Aspects

Aspects are traits or abilities that can alter the rules for characters, changing how they operate in the game.

A character may take an aspect for every point of base Edge that they have. Some aspects can only be taken if the character in question meets certain requirements in attributes, specialities, or even other aspects.

The below are available to any build that meets their prequisites, but aspects are also available in telempathic, telekinetic, alt-human and cyborg flavours.


Advanced Sabotage
Prereq: Tech +3
The Sabotage talent's duration is doubled and can be peformed with a double action rather than a full turn action as normal.

Advancing Fire
Prereq: AGI 3, Ranged +3
When using a pistol or similar small weapon and performing a standard movement, the character can perform a double action (or less) Ranged attack- i.e., they may move and make two double action attacks rather than one as normal. If the character has Bracing, they may use rifles and weapons of similar size with this aspect.

Adroit Assault
Prereq: AGI 5
The character may expend an Edge point to Maximise a Melee attack's accuracy roll and prevent the target from using Evasion. The target takes additional damage equal to the user's AGI + Melee. Cooldown 10 turns, reduced by half the user's AGI.

Anatomical Precision
Prereq: Medic +2
The character's Medic speciality now serves as a to-hit bonus versus organic enemies, although it cannot be more than the attack's basic to-hit modifier. When the character critically hits an organic enemy, their Medic speciality serves as a further damage bonus.

Assassin
Prereq: Stealth +3, Ranged +3 and/or Melee +3
When making a Stealth attack, the character's Ranged/Melee attack damage can be rerolled by expending 1MP or 1HP depending on attack type.

Autofire
Prereq: Ranged +3
When making a full auto attack, the character deals an amount of bonus damage equal to their Ranged to each target. Special: Overwhelming Fire: consume 1EP and direct all of a full auto attack's hits onto a single target. Roll for each hit as normal. Cooldown 10 turns, reduced by the character's Ranged.

Backstab
Prereq: Stealth +2, Melee +2
When making a Stealth attack, the character's Stealth modifier is twice as high for the purposes of determining bonus damage with Melee attacks. Special: Potent Backstab: Expend 2HP and deal bonus damage equal to Melee + Stealth with a Stealth attack, and bypass an amount of armour equal to the user's Stealth. Cooldown 8 turns, reduced by the user's Stealth.

Block
Prereq: STR 4
The character's Melee speciality now serves as a bonus to Resistance for the purposes of resisting damage and effects from close-combat attacks/abilities. When an opponent is attempting to move past a character with Block, their maximum move distance is reduced by a number of hexes equal to the obstructor's Melee. With Block, certain pieces of equipment (such as shields) are more effective.

Bloodletting
Prereq: WIL 4, Melee +3
Every time the character causes an injury in Melee combat, their total injury and trauma severities are reduced by an amount equal to their Melee rank. The target's inflicted injury must have a severity of 5 or more to trigger Bloodletting.

Bloodlust
Prereq: WIL 5, Melee +4
Every time the character kills an enemy of equal to or higher level than themselves in Melee, they recover a lost point of Edge.

Body Language
Prereq: Social +3
The character may use their VIT or AGI in place of their STR for the purpose of intimidation attempts. A character with Body Language may use any attribute as the base for any kind of Social attempt, so long as the modifier from the new base attribute is no more than twice as high as the usual attribute's.

Bracing
Prereq: STR 4, Ranged +2
When using rifles or larger weapons, the character may use their STR to determine their Ranged attack's accuracy rather than their FOC, but the modifier drawn from STR cannot be more than twice what FOC's would normally be. When combined with Autofire, the character can expend 2HP and use their STR (*5) as a to-hit bonus on all full auto attacks made in that turn, even though they usually allow no to-hit bonuses. Bracing cannot be used if the character's STR dips below 4.

Careful Aim
Prereq: FOC 4 OR Ranged +3/Melee +3
When aiming, instead of the usual bonuses, the character gains +FOC to hit and +Ranged or +Melee to damage depending on the attack type.

