Armournaut

9. Abilities

a guide of abilities that players can use in their sessions

Abilities

Abilities are expressions of experience that allow crafty Armournauts to gain edge over their opponents on and off the battlefield. They utilize Grit, Technique, Reason, Cunning and Diligence and are more limited active powers than talents. They will typically require a successful test to take effect. How often they can be used is directly tied to your character's attributes 

Upon character creation each character gains a number of abilities equal to their tier + rank, note that they also gain background ability which is separate from regular abilities. additional abilities can be acquired through gameplay or through talents. You may only have a number of abilities up to your skill value in their particular skill. For instance if your melee skill value is 2 then you may only have 2 melee abilities. Additionally you may not have abilities for skills that’s associated attribute value is less than 3. For instance if your grit was 2 you may not have abilities for melee, athletics, endurance and demand skills. 

When abilities are used roll a d6 on any other result than a 6 they are expended and cannot be used again until replenished. Background abilities are replenished on a 4+ instead.  You may have multiple copies of a given ability to use it more once but each version of the ability if used cannot be used until replenished. Abilities are replenished through the recover downtime ability.

Grit

MELEE

Stunning Strike: (Brief), After you've hit with a Melee attack, spend a brief action. Targets hit by this attack must make a successful Endurance test (DS equal to the number of successes) or suffer the Stunned status.

Haymaker: (Tactical), You make an unarmed strike as a tactical action. Results of the damage die have +1 to the result.

Uppercut: (Tactical), You make an unarmed strike as a tactical action. Targets hit by this attack must make a successful Endurance test (DS equal to your attack roll) or suffer Exposed 1 until the start of your next turn.

Monk Hand: (Reflex), As a reflex action, you may catch a thrown weapon or a tossed individual or object. You may then immediately throw or toss these as a free action.

Jab: (Brief), You make an unarmed attack as a brief action. Your unarmed attacks gain the Swift weapon trait for the rest of the scene or encounter.

Axe Kick: (Tactical), You make an unarmed attack as a tactical action. Targets damaged by this attack must pass an Endurance test (DS equal to your attack roll) or acquire a Severity 2 Brain Injury. If you miss with this attack, then your target may attack you as a reflex action.

Dirty Kick:  (Free), After you've hit with an unarmed attack, spend a free action. The attack gains the Knockdown (Grit) trait.

Head Butt: (Tactical), You make an unarmed attack as a tactical action. Targets hit by this suffer the Dazed status.

Straight: (Free), After you've hit with an unarmed attack, spend a free action. You make an additional unarmed attack with the Reliable trait.

Drop Kick: (Tactical), As a tactical action, you may move, dash, and make an unarmed attack. Targets your size or smaller hit by this attack are knocked prone if you hit. If you miss with this attack, you fall prone.

Heavy Strike: (Tactical), You make a melee attack as a tactical action with the Heavy Weapon, and Piercing (Grit) traits.

Parry: (Reflex), As a reflex action to a melee attack, you can roll a Melee skill test. If your test exceeds the incoming attack, the attack is negated.

Excruciating Strike: (Brief), After you've hit with an melee attack, spend a brief action. The target must roll a Resolve test with a DS equal to your hit roll. If they fail, they suffer a DS penalty equal to your Technique until the end of their next turn.

Counter: (Reflex), As a reflex action, make a melee attack in response to being attacked.

Bleed: (Tactical), As a tactical action, make a melee attack with the Hemorrhage (Grit) trait.

Sweep: (Tactical), As a tactical action, make a melee attack with the Cleave (Grit) trait.

Fend: (Brief), as a brief action, increase the damage of a melee weapon by its range value against non adjacent targets for the next attack. 

ATHLETICS

Venti Stroke: (Free), Athletics Test. Until the end of the current scene, Increase your speed by successes and ignore the movement penalties of swimming and Zero-G. You may vault from the surface of water.

Bodhisattva Vault: (Brief), You make an immediate Vault as a brief action.

Frankensteiner: (Brief), You make an immediate contested Athletics test against a grappled target as a brief action. If successful, they are knocked prone and may not take tactical actions until the start of your next turn.

Hop Knee: (Brief), After making a successful melee attack, you may make an unarmed attack as a brief action. The target is moved a number of spaces away from you equal to the number of wounds they take.

Power Bomb: (Tactical), You make an immediate contested Athletics test against a grappled target as a tactical action. If successful, your target is knocked prone and suffers the Stunned status until the start of your next turn.

Contender: (Free), You may add a number of bonus dice equal to your Endurance skill to an Athletics skill test.

Spear Tackle: (Tactical), As a tactical action, you make a move, dash, and grapple. If you miss with this grapple attempt, you fall prone.

Khando Drop: (Tactical), As a tactical action, you can force a target within melee range to pass an Endurance test equal to their own AV or suffer the Crushed status until they remove their armour.

Yari Counter: (Reflex), As a reflex action when being attacked by a melee weapon that has a range value greater than melee, you make an immediate Melee skill test. If your score exceeds that of the incoming attack, you immediately disarm your attacker and can perform a free action grapple and attack.

Wound Gouge: (Free), You make an Athletics test against the Endurance of a grappled target as a free action. If your target fails, they increase severity of all conditions by 1.

Dodge: (Reflex), As a reflex action, you may increase your Defense by half your Athletics skill value for incoming melee attacks until the start of your next turn.

Fancy Footwork: (Manoeuvre), As a Manoeuvre action, you may add your Speed to your Defense until the start of your next turn and make an immediate disengage.

Thunder Toss:  (Brief), Make an immediate Toss with the Concussive (4) trait.

Choke: (Free), As a Free action, make a contested Athletics test against a target you are grappling. If your score exceeds that of your target's, you inflict the Suffocating status for as long as you grapple them.

Dominate: (Free), As a Free action, make a contested Athletics test against a target you are pinning. If your score exceeds that of your target's, you inflict the Crushed status for as long as you pin them.

