Effect:
Create process on network: +([network management] roll / 4) [firearm] accuracy roll modifier if more than 1 member of the network can see the target.
Reserve 2 FP while process exists.
Tags:
Information
Tier:
1
Requirements:
networked
Effect:
Create a network and gain administrator control of it. Assign network intrusion difficulty with [hacking defense] skill.
Reserve 2 FP while network exists.
Effect:
Create process on network: Allow moderately complex communication (ex: full conversations) visible either to entire network or a subset of systems.
Reserve 1 FP while process exists.
Effect:
Choose a language. Create process on network: Gain fluency in chosen language with rating equal to (rating of highest fluency system - 2).
Reserve 1 FP while process exists.
Tags:
Information
Tier:
1
Requirements:
networked, administrator
Effect:
Connect target to network as a member.
Targets:
1 networked creature
Time:
secondary
Tags:
Information
Tier:
1
Requirements:
networked
Effect:
Discover all systems on a network with [network discovery] roll > system discovery difficulty.
Effect:
Create process on network: +([network management] roll / 4) awareness skill modifier, ignore penalties due to low light.
Reserve 3 FP while process exists.
Effect:
Choose any number of connectable systems on target network - assign difficulty to intrude chosen systems with [hacking defense] skill while systems are connected to any network.
Effect:
Create process on network: gain knowledge of the location where any ability by an undetected creature is used.
You do not detect the creature automatically.
+2D6 detection rolls.
Reserve 4 FP while process exists.
Effect:
Equipped [firearm] item is considered a [melee] item for this ability.
One-handed firearms have accuracy +1, range 1, damage rating 3, and damage modifier 0.
Two-handed firearms have accuracy -1, range 1, damage rating 6, and damage modifier +1.
All firearms use [firearms] as their weapon skill, and have damage ratings in kinetic and kinetic (stamina) damage.
Cost:
1 SP
Tags:
Combat
Firearm
Tier:
1
Requirements:
[gunsmithing tools] or small arms armory facility available
Effect:
Install a held firearm accessory into target mounting point, or remove and hold an existing accessory in target mounting point.
Effect:
Fire (weapon full fire rate) shots.
Add recoil condition level equal to number of shots taken.
No shots hit immediately; do not roll accuracy.
Increment suppressed condition level (target shooting accuracy roll / 2) to target.
Requirements:
two one-handed [firearm]s equipped - one in each hand.
Effect:
Perform quick shot twice, once for each equipped weapons to a single target, each with -1D6 accuracy.
If both shots hit the second shot automatically hits the same body area as the first, and ignores armor.
Perform attacks in sequence - i.e. recoil from first attack may apply to second attack.
Cost:
Round of ammunition for each shot fired, 1 SP, 2 FP
Effect:
Fire between 20 and (weapon full fire rate) shots.
Add recoil condition level equal to number of shots taken.
No shots hit immediately; do not roll accuracy.
Increment suppressed condition level (target shooting accuracy roll / 2) to target.
Effect:
When rolling for a random body area roll 1D6 - if the extra dice result is 1-2 determine random body area normally; 2-3 hit abdomen; 5-6 hit chest.
Effect:
Fire 2 shots. Add recoil condition level 1 after attack.
Both shots hit a single body area if accuracy > target [firearm defense] value (not roll).
Effect:
Move up to 3 squares before or after action. -2 precision.
Cost:
1 SP
Tags:
Combat
Firearm
Tier:
2
Effect:
Choose a distance in squares, overwriting any previous value. Abilities made with the weapon this item is installed on within +/- 1 square of this distance have +1 precision.
Effect:
Perform quick shot for both equipped weapons - one to each target.
Perform attacks in parallel - i.e. recoil from first attack does not apply to second attack.
Effect:
Place a killbox field effect on the target area.
Field effect allows you to use killbox shot ability, but ends if you move from your current location.
Effect:
Arm and throw equipped [grenade] item to location.
Grenade activates immediately;
apply the kill zone/danger zone effects to all objects within the item's kill zone/danger zone range, respectively.
When you take damage before the ability ends roll 1D6 - if < 5 grenade activates at your location.
Effect:
-([hacking] roll / 2) target [defense] skill modifier for 2 turns if [hacking] roll > target [hacking defense] roll.