Called Attack
Prereq: FOC 5 OR Careful Aim
The character may nominate a specific attribute to target when inflicting injuries upon an enemy instead of rolling 1d3 as normal. Special: Called Shot: consume 4MP and deal further bonus damage equal to their FOC + Ranged. Cooldown 8 turns, reduced by the user's Ranged. Called Strike: consume 4HP and deal further bonus damage equal to their FOC + Melee. Cooldown 8 turns, reduced by the user's Melee.

Circle Kick
Prereq: Melee +2
When a double action Melee attack hits its intended target, the character may direct a single action unarmed Melee attack as a free action against an enemy that is adjacent to both them and their initial target.

Combination
Prereq: AGI 5 OR FOC 5
When making multiple single action attacks against the same opponent in the same turn, the character may use the first attack's accuracy roll (the value shown on the dice) for all the following attacks.

Counterattack
Prereq: Block OR Evasion +3
When directing a Melee attack against an opponent who attacked them in the prior turn, the character may reroll to-hit using their Reactions (base + speciality) as a modifier instead of their Melee base competency. The character may only use this reroll once in a turn.

Counter Intuition
Prereq: INT 5, Analysis +3 OR Myriad Mind
When making an opposed mental check, the character can call upon their own speciality bonuses in order to oppose specialities of the same type. I.e., the character would be allowed to use their own Stealth in place of their Sense when attempting to detect an opponent using Stealth.

Crippling
Prereq: Called Attack
The character can expend 2HP (for a Melee attack) or 2MP (for a Ranged attack) and perform a Crippling attack. If any injuries are inflicted the amount is doubled, but they are all resolved as temporary injuries rather than normal regardless of minimum damage statistics. The damage is still reduced by Resistance and armour as normal and Resilience aspects still apply.

Critical Leadership
Prereq: Warlord
The character's allies can now benefit from the character's critical aspects (such as Increased and Improved Critical).

Crowd Management
Prereq: AGI 4 OR STR 4
Through brute force or through evasive skill, the character can pass through crowds with ease. Enemy mobs can no longer obstruct the character and no longer gain attack bonuses when surrounding them. Enemy passives that reduce movement (such as Block or Gravity Aura) are now [AGI*.5] hexes less effective.

Dash
Prereq: Lunge, Dive
The character can now make a standard movement with a single action, or run with a double action. As normal the character may not perform more than one move action in a turn.

Deadeye
Prereq: Called Attack, Melee +4 and/or Ranged +4
For the purposes of the Century talent, the character's Melee and/or Ranged PDC will increase on a per-attack basis depending on their current attack modifier, not their base.

Deplete Armour
Prereq: Tech +2
When Aiming a double action attack, instead of dealing damage as normal the value shown on the dice is subtracted from the target's armour for a number of turns equal to 1 + the user's appropriate combat speciality rank (Melee or Ranged depending on the attack used). Enemy armour cannot oppose this damage, but Resistance will as normal. The maximum amount depleted cannot be more than the user's Tech base competency, or their attack's AP rating if higher. Deplete Armour may not be used on the same target more than once in the same encounter.

Deplete Resistance
Prereq: Medic +2
When Aiming a double action attack, instead of dealing damage as normal the value shown on the dice is subtracted from the target's total Resistance for a number of turns equal to 1 + the user's appropriate combat speciality rank (Melee or Ranged depending on the attack used). Enemy Resistance cannot oppose this damage, but armour will as normal. The maximum amount depleted cannot be more than the user's Medic base competency, or their attack's RP rating if higher. Deplete Resistance may not be used on the same target more than once in the same encounter.

Disciplined Defence
Prereq: WIL 4
The character gains a bonus to their Resistance equal to half of their WIL. Special: Resolute: When the character fails a Resistance check, they may sacrifice 4MP and make a Resolve check against the same challenge. If the Resolve check meets the value needed, the character is treated as if they passed the original Resistance check.

Dive
Prereq: AGI 4, Evasion +2
When the character successfully uses Evasion to dodge an attack, they may shift one hex in any direction as a free movement. Should this movement take them beyond the radius of an area-of-effect attack, they can potentially completely nullify the damage of such an attack instead of merely halfing it as normal. A character can only Dive once per point of their Evasion speciality per turn.