Armbar: (Manoeuvre), As a manoeuvre, make a contested Athletics test against a target you are grappling. If your score exceeds that of your target's, you inflict a Severity 2 Arm Injury condition on them.

Gouge: (Tactical), As a tactical action, you make a contested Athletics check against a grappled opponent. If you succeed, you inflict a Severity 1 Eye Damage condition on them.

Back Step: (Free), As a free action, you immediately disengage.

Smear: (Brief), As a brief action, you can toss a grappled opponent. If their movement is stopped by anything, they take twice as much damage as they normally would.

Disarm: (free), As a free action, make a contested Athletics test against a target you are grappling. If your score exceeds that of your target's, then you disarm them.

Pivot: (Reflex), As a reflex action, roll an Athletics test and reduce incoming damage from an attack by half the number of successes. If you take damage after resolving the pivot, you are considered prone.

Side Step:  (Reflex), As a reflex action in response to an incoming attack, make an immediate move at half speed that happens before the incoming attack lands. This movement can still trigger ripostes and trips. 

ENDURANCE

Sea Legs: (Free), You can move in zero-g without any specialized equipment and suffer no penalties on skill tests related to being in zero-g for the rest of the current scene, additionally  you increase your defence by 1 for rest of the scene or encounter.

Respite: (Free), Restore 1+d3 wounds after 6 hours of sleep.

Catch Breath: (Free), Restore 1+d3 Vigour after 5 minutes of rest.

Bite Down Hard: (Free), Ignore penalties of all Severity 1 physical conditions for a number of hours equal to your Endurance skill value.

Vacuum Swimmer: (Free), You are immune to any damage or conditions caused by being exposed to the vacuum of space until the start of your next turn.

Stone Hands: (Tactical), Make an immediate unarmed melee attack and increase its damage or AP value by the amount of Vigour you expend in making the attack.

Diamondback: (Free), For the rest of the scene or encounter, you may expend Vigour to increase your Resilience by the amount of Vigour expended. All conditions acquired during this time are immediately Severity 2.

Gridiron: (Manoeuvre), Make an immediate Ram and ignore any damage inflicted on your character from all sources until the turn you have used this ability ends.

All-Out: (Free), You may increase your Speed value by a value equal to the Vigour you expend. Your speed remains increased for the rest of the scene or encounter. You may not regain Vigour for the rest of the scene or encounter.

Second Wind: (Free), Immediately gain 1 wound or 1 Vigour.

Onslaught: (Free), You may expend d3 Vigour to add half your Endurance skill value to AP for your next attack made with a heavy weapon.

Slayer: (Free), You may expend d3 Vigour to add your Resilience value as damage to the next attack you make with a melee weapon if your AV equals zero.

Flinch: (Reflex), As a reflex action in response to acquiring a physical condition, you may expend Vigour to instead acquire a Severity 1 Arm or Leg injury condition.

All Nighter: (Free), You may ignore exhaustion for the rest of the encounter or scene.

Diver: (Free), You double the length of time you may hold your breath for the rest of the scene or encounter.

Rub Mud on It: (Free), Reduce the severity of a physical condition permanently.

Shrug It Off: (Reflex), As a reflex action, halve incoming wounds.

Iron Guts: (Free), As a free action, double your dice pool for an Endurance skill test that involves you eating or drinking something.

Rad Proof: (Reflex), As a reflex action, reroll an Endurance skill test that involves resisting the effects of radiation.

High G Hero: (Brief), As a brief action, roll an Endurance test. If the number of successes equals or exceeds the current G, you are considered to be in 1 G instead.

DEMAND

Crowd Control: (Free), For the rest of the scene, you suffer no multi-target penalty for any Demand skill test.

Spokesperson: (Free), After you succeed on a Demand test, you make an immediate free narrative declaration regarding the outcome of that test.

Bully: (Free), Gain +Rank bonus dice on a Demand skill test for targets that you have already made a previously successful Demand test against.

Demean: (Free), Gain bonus dice in a Demand skill test equal to the number of people in a scene witnessing the test, up to a maximum of your Demand skill value.

Bait: (Free), Make an immediate Demand skill test vs your target's Insight skill value. If you succeed, they become overtly hostile to you and will attempt to initiate combat with you. The actions of other characters (player and otherwise) can prevent this from happening.

Acerbic Taunt: (Free), Make an immediate Demand skill test vs your target's Resolve skill value. If you succeed, you gain a Defense bonus equal to the number of excess successes you have rolled.

Masterful Goad: (Free), Make an immediate Demand skill test vs your target's Insight. If you succeed, the next action they take in the scene/encounter must be of a type you specify (i.e., attack, move, use a skill).

All or Nothing: (Free), Make an immediate Demand test. Gain an additional 3 successes if you roll a six on the chronicle die. Minus 3 successes if you roll a one on the chronicle die.

Drive a Hard Bargain: (Free), Make an immediate Demand test. Gain a number of bonus dice equal to half your Persuasion skill value.

Torment: (Free), Make an immediate Demand test against your target's Resolve. If you succeed, you gain a number of bonus dice equal to the difference between your and the target's Grit scores.

Bigger Fish: (Free), Make an immediate Demand skill test, adding +1 to die results against a target that has Grit as a core attribute.

Militate: (Free), Make an immediate Demand skill test with half DS if you are trying to stop or dissuade a target from a course of action. You cannot use this to suggest a course of action.

Technique 

SMALL ARMS

Snipe: (Brief), Add bonus die equal to your small arms skill value to the next Small Arms skill test for which you also take the Aim action against a marked target.

Kneecap: (Brief), Make a contested Small Arms skill test against a target's Endurance. If you succeed, your target acquires a Severity 2 Leg Injury, if you rolled a 6 on the chronicle die they acquire a second severity 2 leg condition.