Cost:
2 FP
Tags:
Information
Tier:
1
Requirements:
networked
Effect:
Manipulate an action of a device if [hacking] roll > system intrusion difficulty.
This includes activating or deactivating a device or augmentation.
Effect:
Connect to target's personal network if [hacking] roll > system intrusion difficulty.
Discover all systems connected to personal network with [network discovery] roll > system discovery difficulty.
Effect:
Target sees, hears, or otherwise experiences sensory details with one detail of your choosing changed for 2 turns if [hacking roll] > target [hacking defense] roll.
For example, the target may see random pixels instead of your face, or hear loud music in place of gunfire.
GM may impose penalties for more extensive changes.
Effect:
Unless defended, ability effect is created as a process on target's network and does not end until process ends.
Ignore ability FP cost but reserve (ability cost + 1) FP while process exists.
Effect:
Gain administrator control over one network the target has administrator control over if [hacking] roll > target [hacking defense] roll.
Assign difficulty to remove administrator control with [hacking] roll.
Effect:
Choose target's secondary actions for them (not primary actions used for secondary abilities) until the end of your next turn.
Chosen action must use a [movement] ability and cannot spend or reserve any fitness measures (HP, SP, FP, MP, etc).
Effect:
All systems connected to target network see, hear, or otherwise experience sensory details with one detail of your choosing changed for 2 turns
if [hacking roll] > [hacking defense] roll of all of the target network' administrators.
For example, systems may see random pixels instead of your face, or hear music instead of your voice.
GM may impose penalties for more extensive changes.
You may exclude any discovered systems from this effect that you choose, but may not change excluded systems after effect begins.
Effect:
Choose target's primary actions for them until the end of your next turn.
Chosen action cannot spend or reserve any fitness measures (HP, SP, FP, MP, etc).
Effect:
Use removal of your presence as sensory detail to change.
While this sensory manipulation is in effect you are undetected to affected targets.
Add hidden condition with [hacking] roll detection defense.
Effect:
Heal an additional 1 HP to target body area. Healing may be split/spread between body areas contiguous with the target body area.
Cost:
1 FP
Tags:
Combat
Medicine
Tier:
1
Requirements:
2 free hands, [surgical kit] or surgical facility available
Effect:
Affects target body area and all body areas downstream (i.e. away from the chest) of the target. Removes all wounds, but applies the amputation affliction and 2 [fatigue] wounds for each body area amputated. If (Medicine roll) ≤ target wound removal difficulty apply an unknown [bleeding] wound to adjacent non-amputated body areas.
Cost:
1 [surgical supplies]
Targets:
1 reachable body area
Time:
20 minutes
Tags:
Combat
Medicine
Tier:
1
Requirements:
2 free hands
Effect:
Add bandaged condition to target body area.
Effect:
Remove [necrosis] wound if (Medicine roll) > target wound removal difficulty. Failure applies an unknown [bleeding] wound to the body area (in addition to not removing the wound).
Effect:
Move in a straight line to target up to (2 * (Speed/3 + 2)) squares.
Weapon range is considered after movement.
Perform melee attack after movement.
Effect:
Before attack place one card face down that reads either "feint" or "attack".
Target places one card face down that reads either "call" or "defend".
Reveal cards.
If feint card is used the attack is canceled and no effects from the attack occur.
If attack card is used the attack effect continues like normal.
If target used defend card on a feint then add exposed condition level 2 to target.
If target used call card on an attack then attack accuracy roll succeeds automatically.
Effect:
Choose an equipped [melee] weapon and deal 1D6-2 weapon damage if (weapon skill roll + weapon accuracy modifier) > target [physical defense] value (not roll).
If target takes any vitality damage add severe laceration wound to hit body area and laceration wound to one adjacent body area of your choice.
Cost:
3 SP
Tags:
Combat
Melee
Tier:
2
Effect:
Choose an equipped [melee] weapon and add prone condition to target if (weapon skill roll + weapon accuracy modifier) > target [physical defense] value (not roll).
Effect:
Choose an equipped [melee] weapon and deal 2D6 weapon damage to target's equipped armor if (weapon skill roll + weapon accuracy modifier) > target [physical defense] value (not roll).
Deals full damage to armor equipped on hit body area; deals half damage to armor equipped on body areas adjacent to hit body area.
