Abomination Skill Ranks Athletics Bonus Advances [AB] Skill Ranks

Abomination Skill Ranks Athletics Bonus Advances [AB] Skill Ranks

Abomination Skill Ranks Athletics Bonus Advances [AB] Skill Ranks Awareness Bonus Advances [BB] Skill Ranks Coordination Bonus Advances [BB] Skill Ranks Eavesdrop Bonus Advances [CB] Skill Ranks Intimidate Bonus Advances [CB] Skill Ranks Resolve Bonus Advances [PB] Skill Ranks Scrutinize Bonus Advances [WB] Skill Ranks Simple Melee Talents Diehard Skill Ranks Survival Talents Lightning Reaction Skill Ranks Toughness Talents Tough As Nails Cursed Chains You are wrapped in cursed chains and locks. These function as your armor and potentially as a weapon. You may not wear any other armor. Don’t be surprised at the odd looks you’ll get from common folks. Effect: Your chains function as Leather Armor, increasing Damage Threshold by two (2). Additionally, ​ they may be used a weapon with the Slow and Reach qualities. Transformation: The player transforms into the Abomination, a snarling hulk with claws the size of ​ daggers and a leathery hide protected by cursed chains. Effect: Your toughened hide operates like Munitions Plate, increasing your Damage Threshold by five (5). ​ Additionally, your claws function as weapons with the Fast, Punishing and Vicious qualities and grant you the Bad Axx! Talent. Transformation requires 3 APs and the expenditure of a Fortune Point. Absolution: You have spent years dealing with the monster you have become, the darkness inside that ​ was unlocked by science or some dread encounter. You’ve learned to control your fear, terror and horror. Effect: You may attempt a Resolve Test once every 24 hours. If successful, restore your Peril Condition ​ Track by one step positively. Drawback Outcast: Reduce Fellowship by 9% ​ Suspicion: You never Critically Succeed at Fellowship-based Skill tests. In addition, when dealing with ​ persons of a religious inclination you may not take advantage of Talents, Traits, Magick or Fortune Points to modify any Fellowship-based Skill Test. Antiquarian As per Zweihander Antiquarian profession. Skill Ranks Bargain Bonus Advances [FB] Skill Ranks Education Bonus Advances [IB] Skill Ranks Folklore Bonus Advances [IB] Skill Ranks Interrogation Bonus Advances [PB] Skill Ranks Navigation Bonus Advances [PB] Skill Ranks Resolve Bonus Advances [WB] Skill Ranks Rumor Bonus Advances [WB] Skill Ranks Scrutinize Talents Incredible Numeration Skill Ranks Simple Melee Talents Secret Signs Skill Ranks Survival Talents Wordly Bookworm: The Antiquarian has spent many years in the dark, cold recesses of libraries reading histories ​ and treatises of far-flung lands and their inhabitants. Although your skin may be pale as parchment from all those years spent scouring bookshelves, your mental acuity is virtually unparalleled. Effect: Multiply your [IB] by three to determine how many Focuses you may possess. ​ Fortifying Vapors: The Antiquarian has knowledge of the arcane sciences and knows the right balance of ​ dangerous deliriants to bolster her party without hurting them. Effect: Choose a deliriant - Black Lotus, Mandrake Root or Red Cap Mushroom. You can apply the ​ effects of that Deliriant to your party for 2 APs. Start with six doses of Deliriant. Festering Vapors: The Antiquarian has studied the many poisons the world has to offer, each deadly in its ​ own way to its victims. The Antiquarian disperses these toxins to great effect. Effect: Begin with 6 doses of a toxin - Animalbane, Beastbane, Blackroot, Demonbane, Folkbane or ​ Graveroot. You can apply the effects of that Deliriant to your enemy using the Burst template for 2 APs. True Detective: You experience visions and the ability to put the pieces together in a singular way. ​ Effect: When Intoxicated, make a Scrutinize test. If successful, the GM will give you an important clue ​ from your investigations you may not have thought of or overlooked. This is limited to one time per day. Arbalest / Musketeer As per the Zweihander Bounty Hunter profession. Skill Ranks Awareness Bonus Advances [AB] Skill Ranks Bargain Bonus Advances [AB] Skill Ranks Martial Ranged Bonus Advances [CB] Skill Ranks Navigation Bonus Advances [CB] Skill Ranks Ride Bonus Advances [IB] Skill Ranks Rumor Bonus Advances [PB] Skill Ranks Simple Melee Bonus Advances [PB] Skill Ranks Simple Ranged Talents No Mercy Skill Ranks Survival Talents Arbalest’s Speed Skill Ranks Toughness Talents Eagle Eyes For a Few