Disarming Shot: (Brief), Make a contested  Small Arms skill test against a target's Endurance. If you succeed, your target drops their weapon, you designate a direction for the weapon to be moved away from them equal to number of spaces up to your small arms skill value.  

Salvo: (Full), Make a ranged attack with the AoE (Small Arms) trait. 

Suppression Blanket: (Brief), You suppress a number of targets equal to your small arms skill value. 

Try Me: (Reflex), In response to a target taking an action, make an immediate ranged attack against a target, this attack has damage value 0. The target must pass a resolve skill test equal to successes on your attack test or fail the action they have taken. 

Return Fire: (Reflex), Make a ranged attack in response to an incoming ranged attack (this resolves after the triggering attack).

Blindfire: (Free), While in cover, make a ranged attack with a DS penalty equal to the cover you are in. After this attack resolves you double your cover bonus until the start of your next turn. 

Parting Shot: (Manoeuvre), Make a disengage, then make a ranged attack with small arms against any targets you were originally within melee range of. 

Field Strip & Clean: (Full), Until next down time, you may replace 1 weapon trait value on a weapon with your small arms skill value.

Favourite Firearm: (Free), You may designate one personal ranged weapon to gain the Reliable weapon and mob killer (small arms) weapon traits, this lasts until next downtime.

Test Nerves: (Reflex), When an eligible target would fail a resolve skill test they may reroll, if they fail then you make a gunnery attack against them.

Pour It On: (Brief),  For your next ranged attack you may activate a number of traits equal to your small arms skill value without boosting. 

Feeling Lucky Punk?: (Free), For the rest of the scene or encounter ranged weapons add or increase piercing (x) by limited (x) value, weapons with reload (x) always crit.

The One: (Manoeuvre), Make a vault test, measure a number of spaces equal to your small arms around your final position, then make a multi target small arms attack against targets within this radius, ignore multi target penalty. 

SURVIVAL

Ragtag: (Free), You immediately recover 1 Vigour and ignore any DS penalties associated with using damaged or scavenged equipment until you rest.

Forage: (Full), You may reroll a Survival test that involves sourcing food or water.

Craft: (Full), You can use this skill to craft a weapon or piece of armour with the Primitive trait.

Careful Preparation: (Full), You designate a source of water or food and roll a Survival test. Anyone consuming that food or water may use your Survival roll in place of any Endurance rolls they would have to make for it being contaminated or unsafe to consume.

Tame: (Free), Halve the DS for any one test made to tame or influence the behavior of an animal.

Track: (Free), Halve the DS for any one test made to identify tracks.

Signal Help:  (Full), Gain 3 automatic successes for any Survival test made to signal for help.

Camouflage: (Free), You may use Survival instead of Stealth in any one Stealth test.

Create Shelter: (Full), Halve the DS for any one Survival test to create a shelter.

Desperate Measures: (Full), You can ward off starvation for an additional day.

Hard Knock Life: (Free), Make a Survival test. You may add a number of bonus dice equal to your Endurance value.

Wilderness Medicine: (Brief), Make an immediate Aid test. You may add half of your Survival skill value to an Aid test. You suffer no penalty for lacking appropriate equipment for this test.

Improvise: (Free),  You receive no penalty for not having appropriate equipment for the next temporize, treatment, or diagnosis test you make for a physical condition.

STEALTH

Disappear: (Brief), Make an immediate attempt to hide, even if you are not in cover or obscured.

Freeze: (Reflex), If you are discovered while hidden, you can force a reroll of the Detect test. If you are still detected by the reroll, then you are paralysed until the start of your next turn.

Mimic: (Brief), You can vocally or visibly impersonate another by making a Stealth test vs a target's Insight.

Strike and Shroud: (Reflex), In response to a successful critical strike your target, increase your defence by your stealth skill value for the rest of the scene or encounter. 

Melt Away: (Manoeuvre), While not on a vehicle and hidden, you may move from the Flash Point to the AO from any point on the battle map. You may also move from the AO onto the Flash Point on any space on the battle map, provided you meet the requirements for being hidden in that space.

Lure: (Brief), Roll a Stealth skill test vs a target within line of sight. If they fail, they move to a point you designate as they try to investigate. The space you lure them to cannot be obviously dangerous, such as off a cliff or onto a known land mine.

Ambient Strike: (Tactical), Make an immediate attack test. If you succeed, your attack and target are not noticed even if you normally would be.

Perfect Strike: (Tactical), If you are hidden, make an immediate attack test. This attack counts as rolling a 6 on the chronicle die.

Debilitating Strike: (Free), if you are hidden and have just rolled a critical hit against a target, then you inflict d6 additional conditions on that target.

Precision Strike: (Free),  if you are hidden and have just rolled a critical hit against a target, then instead of rolling, you may specify which condition is inflicted.

Off Guard: (Tactical),  if you are hidden, make an immediate attack test. Your target cannot benefit from AV and reduces their defence by your stealth skill value from this attack.

Nightmarish Assault: (Free),  After successfully hitting a target, you can make anyone that witnessed the attack roll a Resolve skill test against your Stealth. If they fail, they suffer Terrified (stealth) for the rest of the encounter.

Conceal: (Free), a number of weapons equal to your stealth skill value gain the concealable weapon trait for the rest of the scene or encounter. 

Follow My Lead: (Free), You may apply the results of your stealth test to a number of non-hostile targets equal to your stealth skill value. 

Startle: (Reflex), While you are hidden, in response to a target making or using an ability a test make a stealth test in contest with the result, if successful the action or ability fails. 

PILOTING

Afterburner: (Manoeuvre), While piloting a vehicle, you make an immediate disengage and speed equal to your piloting skill value, any space you move over becomes a hazard that inflict Burning(Piloting). 

Stunt: (Brief), While in any vehicle you may make an immediate vault and ram in either order. 

High Speed Ram: (Free), While piloting a vehicle, you may add the Knockdown (piloting) trait to your next ram, this also counts as a critical hit on target.