Double Tap
Prereq: Ranged +2
When using a pistol, if two shots hit the character may opt to combine their damage and AP/RP and challenge the target's defences with a single attack. With the Bracing aspect, the character may use Double Tap with any weapon. Special: Dual Shot: When Maximising the damage of one shot, the second's damage will also be Maximised.

Edge Link [Speciality]
Prereq: Any attribute 6+, relevant speciality +1
The character can opt to use their current number of Edge points to determine their rank in the speciality. As usual, this rank may not be more than the speciality's normal base attribute. Edge Link can be used with Telempathy or Telekinesis, but in those instances the speciality rank may not be more than half the speciality's normal base attribute. A character may not take Edge Link more than once.

Ego Warrior
Prereq: WIL 4
The character gains a bonus to their to-hit chance (with non-psionic attacks) equal to half of their WIL. This ability will not function at all on mindless enemies. Special: Willpower Attack: Expend 4MP and make an attack that uses the user's WIL as the base attribute for the purposes of to-hit rolls and damage modifiers.

Elbow Smash
Prereq: Melee +2
When a double action Melee attack misses its intended target, as a free action the character may attempt an unarmed Melee single action attack against that target.

Energising
Prereq: Tech +3
For the character and all adjacent allies, weapons take one action less to recharge (a double action becomes a single action, a quad action becomes a triple action, and so on). At Tech +5, their weapons take half as long to recharge.

Executioner
Prereq: Stealth +2, Ranged +2
When attacking out of Stealth, the character's Stealth modifier is twice as high for the purposes of determining bonus damage with Ranged attacks. Special: Potent Execution: Expend 2MP and deal bonus damage equal to Ranged + Stealth with a Stealth attack, and bypass an amount of armour equal to the user's Stealth. Cooldown 8 turns, reduced by the user's Stealth.

Expedient Heal
Prereq: Medic +3, Reactions 5 (total)
A character can attempt a quick Heal as a double action, reducing severities by an amount equal to the user's Medic rank. The character can stabilise an ally with a double action, rather than a full turn action.

Fast Jab
Prereq: AGI 4 OR Melee +3
Even if their Melee attack misses, the character always deals damage equal to their Melee to opponents in close combat, but only if the opponent has lower AGI than them. This damage is opposed by Resistance and armour as normal.

Fighter
Prereq: STR 4 OR Melee +3
If the character's equipped Melee weapon deals less damage than their unarmed attack, they may roll for damage using their unarmed attack's dice instead- while maintaining any damage modifiers and properties (armour piercing/Resistance piercing etc.) inherent to the weapon. When making a Melee attack while holding a Ranged weapon or improvised implement, a character with Fighter deals their unarmed damage.

Fire Sweep
Prereq: Ranged +2
The character's burst fire attacks now deal half damage to a character adjacent to their initial target. At Ranged +4, such attacks will deal half damage to two characters. At Ranged +5, this ability may be used with any Ranged attack. Fire Sweep does not drain additional charge or expend additional ammunition, but it may not be used in conjunction with a Hurried attack.

Gang Buster
Prereq: Crowd Management
When expending an Edge point to fuel attack(s) against a mob, the mob suffers twice the unit losses they normally would have in that turn.

Greater Flurry
Prereq: Melee +3
Every target hit by an attack with the Flurry talent takes +1 damage, increasing to +2 with Melee +5. Special: Blitz: consume 4HP and use Flurry while still being allowed to-hit modifiers.

Greater Slam
Prereq: Melee +3
When using the Body Slam talent, the character subtracts their Melee PDC from the target's Resistance roll, and will cost the target a double action if successful. Special: Power Slam: consume 4HP and perform a Body Slam without the penalties and with a weapon if so wished. Cooldown 8 turns, reduced by half the user's total Resistance.

Gunbrawler
Prereq: Melee +4, Ranged +4
The character can now opt to treat their point blank Ranged attacks as Melee attacks for the purposes of aspects and special abilities. For example, they can perform a Power Attack using a scattergun, a Flurry with a pistol, etc. A character is still constrained by the maximum charge or ammunition of their Ranged weapon; that is, they may not strike six enemies with Multiattack if their pistol only has five shots!

