••• end-for-end (either direction) without losing speed. considerable jumps in your vehicle while minimizing damage. Halve all damage to your vehicle from falling from a height can also halve all damage to your vehicle from impacts with other vehicles.
Powerslide (4 Points) Powerslide (4 Points) Powerslide (4 Points)
Powerslide (4 Points): you can reduce any handling Difficulty incurred due to your speed by your Pilot skill.
and crash into the nearest hard thing.
• purchased, you may utilise any Know-It-All feat with any Lore skill you may have.
The area of interest that your Lore skill is for (i.e. Zoology or Heraldic Lore) is called the FieldFieldField. Field
Fellow Student (1 Points Fellow Student (1 Points Fellow Student (1 Points
Fellow Student (1 Points)))): You gain +1d on your Personality and Intrigue rolls against people in your Field of study.
Scintillating Conversation (2 Points) Scintillating Conversation (2 Points) Scintillating Conversation (2 Points) Scintillating Conversation (2 Points): You may roll your Knowledge skill in place of your Personality skill when attempting to impress or fascinate someone.
FFF
Fascinating Facts (3 Points)ascinating Facts (3 Points)ascinating Facts (3 Points)ascinating Facts (3 Points): You have studied your Field for many years and can recall many facts with clarity.
You can Squash your Knowledge rolls.
Area Of Expertise (4 Points) Area Of Expertise (4 Points) Area Of Expertise (4 Points)
Area Of Expertise (4 Points): When you purchase this feat, choose an area “Area Of Expertise”. This must be something specific like “Ships Of The Line” for a
“Imperial Heraldy” skill or “Caladan Wildlife” for a “Fauna Lore” skill (but not so specific to be unusable).
You gain add 1 to your Special Dice on individually for each different language.
However, once purchased, you may utilise any Fluency feat with any Language skill you may have.
Impress (1 point):
Impress (1 point):
Impress (1 point):
Impress (1 point): You gain +1d to your Personality rolls to impress or fascinate
someone who understands less languages than you.
Regional Dialects (2 Points) Regional Dialects (2 Points) Regional Dialects (2 Points)
Regional Dialects (2 Points): You have studied in this language that your accent is indistinguishable from a native speaker. Natives of the country of origin will automatically assume you are one of them.
You can combine this with “Regional Dialects” to convince people you are from a specific area of that country.
Dialect Continuum (4 Points) Dialect Continuum (4 Points) Dialect Continuum (4 Points)
Dialect Continuum (4 Points): Some areas of the world seem almost as if they have multiple languages. In reality, it is one language with a range of dialects spoken across a large geographical area, differing only slightly between areas that are geographically close but gradually widening the difference in intelligibility as the distances become greater.
Your linguistic knowledge in a specific region of the world is such that you know all the local dialects.
With this feat, you could travel from end of China to another and have no difficulty communicating.
Polyglot (5 Points) Polyglot (5 Points) Polyglot (5 Points)
Polyglot (5 Points): You have studied language to an extent that you can learn new languages exceptionally easily.
You halve the experience cost (rounding
Horsekeeper (1 Point) Horsekeeper (1 Point) Horsekeeper (1 Point)
Horsekeeper (1 Point): You gain 1d on animal that you’ve spent time training.
Your animal understands simple things like “Stop that!” or “Come over here”.
Non Non
NonNon----verbal Command (3 Points)verbal Command (3 Points)verbal Command (3 Points)verbal Command (3 Points): You can communicate commands through the use of your legs, controlling your mount’s direction without using your hands. This only works on an animal that you’ve spent time training.
You may combine another action with utilise any second set as if you had made a Charge action at no penalty.
This is your only action in a round.
Kick (5 Points) Kick (5 Points) Kick (5 Points)
Kick (5 Points): You can get your mount to strike as an additional Close Combat
attack without taking a multiple action penalty.