Bulldoze: (Brief), While piloting a vehicle, make an immediate Trample, tramples you until the start of your next turn gain the demolition trait. 

Zunbox Manoeuvre: (Brief), While piloting a MOA, make an immediate Toss action regardless of size, increase damage for toss by their tonnage value. All damage taken as a result is applied to a segment of your choice instead of being determined randomly.

Jink: (Reflex), While in any vehicle, in response to an attack while piloting a vehicle, make an immediate vault test.

Throttle: (Brief), Increase your speed by your piloting skill value to vehicle speed until the next round. 

Evasive Manoeuvres:  (Reflex), You roll an Piloting skill test instead of defence for an evade action.  

Hull Down: (Brief), You and anything within range equal to your piloting skill value gains the benefits of full cover and is obscured. 

Chaff: (Free), In response to a vehicle you are piloting taking damage, you may roll an immediate fortitude for the vehicle using piloting skill in place of fortitude, you don't lose vigour. Additionally You clear marked and any attempts to mark you must successfully contest your piloting rather than defence until the start of your next turn. 

Wheelman: (Free), You may assist any occupant of a vehicle you are piloting with your piloting skill value.  

Back Seat Drivers: (Free), While you are piloting a vehicle any occupant may assist you on a piloting skill test, this ignores the limit to how many people can assist you. 

That'll Buff Right Out: (Free), You restore 1 piece of broken equipment or restore a number of HP equal to your piloting skill value to a segment of your choice. 

Here Boy!: (Full), If your vehicle is in theatre range you remotely pilot it to your position, it arrives immediately if its within AO range or it arrives at the start of your next turn if its within theatre range. 

Limping Beast: (Free), If you are piloting a vehicle, you may, as a reflex action, stop one of your vehicle segments from being damaged. You elect one piece of equipment in that segment to be lost instead and regain 1 HP. 

Reason 

KNOWLEDGE

Astute: (Free), After succeeding on a Knowledge test, you gain or grant a chronicle point.

Polymath: (Free), You may add double rank bonus die to a knowledge test.

Focus: (Reflex),  Add + 1 to a die result a number of times equal to double your knowledge skill value. 

Deduction:  (Free), The GM tells you what a target wants and is willing to do for it, along with what they are going to do next during this scene or encounter. 

Savant Moment: (Reflex), Instead of rolling on a current skill test use the result of the last skill test. 

Fresh Perspective: (Free), Make an immediate Knowledge test in place of a skill test of your choice.

Battle Of Whit's:  (Free), Make a contested knowledge test against a target, if you are successful they suffer the dazed status. 

Geek Out: (Free), Make a contested knowledge test against a targets resolve, if successful you inflict the exhausted (1) status.

Confer: (Free), You may change a skill test into a collective test that each player can contribute to by rolling a skill test of their choice and adding all successes together against the original DS.  

Theory and Praxis: (Free), As a free action, you may assist yourself with Knowledge on a skill test. If you fail the test you are assisting yourself with, then you automatically roll complications on any use of the skill.

Outside the Box: (Free), As a free action, for the rest of an encounter when you make a skill test against the target, you may treat the value of one statistic of the target as the value of another statistic (Such making an attack against the targets 3 idef instead of 10Def, or damage against its 6 speed instead of 15 Resilience.)

Correct: (Reflex), As a reflex action, when another character would fail a skill test roll a knowledge skill test against the same DS, you grant a success for each success you achieve above the target DS.

ENGINEERING

Tinkering: (Free),  You may give a  number of weapons or armour equal to your engineering skill value a weapon or armour mod. 

Battle Mod: (Free), You may swap out all augmented traits on one weapon or piece of armour and replace them with another trait, values are set by the original the original augmentor.  

Remove Safeties: (Brief), Make an immediate engineering test with DS equal to the damage of the weapon. The weapon gains an Overcharge (engineering) and Overheats (engineering).

Improvised Explosive: (Full), Roll a an engineering test construct an improvised explosive weapon with number of successes determining the damage value of the bomb, every 6 rolled determines the AP value and AoE value. The DD value is equal to your engineering skill value. The improvised explosive has the bomb (engineering) and  limited (1) weapon trait and you may choose to give the mine or grenade weapon traits. This weapon may be augmented. 

Overclock: (Full), Roll a DS 7 Engineering check. If you succeed, you add the Limited (engineering) and the Heavy Weapon trait to a personal weapon or the Capital weapon trait to a Size 3 weapon. 

Patch Job: (Tactical), You may roll an engineering skill test on a target vehicle with each success restoring a lost HP.

Come On Old Girl: (Reflex), In response to a vehicle you are an occupant taking damage, you may roll an immediate fortitude for the vehicle using engineering skill in place of fortitude, you still lose vigour.

Back to the Drawing Board (Free): You may reroll a failed engineer test.    

Meticulous Maintenance: (Reflex), In response to a maintenance reduce maintenance cost by 10000cs multiplied number of successes on engineering skill test. 

Tuning: (Free), On a target vehicle increase 1 vehicle statistic by your engineering skill value and decrease another by the same amount for the rest of the scene or encounter, each statistic can only be affected once by this ability at a time.

Prototype: (Free), Increase the damage value of the weapon by your engineering skill value, the weapon destroys itself the first time it is used as a part of an attack. 

Tough Work: (Free), Make an immediate Engineering skill test and adding your vigour value as bonus die.

Final Product: (Free), Make an engineering skill test on a piece of equipment that has been augmented with a DS equal to the combined sum of trait values. If successful you reclaim all augmentation points from it it current augmentations are made permanent and not longer need to be maintained and it cannot be alter further by augmentations.  

Invention: (Free), Create a device that can be equipped  it provides a bonus die to skill test of your choice equal to your engineering skill value. This counts as use of 1 of your augmentation points, it can only be equipped in the accessory slot. The invention cannot be augmented.