Hardcore
Prereq: Resistance 8 and/or Resolve 8
With Resistance 8, the character can continue making checks in a physical attribute, even if it has hit zero or a negative value. With Resolve 8, the character can continue making checks in a mental attribute, even if it has hit zero or a negative value.

Headbutt
Prereq: Resistance 5
As a free action once per turn, when engaged in Melee, the character and their opponent make an opposed Resistance check; the winner deals damage to the loser equal to one of their unarmed Melee single action attacks. Special: Headslam: consume 2HP and double Resistance for the purpose of the check.

Healing Adaptation
Prereq: Medic +2
As a full turn action, the character can allow an adjacent ally to perform a Surge without expending Edge. An ally can only benefit from Adaptation once per day. With Medic +4, the ally's Surge roll gains a further bonus equal to the Healing Adaptation user's Medic rank.

Hostile Mindscape
Prereq: Psi Defence +3
When an enemy psionically attacks the character, the two make an opposed Resolve check and include their respective Psi Defence values as bonuses. The loser parts with an amount of MP equal to the winner's highest mental attribute. Special: Hellish Mindscape: When using Hostile Mindscape, consume 1EP; if the user wins the Resolve check, the enemy also suffers damage/effects equal to those they would have forced upon the character. With Telempathy +4 and Psi Defence +4, using Hellish Mindscape also Maximises the Resolve check.

Human Shield
Prereq: Improved Block, Melee +4
When grappling an opponent, any attacks that miss the character are instead directed against their grapple target. The character also has a +1 bonus to their Evasion for every adjacent enemy, but this bonus cannot be greater than their base Evasion.

Improved Aid
Prereq: Medic +3
When determining the amount of HP healed by First Aid, the character adds their INT to the value.

Improved Arc
Prereq: Melee +3
When making an Arc or Sweep attack, the character deals an amount of bonus damage equal to their Melee to each target, and they may divide the initial damage between 3 enemies as opposed to just 2. At Melee +5, this increases to 4. With Improved Arc, Maximising the initial attack roll will also Maximise the to-hit rolls on the other targets.

Improved Block
Prereq: Block
The character can opt to substitute their Melee PDC dice for Block's usual +Melee bonus to Resistance for the purposes of resisting damage and effects from close-combat attacks/abilities. When an opponent is attempting to move past a character with Block, their maximum move distance is reduced by a number of hexes based off the obstructor's Melee BC.

Improved Charge
Prereq: AGI 4 OR Melee +3
The character's charges gain a further damage bonus equal to their AGI, and they may move as if running rather than making a standard movement. Special: Greater Charge: consume 4HP and deal further bonus damage equal to their AGI + Melee when charging. Cooldown 6 turns, reduced by half the user's AGI. A character with Martial Strength or Martial Focus can use their STR/FOC in place of their AGI for this aspect's calculations.

Improved Critical [Speciality]
Prereq: Speciality's core attribute 5+
The character's critical successes/critical hit damages in the chosen speciality are 50% higher. This also applies to to-hit/skill rolls, changing the bonus from +50 to +75.

Improved Feint
Prereq: Social +4
The Feint talent can now also be used with saving throws versus hostile effects (but not damage or environmental hazards! - for example, with Resistance it is possible to picture how someone could nullify a Body Slam's stagger effect with a lucky Feint reroll, but a grenade or collapsing roof doesn't care how well you can read people).

Improved Stimulants
Prereq: Medic +3
The character's crafted stimulants are now twice as effective. Healing stimulants are now [PDC-1] instead of [PDC-2], and include their creator's Medic rank as a static bonus.

Improved Survive
Prereq: Resistance 8 and/or Resolve 8
With Resistance 8, the character recovers 2N or 4T injuries when using Survive. With Resolve 8, the character recovers 2N or 4T trauma when using Survive.

Improved Toughness
Prereq: Toughness
Rather than being based off speciality rank alone, the character's total Resistance value now acts like armour; an automatic damage reduction as well as being attached to a saving throw. Note, however, that weapons and attacks that bypass Resistance will ignore the character's Resistance as normal.