Your mount rolls Physique + its Attack (which is 1 for a mount untrained at kicking things) and damage is based on your mount (a riding horse is receives no bonus, a warhorse adds 1 to Physical Damage).
•••
• SSSSHIELD HIELD HIELD HIELD FFFFIGHTINGIGHTINGIGHTINGIGHTING
Shields Up Shields Up Shields Up
Shields Up (1 Point): (1 Point): (1 Point): (1 Point): The Holtzman Shield is a powerful defensive tool, however, it is useless if not switched on.
You have trained with shields to the extent that it has become instinct for you to reach for the button at the first sign of trouble.
It does not cost you an action to activate your shield.
FFFFast on ast on ast on ast on DDDDefense (2 Points):efense (2 Points):efense (2 Points):efense (2 Points): The Holtzman Shield prohibits any fast moving object. The trained fighter knows that by making their own movements fast, they can add to the velocity of incoming strikes and thereby increasing the resistance of the shield.
When you make a parry, your sets ignore the Height of any attack they might block.
E.g. An opponent comes at you with a 2x7 attack. You roll your parry and score 2x4. Using your Fast on Defense, your ignore your opponent’s Height and thus can block his 2x7 with your 2x4.
Shield Conditioned (3 Points): Shield Conditioned (3 Points): Shield Conditioned (3 Points): Shield Conditioned (3 Points): You have trained in Shield Fighting since an early
age. Such combat is now ingrained into your very nerves and musculature.
Your weapon skills are no longer limited by your Shield Fighting skill and you do not incur the -2d penalty when making a Slow Attack.
However, your training is so ingrained that you always fight as if you were Shield Fighting: all your attacks are automatically slow and incur a -2d penalty when fighting against a non-shielded opponent.
BiBiBiBi----Manual Fighting (4 Points): Manual Fighting (4 Points): Manual Fighting (4 Points): Manual Fighting (4 Points): You are trained to utilise your off-hand in combat, either using a second weapon or allowing you to move your weapon to a to your off-hand, allowing you to attack from an expected direction.
You may either reduce the penalty for using your Off-Hand by 2.
Alternatively, if not fighting Bi-Manually, when you take a Feint action, you not only add 1d to your dice pool but also reduce an opponent’s die pool by 1d.
Attack Sinister (5 Points): Attack Sinister (5 Points): Attack Sinister (5 Points): Attack Sinister (5 Points): Shield Fighting is as much about misdirection, setting up an opponent until you can deliver the final strike. If done correctly, your opponent will never see the Attack Sinister coming…
Every time you take a Feint action, instead of adding +1d, you receive +1 Special Die.
You may expressly combine this feat with Bi-Manual Fighting.
•••
• TTTTRACKRACKRACKRACK:::: TTTTRAILBLAZERRAILBLAZERRAILBLAZERRAILBLAZER Recognition (1 Point) Recognition (1 Point) Recognition (1 Point)
Recognition (1 Point): By quickly examining a set of tracks, you can identify the approximate size, mass and source of a set of tracks without making a roll.
Examples might be a “A small dog”, “A heavy man with medium sized feet” or
“Very heavy motorbike”.
Trailing (2 Points) Trailing (2 Points) Trailing (2 Points)
Trailing (2 Points): You gain a bonus
Interpretation (3 Points): You are trained at interpreting the signs of activity at a
Shadowing (4 Points): You may combine a Stealth roll with your tracking attempts without taking a multiple action penalty.
Obfuscation (5 Points) Obfuscation (5 Points) Obfuscation (5 Points)
Obfuscation (5 Points): As long as you take the time to do so, you have become adept at hiding your own tracks and anyone attempting to track you receives a -3d penalty.
Using this ability requires no roll but doubles your travel time.
•
••
• UUUUNDERWONDERWONDERWONDERWORLDRLDRLDRLD:::: IIIILLLLLLLL----GGGGOTTEN OTTEN OTTEN OTTEN MMMMIIIIENSENSENSENS
This feat represents a thieves’ learning in the art of doing less than lawful activities above and beyond the basics.