Hard Restart: (Free), If a vehicle you are an occupant in has compromised systems you can roll a contested engineering test against the interfacing of the target who who comprised the systems. If successful you clear 1 compromised piece of equipment and 1 additional compromised piece of equipment per success exceeding the opponents result. 

INTERFACING

Sacrificial Pawn: (Reflex) You can roll an Interfacing skill test. The attack is performed against one of your drones instead. If your test exceeds the incoming attack, the drone survives.

Cascade Failure: (Brief),  Take the Pervade: Worm action, double the number of systems you have compromised a second time, then immediately deactivate them. 

Coffin: (Manoeuvre), Take the Pervade: Remote_Access_Tool action, occupants cannot exit the vehicle or move internally within it without beating your Interfacing roll with their Interfacing, Engineering, or Subterfuge. Until they have successfully contested this test they also suffer the suffocating status. 

Override: (Reflex), Take the Pervade: Quash action,  instead of making the attack fail you redirect the attack into a target of your choice that is visible to the target of the Quash action.

System Trauma: (Brief), Take the Pervade: Remote_Access_Tool action, destroy one of the two pieces of equipment that you have nominated. 

Sensory Assault: (Brief), Take the Pervade: Nudge action, you inflict the impaired status equal to your interfacing skill value on anyone currently using the control surface or communication & command equipment. 

Stutter: (Reflex), You determine the order in which the target of this ability that has compromised systems spends its actions this round.

Bull Worm: (Brief), Take the Pervade: Worm action,  you force a target to take a ram action against a target of your choice.  

IFF Switch: (Reflex), Take the Pervade: Quash action, characters in different zones from the target treat them as a higher-priority hostile until the end of their next turn.

Smoulder Worm: (Tactical),  Take the Pervade, Worm action, You may roll a contested Interfacing test against a vehicle you have compromised a system of and if successful inflict burning (3) status. 

Script Meister: (Brief), Take the Pervade: Nudge action, you may grant the target an additional tactical action. 

Doyen: (Free), Replicate the use of any ability you posses (including action cost) it originates from a drone you are controlling and uses interfacing skill for any called for tests or values. 

Crash Out: (Brief), take the Pervade: Nudge action, you inflict the frenzied status on the target vehicle pilot until the pilot has been temporised. 

Crow Codes: (Free), For the rest of this turn your pervade action target all comprised personal equipment and vehicles.  

Zzztt...: (Brief), take the Pervade: Denial of Systems action, you inflict the electrocuted status (x) with value equal to compromised personal equipment on target.

INSIGHT

Gauge Disposition: (Free), On a successful Insight test against a target you uncover the target you uncover any reputation modifiers they have in interactions with you and number of other targets equal to your insight skill value. 

Discern Ability: (Free), On a successful Insight test you learn which revealed targets have abilities and you can uncover the exact abilities of a number of targets equal to you insight skill value. 

Discern Motivation: (Free), On a successful Insight test against a target, Your GM answers a number of the following questions equal to success over the target DS about the target and their crew: What they want, what they always do, what they never do, what they reward, what they fear, what keeps them together, who backs them or how could you find out. 

Predict Strike: (Reflex), As a reflex action, you may take the evade action using you insight skill value rather than your defence value for the evade test.

One Step Ahead: (Reflex), As a reflex action when targeted by an ability or skill test but before any test is rolled, you may roll a contested Insight skill test against the opponent targeting you. If you are successful, their ability has no effect on you and they still expend their action. 

Zunbox Reversal: (Full Action), You may prepare yourself for the actions of an opponent until the start of your next turn. A number attacks from adjacent targets up to your insight skill value made against you fail and is instead are directed onto the attacker or another target within an adjacent space to you or your opponent. Additionally you toss all adjacent targets as a free action after resolving their redirected attacks. 

Calculated Risk: (Free), You force all characters within your melee range to roll an attack against you. Instead of resolving these attacks against your defence, you may roll your Insight Skill and use it's successes as your defence value. All attacker that fail to hit you may be disarmed and their weapons broken.

Guerre-Voyance: (Free), As a free action, you may use Insight instead of Detect to find targets within a zone ignoring any range penalties.

Discern Health: (Free), Make an immediate Insight skill test. If you are successful, you are aware of all physical conditions the target has and declare another severity 1 condition that the target acquires.

Discern Wellbeing: (Free), Make an immediate Insight skill test. If you are successful, you are aware of all mental conditions the target has and may declare another severity 1 condition that the target acquires.

Foresight: (Free), Make an immediate Insight skill test. If successful, you can describe an action you plan to take, and the GM must tell you how your target will react to that action.

Emulate: ***(*Free), You may replicate the effects of any ability that has been used by another in the current scene or encounter using insight skill in place of any called for values or tests. You also must obey action use requirements to be able to replicate the effects  

Opening: (Free), You may make a riposte or overwatch on any action taken by a target ignoring triggers and requirement, this attack gain bonus DD equal to your insight skill value. 

Probe: (Free), You make an attack with your insight against a target but the damage value of your weapon is set to 0 for this attack. 

Exploit Pattern: (Tactical), As a tactical action, you make an immediate attack and may use Insight instead of Gunnery, Small Arms, or Melee.

Cunning 

SUBTERFUGE

Booby Trap: (Full), Give a weapon the trap (x) trait equal to your subterfuge value.

Special Blend: (Full), Target a weapon with the Grenade, Mine, or Bomb trait and add one of the following traits:

Slippery Devil: (Reflex), Make an immediate evade test with subterfuge, then resolve a disengage at speed equal to your subterfuge skill value and place a trap or mine in any space you moved over.   

Sucker Punch: (Brief), Make an attack with a concealed weapon.

Grand Reveal: (Free), You make an immediate narrative declaration that includes the “discovery” or “reveal” of a number of traps or mines equal to your subterfuge skill value in the flash point. 