Increased Critical [Speciality]
Prereq: Speciality's core attribute 5+
The character's critical chance in the chosen speciality is increased by 1% for every point in the speciality's base competency (total modifier /10).

Inspire
Prereq: Any Social base competency of 6+
If the character rolls a critical when using the Spur talent, the ally recovers a lost point of Edge even if they failed their roll. Inspire may only be used once per ally per encounter. Inspire also allows the character to give Edge points to allies at will; draining their own Edge at the end of a turn so an ally recovers a point at the start of theirs. Inspire cannot affect allies with Energy instead of standard Edge (mechs, cyborgs).

Killzone
Prereq: Ranged +4
When the character engages enemies at range, they can treat their Ranged attacks as point blank hits for the purposes of all abilities and effects, as long as the target is within 4 hexes of their position. This increases to 5 hexes at Ranged +5.

Legendary [Speciality]
Prereq: Base competency 8+
The character can expend an Edge point to Maximise a check in a particular Speciality; it will be upgraded to a critical success.

Lethal Aim
Prereq: FOC 5, Melee +4 and/or Ranged +4 depending on attack type
When aiming, the character's attack gains further critical chance and critical damage equal to their FOC.

Load Bearing
Prereq: Tech +2
The character can arrange their inventory in the most efficient of manners and knows how to handle large weapons. They gain +1 to their encumbrance limit and they also gain +1 to their STR for the purpose of meeting the prerequisites of heavy weapons or for using the Bracing aspect. These bonuses increase to +2 at Tech +5.

Low Kick
Prereq: AGI 4 OR Melee +3
The character can make an unarmed Melee attack as a free action, but only once per turn. This attack is made by rolling a lone 1d100 for accuracy with no modifiers allowed, and it will deal damage based off the user's Melee base competency if it hits. Low Kick is opposed by Resistance and armour as normal, but it ignores Evasion if the target's AGI is lower than the user's.

Lunge
Prereq: STR 4 OR AGI 4
The character may use a quick (single action) movement to perform charges. Using such a charge does not end the character's turn if they still have actions to spend. A Lunge may benefit from Improved Charge's damage bonus, but it will not count as running.

Maintained Mods
Prereq: Tech +3
At the end of an encounter, the character can make a Tech roll for each of the weapon modifications they have crafted; if they beat a DC of 75, the mods persist for another encounter. The DC increases by 50 for each additional encounter. Maintained Mods does not allow added properties to be stacked, but modifications extended in this fashion will not deduct from the user's total Tech allowance.

Malpractise
Prereq: Anatomical Precision, Medic +4
When Maximising the to-hit chance of an attack directed at an organic enemy, they suffer bonus damage equal to the user's Medic PDC value if the attack connects. Malpractise also applies to critical hits.

Marathon
Prereq: VIT 4
For the purposes of movement, the character may determine the number of hexes they traverse with their VIT rather than their AGI. The character's VIT now determines their maximum number of additional attacks instead of their AGI.

Martial Agility
Prereq: AGI 4, Melee +3
The character may use their AGI instead of their STR for the purposes of using Melee attacks, and meeting the requirements of Melee abilities.

Martial Focus
Prereq: FOC 4, Melee +3
The character may use their FOC instead of their STR for the purposes of using Melee attacks, and meeting the requirements of Melee abilities.

Martial Fusion
Prereq: Two Martial aspects, Melee +5
The character may half the lowest of their Martial attributes and use it as a bonus to-hit and for damage. E.g., with Martial Focus and Martial Agility and a FOC of 4 and an AGI of 5, the character would add a further +20 to accuracy and +2 to damage.

Martial Strength
Prereq: STR 4, Melee +3
The character's STR now serves as the core attribute for any Melee attack or requirement for a Melee weapon, even if another attribute would normally apply. Martial Strength does not apply for the purposes of meeting aspect prerequisites, but it will allow STR to be used in place of AGI or FOC for damage bonuses (for example, Improved Charge would still require the user to have AGI 4, but the bonus damage when charging could come from the user's STR).