Cost:
4 SP
Tags:
Combat
Melee
Racial
Requirements:
chaotic spirit talent
Effect:
Change type of one or more energy generated by body areas.
Effect:
Remove cost of [cosmetic supplies].
Reduce time to full action.
+6 to plausibility modifier if you have met the individual in person; +4 to if you have reference images from multiple angles; +2 otherwise.
Requirements:
Down but not out talent
Effect:
Ignore the effect of one condition until next turn. Add 3 fatigue wounds. Add cooldown for this ability for 24 hours.
Effect:
Add [stealthy] tag to move ability.
Roll ([sneak] - 1D6) twice and choose a result to reset hidden detection defense.
Tags:
Stealthy
Requirements:
Judgment stare talent
Effect:
Gain knowledge of target's alignment status and past history if [spiritual] roll > GM determined difficulty.
Difficulty usually based on willingness of spirit to be identified.
GM determines level of detail of the learned information.
Effect:
May store a held item into a compatible container on self or adjacent willing creature, then remove and hold an item from its container on self or adjacent willing creature.
Cost:
1 SP
Targets:
1 held item
Time:
minor
Range:
1 square
Requirements:
dragoon, linked spirit available to communicate
Effect:
Converse with linked spirit on one topic through emotion, and mystical means such as visions or vague whispered phrases.
Cost:
1 FP
Targets:
self
Time:
1 hour
Tags:
Stealthy
Requirements:
wing gust talent
Effect:
Add prone condition to target if [endurance] roll > target [endurance] roll.
Cost:
1 SP
Targets:
1 reachable creature
Time:
primary
Range:
2 squares
Sorcery
Effect:
Identify names and basic information (functions, etc.) of all [cybernetic] augmentations and prosthetics target has installed.
Magic backlash with severity 1.
Cost:
1 electricity MP
Targets:
1 visible creature
Time:
secondary
Range:
[sorcery]
Tags:
Sorcery
Supernatural
Requirements:
organic
Effect:
Discover the amount and types of magic power in the target area.
Targets:
area
Time:
full
Area Size:
50 squares
Tags:
Sorcery
Supernatural
Effect:
Identify the types of spells cast in the past in the area if [sorcery] roll > GM determined difficulty. Difficulty usually based on length of time passed since spell usage.
Cost:
1 FP
Targets:
area
Time:
5 minutes
Area Size:
10 squares
Tags:
Sorcery
Supernatural
Requirements:
organic
Effect:
Gain 1 MP of a specific type found in the target area. GM may determine what types and how much total magic power may be gained.
Magic backlash with severity (total gained MP).
Targets:
area
Time:
1 minute
Area Size:
50 squares
Tags:
Sorcery
Supernatural
Effect:
Nullify the effect of target ability if [sorcery] roll > caster [sorcery] roll.
Must use before ability takes effect.
Cost:
1 MP
Targets:
[sorcery] ability
Time:
free
Tags:
Sorcery
Supernatural
Requirements:
organic
Effect:
Choose a number of magic points. Spend half that number, and change the other half to another type of magic power.
Effect:
Sound generated within the target area is not heard outside the area. Lasts up to [auras] roll turns.
Magic backlash with severity 1.
Cost:
1 MP
Targets:
aura
Time:
secondary
Area Size:
5 squares
Tags:
Sorcery
Supernatural
Tier:
1
Effect:
Add illumination condition level ([auras] roll / 2).
Magic backlash with severity 1.
Cost:
1 light MP
Targets:
self
Time:
minor
Tags:
Sorcery
Supernatural
Tier:
1
Effect:
Add magnetic shield condition level +([auras] roll / 2) rating (2 * [auras]).
Magic backlash with severity 2.
Cost:
1 electricity MP
Targets:
self
Time:
free
Tags:
Sorcery
Supernatural
Tier:
1
Effect:
Add smoke screen condition level +([auras] roll / 2).
Magic backlash with severity 1.
Cost:
1 fire MP
Targets:
self
Time:
secondary
Tags:
Sorcery
Supernatural
Tier:
1
Effect:
Make progression check for [bleeding] wound with [auras] roll in place of [endurance] roll.
Remove burning condition.
Magic backlash with severity 2.