Trick: (Free), After you hit with an attack you inflict impaired (subterfuge) status on a target, you then force them to move at their base speed into a space of your choice. The space you trick them into must be obviously dangerous, such as off a cliff or onto a known land mine.

Prime Placement: (Free), When you make a subterfuge attack that would hit all revealed enemies in a zone each affected target counts as being hit by a critical attack. 

Sabotage: (Free), Make an immediate Subterfuge test against a number of objects, structures, or unpiloted vehicles equal to your subterfuge skill value. You explain how you previously sabotaged it and deal 2 damage per success rolled on the subterfuge test. 

Veiled Action: (Free), You make your next skill test unnoticeable by anyone who isn't the target and has a lower Subterfuge skill value than you.

Double Life: (Free), Anytime you encounter a new faction pick a new name and make a narrative declaration to reveal that this identity has been working for them all along. Make a contested subterfuge vs resolve of the head of the faction any boosted 6s raise your reputation by 1 level. 

Freedom Fighter: (Free), Your subterfuge skill value counts a + rank higher for the rest of this scene or encounter. This does not stack.  

Dead Man's Switch: (Reflex), When you are reduced to zero wounds you can detonate any of your explosives within theatre range.  

Controlled Demolition: (Reflex), In response to making a subterfuge attack for detonating an explosive you can make a number of targets would be affected equal to number of 6s rolled in test immune to the affects of the attack.    

Poison: (Free), add or Increase poison (x) value to weapon with the light weapon trait by amount equal to successes rolled on subterfuge test for the rest of the scene or encounter. 

Close But No Cigar: (Free), Make an immediate hide action, you must still be out of line of sight or obscured. If you lose this hidden condition through enemy action, you must reveal you were actually a decoy, swap places with one of your placed traps or mines within the flashpoint. The swapped trap or mine may activate if the enemy is within range.

PERSUASION

Vogue: (Free), For the rest of the scene or encounter, you double any benefits conferred to social skills by apparel for the first scene or encounter while wearing that outfit.

Flatter: (Free), Gain + half your Cunning as bonus dice to your next Persuasion test if your Persuasion skill is greater than your target’s.

Cut the Rug: (Free), You may reroll a number of dice equal to your Technique in a Persuasion test that involves you dancing.

Allure:  (Free), Make an immediate Persuasion test against a target of your choice. If you succeed, you may add your Persuasion to all social tests against that target in the future.

Moving Words: (Free), Make an immediate Persuasion test against your target. You may reroll a number of dice equal to half your Resolve skill value.

Manipulate: (Free), Make an immediate Persuasion test to gain a number of bonus dice on this test equal to the difference between your Reason values.

Icebreaker: (Free), Make an immediate Persuasion test. Halve the DS of a Persuasion test if it is the first time conversing with the target.

Prey on Insecurity: (Free), Make an immediate Persuasion skill test. Gain a number of bonus dice equal to the number of mental conditions they have.

Quirky: (Free),  Make an immediate Persuasion test. Gain a number of bonus dice in this test equal to the number of mental conditions you have.

Comforting Presence: (Free), Make an immediate Persuasion test. You may reroll a number of dice in it equal to half your Insight skill value.

Dirty Joke: (Free), Make an immediate Persuasion test. Gain 3 automatic successes if you roll a 6 on the chronicle die, lose 3 successes if you roll a 1 on the chronicle die.

Gossip: (Free), Make an immediate Persuasion test. You may reroll a number of dice in it equal to half your Deceive skill value.

Larger Than Life: (Free), After you succeed on a Persuasion test against a target, their opinion of you shifts to idolizing.

Auteur: (Free), Add double rank successes to any tests involving the creation or performance of art in the current scene.

DECEIVE

Gaslight: (Free), Make an immediate Deceive test against a target with a 4 DS penalty. If you succeed, you have convinced the target that something they know is true is not.

Confidence-Game: (Free), Make an immediate Deceive test. You may reroll a number of dice in it equal to your Persuasion skill value.

Obfuscate: (Free), Make an immediate DS 3 Deceive skill test. Excess successes can be used to increase the DS of the next Insight tests made against you.

Rumor: (Free), Make an immediate Deceive test. You may reroll a number of dice in it equal to your Cunning value.

Stonewall: (Free), When a target makes a successful Insight test against you, you can activate this ability. If you do not speak for the rest of the scene, the Insight test fails and the target is unable to discern any information from the test.

Defensiveness: (Free), Others must use Persuasion in place of Insight when targeting you for the rest of the scene or until you fail a Deception test.

Combative: (Free), Others must use Demand in place of Insight when targeting you for the rest of the scene or until you fail a Deception test.

Deflect: (Free), After a failed Deception test, pick a target that was not involved in the current test. That target rolls Persuasion. If their score is less than your failed Deception test, they are blamed instead of you.

Honest Mistake: (Free), After a failed Deception test, you add a number of bonus dice equal to your successes to your next Persuasion test.

Stupid Mistake: (Free), Gain a number of successes on a Deception test equal to the difference between your and the target's Reason scores.

Outfox: (Free), Make an immediate Deceive skill test. Add +1 to die results if your target has Cunning as a core attribute.

Paltering: (Free), Make an immediate Deceive skill test. Insight tests from individuals that don’t have Reason as a core attribute suffer a 2 DS penalty.

ORGANIZATION

Bargain: (Free), Make a contested organisation skill test against a target. If you succeed, you may make a narrative declaration about what they do for you and what you do for them in exchange (subject to gm approval). If you fail, they do the same to you.

Favour: (Free),  If you fail an Organization skill test, you may reroll the test, but you owe the target a favour.

Overdraw: (Free),  You roll an organization skill test  and gain 10000cs per success rolled as debt. Shifts add a 0. The debt amount is deducted from stash next downtime.

Income: (Free), You may gain CS equal to the monthly income of one organization you control multiplied by number of successes on organization skill test.