Massive Critical [Speciality]
Prereq: Improved Critical [Speciality], Speciality +5
The character's critical successes/critical hit damages in the chosen speciality are 100% higher. This aspect voids the effect of Improved Critical.

Mech Fighter
Prereq: Tech +2
The character's Tech speciality now serves as a to-hit bonus versus mechs (cyborgs, robots, power-armoured opponents), although it cannot be more than the attack's existing to-hit modifier (i.e., their Ranged or Melee base competency). When the character critically hits a mech, their Tech speciality serves as a further damage bonus.

Mechhunter
Prereq: Mech Fighter
The character's Tech speciality now serves as a damage bonus versus mechs and other high-tech opponents. When mechs attack the character, their attacks suffer a -10 accuracy penalty, increasing to -20 at Tech +5. If the character also has Called Attack, they may specify which of their target's energy (Edge) points they wish to remove when dealing EM damage (i.e., reducing attributes or removing abilities of their choice).

Mental Complexity
Prereq: Resolve 6
The character’s formidable mind is tough for any psychic to crack. They gain a bonus to their Psi Defence equal to half of their INT- this bonus must be less than the character’s Willpower, and will not apply if the character runs out of MP. Special: Intellectual Wall: the character can expend 4MP and gain a further bonus to their Psi Defence for the duration of the encounter. This bonus is equal to their INT and will decrease by one point per turn. This power cannot be stacked, and will immediately end if the user runs out of MP.

Mental Fortification
Prereq: Psi Defence +2
The character's Resolve now acts like Psi Defence; an automatic damage reduction versus psionic damage as well as being attached to a saving throw. Note, however, that attacks and abilities that bypass Resolve will ignore the character's Resolve as normal, and that the amount of Resolve that now acts like Psi Defence cannot be greater than the user's WIL. Mental Fortification will not function once the character has run out of MP.

Motivate
Prereq: Social +2, WIL 5
When attempting to use the Spur talent on an ally, the bonus is now equal to half the character's Social (up to a max of +25/+3). Even if the Spur attempt fails, the ally will benefit from the usual +10/+1 bonus.

Multiattack
Prereq: Melee +5, Improved Arc OR AGI 7
When using the Arc talent, the targets need only be adjacent to the character, not each other. As a full turn action, the character may direct a single action Melee attack against every enemy that is adjacent to them. Special: Reave: consume an Edge point and Maximise the damage or to-hit of all the attacks made with Multiattack/Arc.

Myriad Mind
Prereq: INT 6 or Dedicant INT
The character can Empower any check using their INT as the base attribute, expending MP even when applying bonuses to physical abilities.

Overload
Prereq: Advanced Sabotage
As a full-turn action, the character can deal their Tech PDC in EM damage to a target within 5 hexes of their position.

Patient Attack
Prereq: FOC 5 OR WIL 5
The character can opt to come last in the turn order, and Maximise their damage or to-hit roll for their first turn. They must declare this intention before rolling Reactions. With FOC 6 and WIL 6, the character can Maximise their damage or to-hit roll for every turn in the encounter, although they lose this benefit if they opt to be affected by abilities that would normally move them further up the action order. If multiple characters use Patient Attack, those with the highest base Reactions will be further up the turn order.

Perfect Aim
Prereq: Careful Aim, FOC 7
The character gains a further +50 to-hit on top of their extant bonuses when aiming. This bonus also applies to critical hits, but it cannot apply twice to the same attack!

Point Blank
Prereq: Melee +2, Ranged +2
Enemy Melee specialities no longer impose Ranged penalties on the character when they engage targets at point blank range. When a weapon allows a damage bonus at point blank range, the bonus damage is 50% higher. Ranged attacks that can not normally be used on enemies occupying hexes adjacent to the character (such as full auto attacks) can now be used regardless of their minimum range.

Power Strike
Prereq: STR 4, Melee +2
To-hit modifiers are halved rather than removed when using the Power Attack talent. When Maximising the damage of a Melee attack by spending an Edge point, the Power Attack's bonus damage can apply without penalties.