Effect:
Shoot up to [projection] light bolts that deal 1D6-1 magic damage (rating: [projection]) if [projection] accuracy roll > target [physical defense] value (not roll).
Add recoil condition level equal to number of shots taken after attack.
A shot hits for point of accuracy over target defense roll. Ex: +1 = 1 shot, +2 = 2 shots, etc.
Magic backlash with severity 3.
Effect:
Deal 1D6+1 magic (stamina) damage (rating: [projection]) to all creatures in area of effect if [projection] accuracy roll > creature [physical defense] value (not roll).
Magic backlash with severity 6.
Cost:
3 MP
Targets:
reachable angle
Time:
full
Range:
7 squares
Angle Size:
90°
Tier:
2
Effect:
Add shock condition level ([projection] roll / 5, minimum 1) to target.
Magic backlash with severity 3.
Cost:
3 electricity MP
Targets:
1 visible object
Time:
primary
Range:
10 squares
Tags:
Sorcery
Supernatural
Tier:
2
Effect:
Disable or enable up to ([projection] roll / 5) target's [electrical] augmentations.
Cost:
2 electricity MP
Targets:
1 creature
Time:
primary
Range:
5 squares
Tags:
Sorcery
Supernatural
Tier:
3
Effect:
Destroy augmentation causing (power generation / 2, minimum 1) explosive damage to installed body area.
Magic backlash with severity 8.
Effect:
Deal 1D6+1 magic damage (rating: [projection]) to all creatures in area of effect if [projection] accuracy roll > creature [physical defense] value (not roll).
Magic backlash with severity 12.
Cost:
4 MP
Targets:
reachable angle
Time:
full
Range:
5 squares
Angle Size:
90°
Sorcery: Thaumaturgy
Tier:
1
Effect:
Add 1 fatigue wound to target.
Magic backlash with severity 2.
Effect:
Remove one [fatigue] wound.
Magic backlash with severity 2.
Cost:
2 MP
Tier:
3
Effect:
Has no effect when ability is started on creatures dead longer than 10 minutes.
Target revives with all body areas set to 1 HP and all non-permanent wounds and conditions removed.
Magic backlash with severity 12.
Cost:
12 MP
Targets:
1 dead organic creature
Time:
5 minutes
Range:
1 square
Tags:
Sorcery
Supernatural
Spiritualism
Effect:
Discover souls and spirits in the area if [spiritual] roll > GM determined difficulty. Difficulty usually based on willingness of spirit to be detected.
Cost:
1 FP
Targets:
area
Time:
5 minutes
Area Size:
10 squares
Tags:
Spiritual
Supernatural
Effect:
Nullify the effect of target ability if [spiritual] roll > caster [spiritual] roll.
Must use before ability takes effect.
Cost:
2 FP
Targets:
[spiritual] ability
Time:
free
Tags:
Spiritual
Supernatural
Tier:
1
Effect:
Assign difficulty for soul to be discovered or identified with [spiritual] roll while conscious.
Effect:
Ignore the effects of target process until it ends.
Cost:
2 FP
Targets:
1 process
Time:
full
Tags:
Spiritual
Supernatural
Tier:
1
Effect:
Discover wired network infrastructure/layout in the area if [spiritual] roll > GM determined difficulty. Difficulty usually based on amount of signal shielding.
Cost:
1 FP
Targets:
area
Time:
5 minutes
Area Size:
50 squares
Tags:
Spiritual
Supernatural
Tier:
1
Effect:
Learn the basic identity (name, race, etc) of target if [spiritual] roll > GM determined difficulty. Difficulty usually based on willingness of spirit to be identified.
Effect:
Lower current initiative value by a chosen amount if [initiative] roll > the intended new initiative value.
If successful take a turn at the new initiative value as normal.
Targets:
self
Time:
full
Tags:
Stealthy
Effect:
Reduce gained stress by half (rounding down) if [willpower] roll > 2 * current stress value.
Cost:
2 FP
Targets:
self
Time:
free
Tags:
Stealthy
Effect:
Remove and hold or equip an item from a reachable container.
Targets:
1 reachable item
Time:
secondary
Range:
1 square
Effect:
Drop one or more held item onto current location.
Effect:
Apply consumed item effect. Add full belly to self.