CEO Mindset:  (Free), You gain bonus die equal to organisation skill tests equal to the total development level of organisations you own.

Venture: (Free), Roll a organization skill test on a target organization with the ds of the test equal to its current development level. It increases its development level by a number of successes equal to result of test, if total successes is an odd number the organization instead immediately halves it development level.

Liquidation: (Free), Roll an organization skill test on an organisation you own and gain a CS equal to founding cost multiplied by successes in test. This organisation then ceases to exist. 

You'll be hearing from my lawyer: (Free), You gain successes on demand skill test equal to total development level of organisations you own.

Hostile Takeover: (Free), You make an immediate attempt to gain control over an organisation you do not own. You must pass an organisation test with DS equal to its development level times its development level, pay CS equal to its founding cost times its development level or waiting a number of days equal to its founding time times it development level. 

Poison Chalice: (Free), You may give away an organisation to a target, you immediately clear debt equal to the organisations founding cost multiplied its development value. 

Tender Offer: (Free), You make and immediate persuasion test with successes equal to total development level of organisations you own.   

Golden Parachute: (Free),  Sell your organisation to a target, roll contested organisation skill test, you gain 10000cs per success and may boost 6s to add 0.  

Expert Consultation: (Free), You may roll a collective test with a number of contributors equal to your rank value on a target organisation and gain cs equal to monthly income times number of successes. 

Check Kiting: (Free), When you would pay maintenance and or debt you gain cs equal to your current debt + your current maintenance. This amount will be added as debt to the next time that your pay maintenance or debt (you may do this multiple times per time you have to pay debt). 

Diligence 

AID

Triage: (Free),  You ignore up to your diligence skill value in multi-target penalty for temporize, treatment, or diagnosis tests you make for a physical condition for the rest of the scene or encounter.

Emergent First Aid: (Free), Make an immediate Aid test to stabilise a target that is bleeding out, halve the required DS for success, if successful clear the internal bleeding condition and restore their vigour to full. 

Rapid Resuscitation: (Brief), If a target has died since your last turn you can attempt to resuscitate them, any conditions they acquire as a part of this attempt are severity 2 but are not permanent. Alternatively you can double the required DS for the test in exchange for no severity 2 conditions being applied on resuscitation attempts, you cannot elect to reduce DS by applying conditions if you take this option. 

Overdose: (Brief), Expend make an immediate Aid test against your target’s defence. If you succeed, apply on of the following statuses. 

Do Harm: (Brief), You can inflict a specific condition on an adjacent target by rolling and aid test against the treatment DS of the condition you would like them to acquire at severity 1. You may increase the severity of the condition you afflict if you double the targeted treatment DS and successfully meet it.  

Work To The Bone: (Free), You increase the die result of aid tests for the rest of the scene or encounter, after this scene you suffer the exhausted (1) status that cannot be temporised or removed by any means but does clear at the end of the next scene.  

Thorough Examination: (Free), You make an immediate diagnosis test on a target, for each success over their diagnosis DS you gain 1 bonus die for the treatment of the diagnosed condition. 

Better Already: (Free), You may ignore the time requirement of your next treatment attempt, note you may not ignore not ignore the time requirement if it is the only requirement.  

Induce Coma: (Full), As a full action, you may roll an Aid test against a target’s Endurance. If you succeed, the target falls unconscious. While unconscious, all their conditions are considered temporized, they are no longer bleeding out, but they must still be fed. This status can only be removed by using this ability on them again, and they remain unconscious until this is done or they die of starvation.

Helping Hand: (Free), Make an immediate assist with Aid to another player. You confer double Rank dice as bonus dice in addition to the results of their test.

Differential Diagnosis: (Reflex), After successfully diagnosing a condition you may halve one of the treatment requirements, note this happens before you elect to ignore requirements. 

Elementary: (Free), You may attempt treatment as a free action. 

Night Doctor: (Brief), You can inflict a specific syndrome on an adjacent target by rolling and aid test against the treatment DS of the syndrome you would like them to acquire. You may increase the severity of all conditions in the syndrome you afflict if you double the targeted treatment DS and successfully meet it.  

Second Opinion: (Full-Action), You make an diagnosis test on a permanent condition even if it has already been diagnosed this scene or encounter. If you successfully meet its treatment value it is no longer a permanent condition however it still has be to treated. 

A Clean Bill of Health: (Free), After successfully treating an individual and clearing all of their conditions you gain cryptoscript equal to the total of all of their conditions combined treatment costs including severity modifiers.  

RESOLVE

Talk It Out: (Full-Action), Make an immediate Resolve test to temporize a mental condition. If you are successful, target gains a number of bonus die equal to your resolve skill value for all tests until your the next down time whilst they are with earshot. 

Empathize: (Brief), Make an immediate Resolve test to diagnose a condition, until next downtime you assist this target as a brief action rather than a tactical action.  

Inspire: (Reflex), After another character would fail a skill test*,* they can reroll the test with you assisting them.  

Teamwork: (Manoeuvre), You increase the die result by 1 on a test that include an assist. 

Tenacity: (Free), Make a fortitude test, any of your conditions with a treatment value equal to or lower than your result are cleared. 

Scream: (Reflex), You may make an evade test using resolve against an incoming attack.

Rallying Cry:  (Free), You can attempt to temporise anyone within earshot using resolve rather than aid, you suffer no multi-target penalty for this test. Targets gain the frenzied status but elect their targets freely for the rest of the encounter or scene and may chose to not attack allies.   

Blind Rage: (Free), You immediately suffer the Frenzied status and may add your Resolve skill value as successes to any attack tests you make while you have the frenzied status.

Temerity: (Free), You reduce your defence to 0 and increase the damage of all attacks by your resolve skill value for the rest of the scene or encounter. 

Seethe: (Free), Your next test gains a number of bonus dice equal to your resolve skill value if you have failed a test this session. 