Prediction
Prereq: INT 5, Ranged +1, Evasion +1 OR Myriad Mind
The character can use their Analysis speciality as a bonus to their Evasion and Ranged. This bonus may not be more than their AGI or FOC respectively. Prediction's bonuses will not function if the character's INT dips below 5, and they do not apply against attackers/targets with greater INT than the character.

Psychout
Prereq: Any Social base competency of 6+
If the character rolls a critical when using the Taunt talent, the target loses a point of Edge even if they beat the penalty roll. Psychout may only be used once per enemy per encounter. Psychout cannot affect enemies with Energy instead of standard Edge (mechs, cyborgs).

Presence
Prereq: Social +2, WIL 5
Whether it's because they're charming or terrifying, enemies are uneasy about attacking the character. If an attacker has been successfully affected by the Taunt talent during the encounter and has less Resolve than the character, they suffer a to-hit penalty against the character equal to the character's Social value. This ability is ineffectual versus non-biological enemies.

Punisher
Prereq: STR 4 OR WIL 4
When an enemy is occupying a hex adjacent to the character and moves away from it (intentionally or otherwise), the two make an opposed Reactions check. If the character wins they may opt to expend 2HP and gain an additional SA to attack or restrain the enemy with. A restrained enemy cannot move unless they pass an opposed STR check, whereas if the enemy is attacked they may continue to move even if they take damage. An enemy may only be restrained if the character has at least one hand free.

Quick Draw
Prereq: Reactions 6
The character may equip or unequip one-handed weapons (pistols, knives, etc.) as a free action. This includes switching from one equipped weapon to another.

Quick Witted
Prereq: Sense +2 OR Analysis +2
The character may use their INT instead of their AGI/FOC when determining their Reactions.

Rapid Fire
Prereq: Ranged +2
For the purposes of reducing accuracy and damage penalties when hurrying an attack, the character's Ranged is considered to be twice as high, reducing the penalties to a minimum of -10/-1. Special: Snap Shot: Perform a single action Ranged attack as a free action. Cooldown 8 turns, reduced by the user's Ranged. Snap Shot may also be triggered by and in addition to the Overwatch talent.

Readiness
Prereq: Social +2, Analysis +2, FOC 5
When the character expends an Edge point to Maximise their Reactions roll at the start of an encounter, all allies present can add the character's Analysis PDC to their own Reactions rolls for the one-time purpose of establishing turn order.

Rush
Prereq: AGI 3, Melee +2
When using one-handed Melee weapons (or when unarmed), the character has bonus Reactions equal to their Melee rank. This bonus applies only for determining attack order, and only for as long as the character has appropriate weapons equipped. Rush will not function with heavy armour and will not stack with extant Reactions bonuses linked to a weapon.

Scramble Weapon
Prereq: Tech +3
The character's critical hits will drain an enemy's current weapon of all its charges. Special: Short Circuit: When Maximising an attack's to-hit chance, this effect occurs automatically. Cooldown 8 turns, reduced by the character's Tech.

Shootist
Prereq: FOC 5, Ranged +4
If the character's equipped Ranged weapon deals less damage than their Ranged PDC, they may roll for damage using their Ranged PDC instead- while maintaining any damage modifiers and properties (armour piercing/Resistance piercing etc.) inherent to the weapon. When making a Ranged attack with a non-standard or improvised weapon (throwing rocks, unwieldy objects, etc) a character with Shootist uses their Ranged PDC for damage if it is higher than the object's usual amount.

Shred
Prereq: Tear, Melee +3
When two attacks hit, both they and the bonus Tear damage bypass further Resistance; they gain bonus RP of 10+[Melee*2]. On a critical hit in Melee, the Tear aspect now triggers, dealing the bonus damage and granting the RP increase. With Shred and Melee +5, the Tear damage is increased from [PDC-1] to PDC.

Shroud Signal
Prereq: Tech +3
High-tech hostiles have a -10 to-hit penalty versus the character and all allies in a 2-hex radius. The character and their allies have a +1 bonus to their Stealth versus high-tech sensory methods. Effect radius and penalty/bonus are doubled at Tech +5.