Cost:
1 reachable meal item
Effect:
Perform a described action with a non-magical effect using GM determined skill or skill tag if skill roll > GM determined difficulty, or opposed skill roll.
Complex actions or actions that closely match a listed learned ability may require the use of makeshift ability instead.
Targets:
varies
Time:
varies
Effect:
Apply item effect on target.
Cost:
1 [injector] item
Targets:
1 reachable creature
Time:
secondary
Range:
1 square
Tags:
Combat
Medicine
Effect:
Learn GM determined details about the area and non-hidden object in it if [perception] roll > GM determined difficulty.
Targets:
area
Time:
full
Area Size:
100 squares
Tags:
Stealthy
Effect:
Reveal all [unknown] wounds currently on target, add target [endurance] to reveal modifier.
Targets:
1 reachable creature
Time:
5 minutes
Range:
1 square
Tags:
Stealthy
Effect:
Perform a non-[magic] ability that you have not learned with GM approval and GM determined details.
This may include listed abilities, but also a described action with a non-magical effect that is more complex than a generic skill action.
-1D6 skill rolls and -6 skill modifier for ability.
If successful on a described action, GM may assign a tier, formalize ability details, and allow the ability to be learned in the future.
Cost:
varies
Targets:
varies
Time:
varies
Effect:
Perform a described action with a magical effect with GM approval and GM determined details.
-1D6 [magic focus] skill for this ability.
[magic focus] skill may determine successfulness, efficiency, or precision of spell.
[magic power] skill may determine magnitude or efficiency of spell.
Cause magic backlash on target with GM determined severity.
If effect is successful GM may assign a tier, formalize ability details, and allow the ability to be learned in the future.
Cost:
varies, minimum 1 MP
Targets:
varies
Time:
varies
Tags:
Magic
Requirements:
target unlocked
Effect:
Open or close target unlocked door, window, etc.
Targets:
1 reachable object
Time:
secondary
Range:
1 square
Effect:
Pick up and hold or equip an item that is in current or adjacent location.
Effect:
Recall knowledge of some event or subject if [knowledge] roll > GM determined difficulty.
Difficulty is based on how common or hidden knowledge is.
GM determines which [knowledge] skills apply for this roll.
Effect:
Remove administrator control for a network.
If target is unwilling to lose control remove if [network management] roll > target administrator removal difficulty.
Targets:
1 administrator system
Time:
secondary
Tags:
Information
Requirements:
networked, administrator
Effect:
Create process on network: Allow simple communication (ex: short phrases) visible to the entire network. Reserve 1 FP while process exists.
Targets:
1 network
Time:
primary
Tags:
Information
Standard Abilities - Defense
Requirements:
target of [physical] attack
Effect:
Use a [dodge] skill roll in place of a [dodge] skill value until attack is resolved.
Targets:
self
Time:
free
Tags:
Dodge
Stealthy
Requirements:
targety of [grappling] ability
Effect:
Use a [physical defense] skill roll in place of a [physical defense] skill value until attack is resolved.
Effect:
Remove restrained from target body area if ([strength] roll + grappling modifiers) > ([strength] roll + grappling modifiers) of linked creature or restraint item release difficulty.
Requirements:
[melee] weapon equipped not used in [parry] ability this turn, target of [melee] attack
Effect:
Choose a valid melee weapon.
Make melee accuracy roll (weapon melee skill roll + melee accuracy modifiers) and use result in place of [physical defense] until attack is resolved.
Effect:
Choose a valid melee weapon.
Make melee accuracy roll (weapon melee skill roll + melee accuracy modifiers - 1D6) and use result in place of [physical defense] until attack is resolved.
Effect:
Choose an equipped [firearm] weapon and fire a number of rounds according to a [fire mode] enhancement.
One round hits target for each point of accuracy above target [firearm defense] value (not roll).
Ex: +1 = 1 shot, +2 = 2 shots, etc.
Use (target shooting accuracy roll + weapon range modifier) for accuracy.
Weapon range modifier is maneuverability modifier if target within short range, or precision modifier if target within long range.
Each shot that hits deals a separate 1D6 weapon damage but counts as a single attack.
Rounds that miss or have at least 4 power higher than armor increment suppressed condition level (rounds / 10, minimum 2) to GM determined creatures behind the target.
Effect:
Fire (weapon full fire rate) shots.
