render the target of your threat weaker than you such that the Threaten status would apply, the target will take it even harsher if the command isn’t followed, taking their choice of either not recovering their morale at the end of the day, or having one of their wounds not heal.

Wrecker
(Threaten)

Requires the Basic Threaten skill.

For every two instances of environmental destruction you perform (spending an action to destroy an object or terrain feature), you can either treat yourself as having +1 to total learned Threaten skills, or make a number of threats against a target equal to your number of learned Threaten skills -1.

Beast
(Threaten)

Requires the Basic Threaten skill and at least one other Brawn-based skill.

Whenever using a Threaten skill you can add your Brawn modifier to the final result. Furthermore, whenever you take down a creature in combat you can threaten up to [Social + Threaten skills] targets as a free action.

Targeted Harassment
(Threaten)

Requires the Basic Threaten skill and at least one other Wits-based skill.

When targeting allies with Threaten skills, you can now grant them an effort pip of your choice in addition to your command. If your ally fails to accomplish their command, rather than losing morale you will instead suffer a -1 to all Social rolls and cannot benefit from their Social skills.

In-addition, gain the ability to spend an action to inflict Threaten on allies, and the ability to spend a full-round action to berate an ally, removing one negative morale and inflicting it on the targeted ally. Allies can either choose to accept this morale lost, or impair their relationship with you.

Reasonable

Force
(Threaten)

Requires the Basic Threaten skill and at least one other Knowledge-based skill.

Whenever threatening a target, if you have intel on the target, you can spend reputation to threaten them without incurring negative reputation from surrounding observers; such as mocking or hitting a target in their weak spot in a ‘reasonable’ manner. Furthermore, gain +1 against threatening targets that you have intel on.

Master

Tyrant
+2h6

Requires four other Threaten skills.

When making a threat or using physical force to scare someone, roll two extra die, and take the roll of your choice. The Threaten status inflicts morale loss automatically, without needing to roll.

Knowledge

Learning

The Learned individual is educated, someone who knows how to gather knowledge and use what they’ve gathered.  Learning covers both research and proficiencies, where research is an action taken in downtime, often spending hours sitting down at a computer or digging through notes, while proficiencies are one’s background of knowledge, the day-to-day job one holds or held.  It is when these things intersect that one can best diagnose a pathology, discern the true value of a work of art, or work out the engineering of a bank vault.  A rare case of a skill that does apply to some powers, including a tinker’s research and a thinker gathering information.

Learning
+1h6

When doing a period of research and/or drawing on a background...

...Roll an extra die, and take the roll of your choice.  This stacks with lengthy time spent researching a background (to 2h6).

Proficient
(Learning)

Requires the Basic Learning skill.

Gain one background.  For every two Learning skills you have, gain an additional background and 25% to added income or triggered bonuses from backgrounds.

Expertise
(Learning)

Can be taken multiple times.

Requires the Basic Learning skill and an appropriate background/education.

Choose one background.  You are very well versed in the subject; auto-pass basic knowledge rolls in that field, gain +1 to rolls that are less basic, and gain effective reputation when demonstrating this knowledge to non-experts holding or seeking the same or related backgrounds.  May open up gameplay options at GM discretion (field surgery, access to other related experts, followers).

Research
(Learning)

Requires the Basic Learning skill.

When gathering details on a subject with a lengthy study session, can ask one additional question or get one additional parcel of information.  They may do this again by doubling the amount of time spent (cumulative: 1, 2, 4, 8…).

Deduction
(Learning)

Requires the Basic Learning skill and at least one Wits-based skill.

When trying to work out a specific answer with a lengthy study session (such as where someone is based, someone or something’s identity, or the means of accessing a laptop), gains the usual information but also crosses off potential possibilities (territories they aren’t, gender and ethnicity, or letters/numbers that aren’t part of the access code).  These start from the obvious and narrow down.  Filling in answers oneself before asking can pare it down, but may lead to wrong assumptions.

Psychology
(Learning)

Requires the Basic Learning skill and at least one Social-based skill.

Can roll to gather information as if doing a research session as part of a conversation with the subject.  This is additional and complementary to any other information gathered/other attempts.  Other learning or social skills may interact with this (eg. repeat conversations with research, crossing stuff off via. deduction).

Determination
(Learning)

Requires the Basic Learning skill and at least one Guts-based skill.