The Thief’s Eye (1 Point) The Thief’s Eye (1 Point) The Thief’s Eye (1 Point)
The Thief’s Eye (1 Point): “You can’t kid a kidder”, as the saying goes. The experienced thief knows all the tricks and can more readily spot when someone is attempting to use them against him.
You gain a +1d bonus to detect Sinister attempts on you. when something is likely to land them in hot water. Casing a joint, keeping an eye on a prospective victim…the Mark is the skill of knowing your target.
By making a Insight + Underworld test, you can attempt to discern details about your intended victim. It takes 30 minutes of observation to make a roll using The in terms of Easy (less than 5), Difficult (5 to 7) or Hard (8+).
EXPERT SUCCESS - 3X: As above, but you know the exact die pool or Difficulty.
MASTER SUCCESS -4X: As above, and you gain a +1d on the Crime attempt.
Trained Professional (3 Points) Trained Professional (3 Points) Trained Professional (3 Points)
Trained Professional (3 Points): When you purchase “Trained Professional”, choose an area of Crime;
GRIFTER: You have worked a lot of scams over the years and know them all. You receive a +1 die bonus on any scam attempts including any related Intrigue rolls you may need to make.
LEGEDERMAIN: Your prestidigitation knows no bounds. You receive a +1 die bonus on all rolls involving pick pocketing, including detection.
LOCKSMITH: You are an expert on locks and can wax lyrical on their design for hours. You receive a +1 die bonus on all rolls involving locks, including lock picking.
MIDDLEMAN: You receive a +1 die bonus on any tests involving the black market.
This includes sales, location and general knowledge of the streets.
Accomplice in Arms (4 Points) Accomplice in Arms (4 Points) Accomplice in Arms (4 Points)
Accomplice in Arms (4 Points): A thief can get by on her own but thievery is always better if you can get a friend to distract the Mark…I mean help you out.
You and an accomplice can work together on a criminal act. Your compatriot must have at least one level of Sinister to assist you or you must spend 30 minutes explaining what they must do.
While they assist, you may Squish or Squash your Sinister rolls.
Confidence (5 Points) Confidence (5 Points) Confidence (5 Points)
Confidence (5 Points): May be it is destiny or just plain old bad luck but sometimes, even the greatest thieves have a moment of failure. This is normally when the guards are called and what a thief really needs now is a good pair of running boots…
However, some thieves have a last chance: just acting naturally. Whatever you failed to do, by acting with confidence and gusto, you can attempt to convince everyone that you are exactly where you are supposed to be. And certainly not doing anything you shouldn’t.
If you fail a Sinister test or are detected performing an illegal act, you can make a Charm + Sinister test at a Difficulty based upon situation.
S S S
SITUATIONITUATIONITUATIONITUATION DDDDIFFICULTYIFFICULTYIFFICULTYIFFICULTY
CAUGHT RED HANDED 6
HEAVILY IMPLICATED IN THE CRIME 5
HEAVILY SUSPECTED OF THE CRIME 4
REASONABLY SUSPECTED 3
SUSPECTED OF THE CRIME 2 If the victim has no way of knowing you were responsible, then you can get away with the failure without making a roll.
Nb. This does not work on Assassin attempts!
However, if the victim knows full well you are responsible (typically by someone else witnessing the event), then no matter how well you roll, you better start running!
STANDARD SUCCESS - 2X: You convince anyone interested that, while perhaps you may have been possibly but not quite behaving somewhat perhaps not above board, you certainly weren’t doing anything directly illegal. Sir. You better move along quickly…
EXPERT SUCCESS - 3X: You put on a convincing show and no one but the
most interested parties remain suspicious.
MASTER SUCCESS -4X: You’re performance is so convincing that others will actually defend your right to be where you are.
Well done, you cur.