Add recoil condition level equal to number of shots.
No shots hit immediately; do not roll accuracy.
Increment suppressed condition level (number of shots taken / 10) to all creatures in area of effect.
Effect:
Choose an equipped [firearm] weapon and perform fire mode:single shot enhancement.
Round hits target if accuracy > target [firearm defense] value (not roll).
Use (precision shooting accuracy roll + weapon range modifier) for accuracy.
Weapon range modifier is maneuverability modifier if target within short range, or precision modifier if target within long range.
Deal 1D6 weapon damage if shot hits.
Apply only half body area accuracy penalty.
Rounds that miss or have at least 4 power higher than armor increment suppressed condition level (rounds / 10, minimum 2) to GM determined creatures behind the target.
Targets:
1 reachable body area
Time:
2 full
Tags:
Combat
Firearm
Effect:
Choose an equipped [firearm] weapon and fire a number of rounds according to a [fire mode] enhancement.
One round hits target for each point of accuracy above target [firearm defense] value (not roll).
Ex: +1 = 1 shot, +2 = 2 shots, etc.
Use (point shooting accuracy roll + weapon range modifier) for accuracy.
Weapon range modifier is maneuverability modifier if target within short range, or precision modifier if target within long range.
Each shot that hits deals a separate 1D6 weapon damage but counts as a single attack.
Do not include any modifiers from weapon sights.
Rounds that miss or have at least 4 power higher than armor increment suppressed condition level (rounds / 10, minimum 2) to GM determined creatures behind the target.
Effect:
Make 2 attacks, one with each equipped weapon.
For each weapon choose a target and available melee damage type for weapon.
Deal 1D6/2 weapon damage of chosen type if weapon melee accuracy roll (weapon melee skill roll + melee accuracy modifiers - 1D6) > target [physical defense] value (not roll).
Add weapons committed to self.
Targets:
up to 2 reachable objects
Time:
full
Range:
min(weapon ranges)
Requirements:
[melee] weapon equipped, target within range makes an action that only includes targets outside your weapon range
Effect:
Perform melee attack on target if speed roll > target speed roll.
Targets:
1 reachable object
Time:
free
Range:
weapon range
Tags:
Interrupt
Physical
Requirements:
[melee] weapon equipped, target moves out of location within range
Effect:
Cancel unfinished target movement and perform melee attack on target if [initiative] roll > target [initiative] roll.
Effect:
Choose an available item.
Perform melee attack with chosen item as if it had a melee attack with -2 accuracy, [melee] skill, and [combat] skill tag.
Kinetic, kinetic (stamina), piercing, or slashing damage type may be chosen with GM approval with zero power.
One handed items have a -1 damage modifier, while two handed items have a +1 damage modifier.
The item may break or suffer damage after the attack based on GM determination.
Requirements:
[melee] weapon equipped
Effect:
Choose an equipped [melee] weapon and available damage type for weapon.
Deal 1D6 weapon damage of chosen type if weapon accuracy roll (weapon skill roll + weapon accuracy modifier) > target [physical defense] value (not roll).
Effect:
May use [melee] rolls in place of weapon's skill rolls with -4 modifier.
Requirements:
1 free hand
Effect:
Choose a free hand.
Add restrained to target body area linked to chosen hand if ([strength] roll + grappling modifiers) > target [physical defense] value (not roll), or target willing.
Effect:
Choose kinetic or kinetic (stamina) damage type.
Deal 1D6/2 damage of chosen type if unarmed accuracy roll (unarmed roll) > target [physical defense] value (not roll).
Range:
1 square
Tags:
Melee
Physical
Unarmed
Standard Abilities - Movement
Effect:
If [strength] roll > GM determined difficulty Move up to 2 * (speed/3 + 2) squares.
Difficulty determined by weight of target, including carry weight.
Default difficulty for a grown male human with zero carry weight is usually around 6.
Choose an empty reachable adjacent square for your target to move to after you end your movement.
Targets:
1 willing reachable non-self creature or object
Time:
full
Range:
1 square
Tags:
Movement
Effect:
Move up to speed/3 + 2 squares.
Each square you move the target follows you into the square you left.