Allows backgrounds to be used even in hectic situations.  Further, a dogged, longer-term approach means that at the one week, one month, three month, six month, and one year mark, and every year thereafter, and whenever a milestone is obtained, the Learner can retry previously failed skill checks, halve any accumulated penalties and delays (such as the amount of time required for the Research learning action, cooldowns, and expenses or costs as barriers to entry to gain more info, etc.).

GMs may adjust the timescale depending on the tempo of the campaign.

Master Learner
+2h6

Requires four other Learning skills.

When doing a period of research and/or drawing on a proficiency, roll two extra die, and take the roll of your choice.  This stacks with lengthy time spent researching a proficiency (to 4h6).  Can ‘take 4’ on a Learning roll.

Strategy

Strategy
+1h6

When determining Tactics and is the leader of a group…

Gain +1 to Tactics in addition to +1 from being a Knowledge skill. +1 to total number of underlings

(Note: Underling refers to non-cape, non-unique allies that do not possess a name or outstanding features. Underlings can be recruited with the Recruit downtime action if the Cape possesses high enough reputation or spends income to purchase them. Certain Master minions may be eligible to be an underling)

Standard Bearer
(Strategy)

Requires the Basic Strategy Skill.

When arriving to battle and as a leader of a group, can start off combat making a command as a free action.

As long as you possess no wounds and have not attacked this round, an ally can reroll a failed roll once per encounter; rest to refresh. Once per combat you can spend your whole round to allow any fallen allies or up to [Social +1] creatures to roll to get back into the fight.

Tutor
(Strategy)

Requires the Basic Strategy Skill.

As long as allies have an empty skill slot, they can use one of your skills for an encounter by spending a focus. Furthermore, spending a downtime with them can give them a +2 to learning the skill, while you gain a +1 the next two times you use that skill.

As an action you can command somebody to use a skill. They use it as a free action. If it is a skill you both know they gain +1 die.

Organizer
(Strategy)

Requires the Basic Strategy Skill.

When recruiting followers, gain 1 more follower to pick from. The total number of followers you recruit stays the same but you now have more options to pick from.

Every [8- Learned Strategy skills] downtime phases and at the start of the campaign if this skill is taken then, gain an extra downtime that can only be devoted towards Mission Planning, Cape Business, Recruiting, or Promoting downtime actions. You can also reduce the number of phases it would take by tapping a Follower, but each Follower can only be tapped once for this purpose, and do not give their normal tapped bonus.

Retreat!
(Strategy)

Requires the Basic Strategy skill and at least one other Athletics-based skill.

Any time during combat, as long as at least two allies are wounded, can spend a focus and lose your next action in order to cause every ally or up to [Social +1] creatures to move up to 15’ immediately and gain +1 to dodging Attacks of Opportunity. Furthermore, they do not need to expand Stamina to further improve their movement.

Booming

Voice
(Strategy)

Requires the Basic Strategy skill and at least one other Guts-based skill.

Whenever making a command using strategy gain a +2 when attempting to speak over loud noises. Additionally, all commands using strategy can target up to 2 more individuals.

When performing a Self-Promote downtime action and in the area you set-up your headquarters in, you leave your mark on the area. When enemies of yours try to plan missions, or attempt to gather intel in marked areas you can spend 2 pips of reputations to delay them by another downtime phase, representing the general populace passively going against them. Passively gain 1 rep every [8 - Social] downtime phases.

Tactics Expert
(Strategy)

Requires the Basic Strategy skill and at least one other Gambit skill.

By spending your next action can give up to [Social-1] creatures benefit from any Gambit skill, other than yourself. This includes Gambit skills you do not know. Lasts for 1 round.

Master Strategist
+2h6

Requires four other Tactics skills.

When determining Tactics and is the leader of a group gain +3 to Tactics. Passively gain 1 low-tier underling every downtime phase, up to your cap.

Guts

Endure

Endure
+1h6

When making rolls to recovery, holding up against long-term effects, and when fighting to stay in the fight despite wounds…

...Roll an extra die, take the roll of your choice. Once per day, can negate an effort dot from being exhausted.

Breather
(Endure)

Requires the Basic Endure skill.

When taking a Rest Action for a full-turn, when healing wounds, conditions, or other effects Guts number of times, you can take an additional option.

In addition, add +1 to any dice result when taking the Rest and Recovery downtime action.