Overcome: (Free), Ignore a number of conditions and statuses equal to your resolve skill value for next your test.

Pray: (Free), Roll a d6: on a 1 the GM gains 1 Chronicle, on a 2–5 you gain a Chronicle Point, and on a 6 every player gains a Chronicle Point.

Mind Over Matter: (Free), Make a Resolve skill test. Distribute the total number of successes among the number of nominated targets, each nominated target then restores vigour equal to that result.

Hold the Line: **(**Free), For the rest of the scene or encounter, you may make make resolve skill tests in place of non-hostile targets within earshot of you. 

Order: (Manoeuvre), Until the start of your next turn you nominate 1 statistic to increase by your resolve skill value for a number of non-hostile targets equal to your resolve skill value. Statistics cannot be increased more than once in this manner until the start of your next turn.  

GUNNERY

Broadside: (Tactical), Make an gunnery attack, this attack resolves with an additional AoE (x) value equal to your gunnery skill value. Additionally if a 6 rolled on the chronicle die in the resolution of this attack then the target suffer a number of additional conditions or destroyed equipment equal to your gunnery skill value. 

Triangulation: (Free), You may make a ranged attack against a Marked target with 1 weapon that you have not fired with yet.

Creeping Barrage: (Tactical), Make a ranged attack. This attack gains the Line (x) with line value equal to your Gunnery skill value and stopping power.

Deafening Barrage: (Brief), Make a suppressing fire, targets that fail this suffer impaired (x) status with value equal to your gunnery skill value. 

Terrifying Fusillade: (Tactical), Make a gunnery attack, targets hit by this attack suffer terrified (x) status equal to your gunnery skill value and lose the same amount of vigour. Targets that have zero vigour and end of resolving the attack must pass a resolve test equal to their maximum vigour value or also suffer the paralysed status. 

Recoil: (Free),  After making a gunnery attack, move a number of spaces equal to successes in the test in the opposite direction, this moment is considered a vault. 

Blaster: (Brief), Make a ranged attack. This attack gains Rapid Fire (x) with value equal to your gunnery skill value. 

Shock and Awe: (Free), After making a ranged attack with gunnery*, anyone else w*ithin a number of spaces of you equal to your gunnery skill value must make a resolve skill test in contest with your attack. Unsuccessful targets are suffer the prone and supressed statuses. 

Aggressive Negotiations: (Tactical), Select a target, take a held action attack against the target that is set to trigger if they refuse your next demand. While you hold this action you make demand tests against them or their allies with gunnery instead of demand. 

Area Denial: (Free), After making a successful attack with gunnery you may move any affected target a number of spaces equal to your gunnery skill value.

Shell Shock: (Reflex), After you miss a gunnery attack against a target, they must pass a Resolve skill test equal to your Gunnery skill value or acquire d6 severity 2 mental conditions and suffer the dazed status.

Gun Club: (Manoeuvre), Make a toss action against any adjacent targets using gunnery in place of piloting or athletics. 

Target Rich Environment: (Manoeuvre), Move a number of spaces equal to your speed with your final position not being adjacent to any cover. Make a multi target attack test using gunnery for this attack all targets count as exposed (1). Until the start of your next turn you count as exposed (1).

Barrage: (Full-Action), Perform a Full-Attack, Weapons that utilise gunnery double their range and gain the AO and Striker (gunnery).

Flatten: (Tactical), Make a gunnery attack, If target is in cover or has a structure or destructible terrain feature within a number of spaces of them equal to your gunnery skill value they suffer the crushed status. 

DETECT

Point Out: (Free), After making a successful detect skill test pick a non-hostile character, they then replicate the effects of one their abilities on the target of your detect test.

I Spy: (free) After making a successful detect test that reveals a hidden character, object or item the target is stunned. Additionally, if they were moving, move the target anywhere within a number of spaces equal to your detect skill value. Final position cannot be obviously dangerous or impossible.

Heightened Sense: (Free), You elect to heighten one of the following senses, smell, touch, taste, hearing or sight you become capable of detecting anything possible to be detected with that skill. If their is nothing in the current scene or encounter to be detected then you make a narrative declaration about something you uncover. 

Code Eye: (Free), You allow a number of allies equal to your detect skill value to immediately take a single free pervade action each against marked target.

Total Recall: (Free), You gain a number of successes equal to your detect skill value on a skill test that involves one of you core attributes. 

Eagle Eye: (Free), You apply the laser designated, intelligent (X) , lock on (X) and overdrive weapon traits to your weapon for the next attack with their (X) values equal to your detect skill value. 

Danger Sense: (Reflex), You make a detect skill test instead of a fortitude test and reduce incoming damage by the number of successes.  

Reconnaissance: (Brief), Roll a single detect test. All revealed enemy targets whose defence value is lower than the result gain the marked status. 

Contact: (Free), You allow a number of other allies equal to your detect skill value to immediately take a free supressing fire action, any targets that acquire the supressed status also gain the marked status.

Examiner: (Free), For the rest of the scene, any attempts to treat or temporize conditions you've diagnosed are assisted by your detect skill.

Bring Them Down: (Tactical), You allow a number of other allies equal to your detect skill value to immediately overwatch against a visible target, this is a free action for them and does not remove the marked status. 

Spotter: (Manoeuvre), For the rest of the scene other allies that miss marked targets instead count as hitting but may not boost die for damage on that hit.

Exploit: (Free), You gain piercing (X) with the piercing value equal to your detect skill value against any target suffering a condition or status for the rest of the scene or encounter. 

Find: (Free), You make an immediate narrative declaration that includes the 'discovery' of a piece of personal equipment or obstacle in the flash point. 

Destroy: (Tactical), You make an immediate scan. All attacks against marked targets this round may be assisted by your Detect skill as a free action. All attack tests assisted by you this round gain the Heavy Weapon and Stopping Power weapon traits and count as critical hits regardless of chronicle die result.

Next: Advancement