Targets:
1 willing reachable prone non-self creature or object
Effect:
Convince targets of some fact, opinion, idea, or plan of action if ([deception] roll +/- attitude modifier) > targets' [deception defense] roll.
This ability cannot be used when the social strategy does not involve a notable aspect of insincerity or manipulation, based on the GMs determination.
Targets:
1 or more communicable non-self creatures
Time:
varies
Requirements:
suitable clothes
Effect:
Don a disguise for a general identity (ex: soldier of a certain faction).
Remove any disguised/impersonating conditions.
Add disguised with GM determined plausibility modifier.
Targets:
self
Time:
5 minutes
Tags:
Stealthy
Effect:
Add distracted level 1D6 to targets if ([deception] roll +/- attitude modifier) > targets' [deception defense] roll.
Each repeated use of this ability in a time frame determined by the GM has at least a -1D6 penalty to the [deception] roll.
Targets:
1 or more communicable non-self creatures
Effect:
Don a disguise for a specific identity you have seen in person or have both an image and basic medical information about (height, weight, etc.).
Remove any disguised/impersonating conditions.
Add impersonating with GM determined plausibility modifier.
Time:
20 minutes
Tags:
Stealthy
Requirements:
trade deal on offer
Effect:
Convince target to accept a proposed trade counter-offer if ([negotiation] roll +/- attitude modifier) > target's [negotiation] roll.
Difference between original offer and counter-offer may add a temporary attitude modifier for this ability.
Repeated use of this ability for a given deal may also add cumulative attitude modifiers.
Targets:
1 communicable non-self creature
Time:
varies
Effect:
Convince targets of some fact, opinion, idea, or plan of action if ([persuasion] roll +/- attitude modifier) > GM determined difficulty.
Difficulty usually based on targets' [willpower] skill, compatibility of persuasion skill used, and specific social strategy used.
This ability cannot be used when the social strategy is not reasonably honest or sincere, based on the GMs determination.
Targets:
1 or more communicable non-self creatures
Time:
varies
Effect:
Expose disguises/impersonations if [deception defense] roll > targets' (disguise roll +/- plausibility modifier).
Targets:
1 or more visible, communicable non-self creatures
Time:
secondary
Range:
10 squares
Tags:
Stealthy
Standard Abilities - Stealth
Effect:
Detect any hidden objects in area if [stealth defense] roll > object detection difficulty.
Targets:
area
Time:
1 minute
Area Size:
10 squares
Tags:
Search
Effect:
Add hidden to target with ([camouflage] roll) detection defense if no unwilling searching creatures currently within detection range.
Targets:
1 reachable body area, object or self
Time:
3 full
Range:
1 square
Tags:
Stealthy
Effect:
Add cautious level ([stealth defense] roll / 5, minimum 1) to self.
Requirements:
networked, [cloaking] item on outermost layer of all body areas.
Effect:
Add hidden with ([cloak] roll) detection defense if [cloak] value (not roll) > all [stealth defense] rolls from unwilling searching creatures currently within detection range.
Add cloaked condition.
Requirements:
networked, cloaked, [active cloaking] item on outermost layer of all body areas.
Effect:
Add [stealthy] tag to enhanced ability.
Reset hidden condition detection defense to ([cloak] roll).
Tags:
Movement
Stealthy
Effect:
Detect creature or object wielding firing [firearm] item if [perception] roll > GM determined difficulty.
Difficulty based on distance to shot, obstacles like closed rooms and thick walls, and weapon power.
The default gunfire detection distance is 1000, and the default difficulty at 1000 squares is usually around 4.
The GM might use a hidden roll or a hidden assumed roll of 7 instead of having the creature use this ability.
Targets:
area
Time:
free
Range:
gunfire detection distance
Area Size:
1000 squares
Tags:
Search
Stealthy
Effect:
Detect the location of where [firearm] shots hit and general direction of shot source if [perception] roll > GM determined difficulty.
Difficulty based on distance to impact, obstacles like closed rooms and thick walls, and weapon power.
The default impact detection distance is 50, and the default difficulty at 50 squares is usually around 6.
The GM might use a hidden roll or a hidden assumed roll of 7 instead of having the creature use this ability.
Targets:
area
Time:
free
Range:
impact detection distance
Area Size:
10 squares
Tags:
Search
Stealthy
Effect:
Detect any hidden objects (including in worn containers) on target if [stealth defense] roll > object detection difficulty.