Deep Breath
(Endure)

Requires the Basic Endure skill.

When outside of combat, gain +1 temporary pips to all combat pools.

When being afflicted by effects that drains effort, or when using a technique that drains pips every round (such as holding your breath), ignore the first pip that would be lost. This can only trigger once per round and a total number of times equal to half the Endure skills you know per session.

Inner Strength
(Endure)

Requires the Basic Endure skill.

When out of Stamina, Focus, or Recovery, can exhaust two empty pips to gain two pips as a free action.

After (6 - the number of learned Endure skills) rounds of combat, as a free action you can choose to either regain an exhausted effort pip, refresh an on-cooldown ability that requires a rest action, or reduce a time-based cooldown by 33% or 1 round, whichever is more. Each option can only trigger once per combat.

Resistance Runner
(Endure)

Requires the Basic Endure skill and at least one other Athletics-based skill.

Once every four rounds you can take a Rest Action as a quick action. Furthermore, gain +1 to remove statuses, conditions, etc. that affect mobility or Athletics.

Dramatic Pause
(Endure)

Requires the Basic Endure skill and at least one other Social-based skill.

When taking a Full-Turn Rest Action you can announce it loudly causing a scene and rolling a social roll. On a 4+ you cannot be attacked until the beginning of your next turn, without the attacker gaining a negative reputation. This can only trigger when in a public setting.

Body’s Rest
(Endure)

Requires the Basic Endure skill and at least one other Knowledge-based skill.

You have a good understanding of your body. When taking the Rest and Recovery Downtime add any extra dice together instead of rolling two or three and picking one, whenever attempting to roll to remove or reduce a condition, reduce it by an additional 3 days.

Once per combat, can use a quick action to mediate, treating yourself as if you are out-of-combat and allowing you to use a single skill without it being put on cooldown.

Master Endurance
+2h6

Requires four other Endure skills.

When making rolls to recovery, holding up against long-term effects, and when fighting to stay in the fight despite wounds, roll two extra die, and take the roll of your choice. Using Effort does not cause exhaustion anymore.

Willpower

Willpower
+1h6

When defending against mind-altering effects or social skills that inflict negative effects…

...Roll an extra die, and take the roll of your choice.

Mind over Matter
(
Willpower)

Requires the Basic Willpower skill.

During combat, if morale is lowered you can ignore the first time that it happens by expending recovery. After combat your morale goes down by 1.

Meditate
(
Willpower)

Requires the Basic Willpower skill.

Whenever taking a Rest and Recuperate downtime action instead of morale going up by 2 steps set morale to neutral if morale is low due to non power effects. When rolling to ‘get over’ something gain +1 to the roll.

Flagellate
(
Willpower)

Requires the Basic Willpower skill.

When you fail a roll against a mind altering effect or social skill by 1 you can increase your result through a self-inflicted injury to get you back to your senses. On use, roll a 1d4 and take the following status effect

  1. Bleed
  2. Confused
  3. Dazed
  4. Delay

If you roll a status effect that you already have, or a repeat number without taking a night’s rest, it will also inflict a wound with no associated effect that increases in severity each time the above would occur. (Lesser -> Moderate -> Mod with Scarring -> 2 Mods).

Tough Guy
(
Willpower)

Requires the Basic Willpower skill and at least one other Brawn-based skill.

Whenever you succeed against a mind altering effect or against a social skill you become enraged and determined, gaining +1 die to Brawn rolls for 2 rounds. Rest to Refresh.

Get It Together!
(
Willpower)

Requires the Basic Willpower skill and at least one other Social-based skill.

Whenever an ally is negatively affected by a mind altering effect or by a social skill you can force them to end the effect one round sooner by spending an action to shake them out of it. If the effect can only be broken by succeeding a check of some sort, grant them a +1.

Mantra
(
Willpower)

Requires the Basic Willpower skill and at least one other Knowledge-based skill.

Whenever you are affected by a mind altering effect, power, or social skill. You can establish a simple set of rules that you will follow as long as the effect isn't complete mind control. You gain 1 rule for every 2 willpower skills you have. If a command were to force you to break one of your rules you gain +1 to the resistance roll.

Master Resolve
+2h6

Requires four other Willpower skills.

When defending against mind altering effects or social skills that inflict negative effects, roll two extra die, and take the roll of your choice. You can delay any Mind altering effect by 1 turn, including power effects.