Sniper
Prereq: FOC 6, Ranged +4,
When making a Ranged attack, the user is still constrained by the weapon's maximum range, but will suffer no accuracy or damage penalties when firing at targets beyond its effective range.

Spotter
Prereq: FOC 4, Sense +2
When the character's Ranged attack misses a target or fails to cause damage, the next time an ally attacks that target they're granted an accuracy bonus equal to the user's Ranged or Sense, whichever is higher. The character can also examine a target (i.e., gain the Spotter bonus without attacking) by expending a double action.

Sprinting
Prereq: AGI 4
When running, the character's innate Evasion bonus is now tripled for the purposes of enemies trying to engage with Ranged attacks (i.e., Evasion +3 is treated as Evasion +9), and the number of hexes they move is increased by a value equal to half their AGI.

Stat!
Prereq: Medic +2
All beneficial Medic abilities can now be performed with one action less than normal, to a minimum of a single action.

Steady Shot
Prereq: STR 3 and FOC 3 OR Bracing
When aiming, a subsequent Ranged attack made in the same turn with the same weapon benefits from the action as well as the first.

Steadfast
Prereq: WIL 4
When the character is made to take a Resolve check (i.e., they did not initiate it themselves) and they pass that check, the severity of all their traumas is reduced by 1 point. This increases to 2 points at WIL 6.

Storm
Prereq: AGI 6, Melee +4
Every turn, the character is allowed an additional single action Melee attack. At AGI 8 and Melee +5, this increases to two additional actions.

Sustained Fire
Prereq: Ranged +3
Every subsequent Ranged attack against the same target deals +1 damage and has a +10 bonus to hit. These bonuses accumulate but are lost if the character misses an attack.

Tankbuster
Prereq: Ranged +2 and/or Melee +2
When the character makes an attack, it gains bonus AP equal to their Ranged or Melee speciality respectively. In addition, the AP value of a character's attack is now tripled in the case of a critical hit, rather than doubled as normal. When combined with Anatomical Precision, the user's attacks also bypass an amount of Resistance equal to their Medic value. When combined with Mech Fighter, the user's attacks also bypass an amount of armour equal to their Tech value.

Takedown
Prereq: STR 4 OR Melee +3
The character may Maximise the damage of a charging Melee attack without expending Edge, but the character takes damage equal to half of what they directed against their target. This damage is reduced by Resistance and armour as normal.

Tear
Prereq: AGI 3, Melee +2 OR STR 3, Melee +2
When two attacks connect, the enemy takes bonus damage equal to the attacker's Melee PDC-1. This damage keeps the properties of the weapon for purposes of damage type and armour piercing etc.

Thrust Kick
Prereq: Melee +3
When using the Snap Kick talent, the character deals damage as normal and the enemy is knocked back an additional hex.

Toughness
Prereq: VIT 5 OR STR 5
The character's Resistance speciality now acts like armour; an automatic damage reduction as well as being attached to a saving throw. Note, however, that weapons and attacks that bypass Resistance will ignore the character's Resistance as normal.

Triage
Prereq: Medic +3
The dice of the character's Heal roll are always assumed to show their average value or higher (3 on a d6, and so on). This also applies to the use of healing stimulants. Special: Greater Heal: When Maximising their Heal attempt, the character's target can also benefit from a free Surge.

Vigour
Prereq: VIT 6
When spending an EP to perform a Surge, the character reduces the cooldown of expended physical abilities (HP draining) by a number of turns equal to their base Edge.

Vim
Prereq: WIL 6
When spending an EP to perform a Surge, the character reduces the cooldown of expended mental abilities (MP draining) by a number of turns equal to their base Edge.

Warlord
Prereq: Social +4
Successful Spur/Taunt checks now grant +5% critical hit or critical miss chance respectively.

Weighty
Prereq: STR 4
The character's equipment encumbrance acts as a bonus to their charges and it also increases their Resistance for the purposes of opposing and initiating knockback and stagger effects (such as using or opposing Body Slam). If the character has no encumbrance-increasing equipment on their person, they still have a +1 bonus in the aforementioned fields.

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