Targets:
1 willing reachable creature
Time:
1 minute
Range:
1 square
Tags:
Search
Effect:
Detect any hidden objects in area if [stealth defense] value (not roll) > (object detection difficulty + (distance / 5)).
Effect:
Add hidden to target item with ([camouflage] roll) detection defense.
-1D6 detection defense for every unwilling searching creature currently within detection range.
Time:
full
Tags:
Stealthy
Effect:
Add hidden with ([sneak] roll) detection defense if [sneak] value (not roll) > all [stealth defense] rolls from unwilling searching creatures currently within detection range.
Effect:
Targets that do not detect you may not use free abilities during this ability, except [search] abilities.
If all targets are > 3 range then add [stealthy] tag to enhanced ability and reduce hidden condition detection defense by 1D6.
Tags:
Stealthy
Standard Abilities - Thrown
Effect:
Roll 1D6 - if > 4 throw [grenade] item to location up to (throwing skill roll / 2) range away from character location.
Targets:
reachable [grenade] item
Time:
primary
Range:
1 square
Tags:
Combat
Requirements:
grenade equipped
Effect:
Arm and throw equipped [grenade] item to location.
Grenade activates at the end of your next turn;
apply the kill zone/danger zone effects to all objects within the item's kill zone/danger zone range, respectively.
Targets:
reachable location
Time:
primary
Range:
throwing skill roll / 2, maximum 8
Tags:
Combat
Standard Abilities - Wearable Items
Requirements:
2 free hands
Effect:
Equip a held [wearable] item on self or willing reachable creature.
Targets:
1 reachable [wearable] item
Time:
3 full
Range:
1 square
Requirements:
2 free hands
Effect:
Install [armor plate] item into a body area on [plate carrier] item on self, willing creature, or unequipped in current or adjacent location.
[Plate carrier] item gains benefits of armor based on [plate carrier] item for that body area.
Cost:
1 [armor plate] item
Targets:
1 reachable [plate carrier] item
Time:
secondary
Range:
1 square
Tags:
Armor
Combat
Requirements:
2 free hands
Effect:
Remove [armor plate] item from a body area on [plate carrier] item on self, willing creature, or unequipped in current or adjacent location.
[Plate carrier] item loses benefits of armor for that body area.
Armor plate can be dropped or held in one hand.
Targets:
1 reachable [plate carrier] item
Time:
secondary
Range:
1 square
Tags:
Armor
Combat
Requirements:
2 free hands
Effect:
Remove and hold an equipped [wearable] item from self or willing reachable creature.
Targets:
1 reachable [wearable] item
Time:
3 full
Range:
1 square
Tier:
1
Requirements:
2 free hands
Effect:
Remove suit breach from target body area if [coordination] or [precision] roll > 2D6 (or GM determined difficulty).
Cost:
1 FP, 1 [space suit patch] item
Targets:
1 reachable body area
Time:
full
Range:
1 square
Tactics
Requirements:
squad leader. Target is a member of your squad.
Effect:
Add fluency 10 to targets in a [coded hand signals] language you know.
Targets:
1 or more communicable creature
Time:
30 minutes
Tags:
Combat
Requirements:
hand signals
Effect:
Communicate simple ideas (commands, replies, etc) in a message with a [coded hand signals] language to visible creatures.
Creatures only understand the meaning if they are fluent in the coded language, or break the code.
Time:
free
Tags:
Combat
Tier:
1
Requirements:
squad leader
Effect:
Add armor gap focus condition level (tactics roll / 5).
Effect:
Add squad leader with condition level (tactics, maximum 12). Add squad member condition to self.
Tags:
Combat
Tier:
1
Effect:
Name and gain fluency 10 in a new coded language of your creation.
Language will have the [coded hand signals] tag.
Assign code difficulty of language to (tactics + 6).
Cost:
1 FP
Targets:
self
Time:
1 hour
Tags:
Combat
Tier:
1
Requirements:
squad leader
Effect:
Add grenade focus condition level (tactics roll / 5).
Cost:
1 SP, 1 FP
Targets:
self
Time:
primary
Tags:
Combat
Tier:
2
Requirements:
squad leader
Effect:
Add armor facing condition level (tactics roll / 2).