Shillings More: The Arbalest and Musketeer are inscrutable and enigmatic marksmen, ​ undeterred by danger. Their aim makes their first shot as good as it can be without supernatural aid. Effect: In combat, whenever you make your first Attack Action with a ranged weapon, you never miss. In ​ addition, your intended target cannot Dodge, Parry or Resist the attack. You also add an additional 1D6 Fury Die to the same attack. Suppressing Fire: The Arbalest is able to rain a hail of crossbow bolts down on the enemy, sacrificing ​ precision for overwhelming offense. Effect: Spend 3 AP to attempt Suppressing Fire, however you cannot add Skill Ranks to this ​ Combat-based Skill Test. If successful, it affects all foes within a Burst Template. You must be armed with an arbalest to use this Trait. Sniper Shot: The Musketeer takes deadly aim with her musket and fires a musket ball with uncanny ​ accuracy, finding the vitals of even inhuman foes. Effect: The Musketeer uses 3 AP gets the combined benefits of Take Aim and Called Shot, firing with ​ +20 Base Chance to hit and with an additional Fury Die. The Fury Dice explode on a 4, 5 or 6 for the first roll. You must be armed with a musket to use this trait. Bounty Hunter As per Zweihander Sellsword profession. Skill Ranks Athletics Bonus Advances [BB] Skill Ranks Intimidate Bonus Advances [BB] Skill Ranks Leadership Bonus Advances [CB] Skill Ranks Martial Melee Bonus Advances [CB] Skill Ranks Resolve Bonus Advances [FB] Skill Ranks Rumor Bonus Advances [IB] Skill Ranks Simple Melee Bonus Advances [WB] Skill Ranks Simple Ranged Talents Indifference Skill Ranks Toughness Talents No Mercy Skill Ranks Warfare Talents Take ‘em Down Marked for Death: The Bounty Hunter specializes in singling out his target to be dispatched and retrieved. ​ His relentless focus on a single target makes him effective. Whether the target is captured alive or dead is another matter. Effect:Spend 2 AP to 'mark' any one foe. Until they are defeated, you may Take Aim for 0 AP against ​ them. Once the foe is defeated, you may select another foe. Get the Hook: The Bounty Hunter’s signature weapon - a combined axe and hook - baffle the enemy. The ​ foe must deal with the deceptive hook as well as the edge of the axe. Effect: This weapon combination allows the Bounty Hunter to do the Perilous Stunts Chokehold, Disarm, ​ Stunning Blow and Takedown at Short Range. Takedown may be immediately followed by a Melee Attack. Flashbang: Sowing confusion among the enemy is often the step before capturing and killing him. If the ​ enemy has a weak point, count on the Bounty Hunter to find it. Effect: When you use a Flashbang apply the Stunned and Blinded condition to enemies in a Burst ​ Template, losing one AP and being unable to counterspell, dodge or parry for that turn. The Bounty Hunter begins with three Flashbangs and will need need to buy or make more after that. Crusader As per Zweihander Hedge Knight profession. Skill Ranks Athletics Bonus Advances [AB] Skill Ranks Folklore Bonus Advances [BB] Skill Ranks Intimidate Bonus Advances [BB] Skill Ranks Martial Melee Bonus Advances [CB] Skill Ranks Navigation Bonus Advances [CB] Skill Ranks Resolve Bonus Advances [IB] Skill Ranks Ride Bonus Advances [WB] Skill Ranks Simple Melee Talents Gatecrasher Skill Ranks Toughness Talents Second Skin Skill Ranks Warfare Talents Military Formation Zealous Accusation: The Crusader takes the Litany of Hatred and injects a caustic righteousness into it. ​ The Crusader’s very words become a holy weapon against the darkness. Effect:Whenever you use Litany of Hatred, your enemies suffer a -3 to both Damage and Peril Condition ​ Tracks (instead of the normal -1 penalty). You may use this even when you're suffering from Stress, Fear or Terror. Inspiring Cry: The Crusader raises his voice in a holy shout, a balm and beacon to his allies. His words ​ ring in the ears of his friends, strengthening resolve and fortifying purpose. Effect: For 1 AP the Crusader delivers a rallying cry. Treat this as a use of Inspiring Words except that: ​ allies add +3 to their Damage and Peril thresholds. Smite: The Crusader pours his righteous purpose into a blow against his enemies. ​ Effect: Spend 2 AP after successfully striking with a melee weapon to add both the Powerful and ​ Punishing Qualities on this Turn. This may only be used against Abyssal, Mutant and Supernatural enemies, or agents of Chaos. Flagellant As per Zweihander Doomsayer profession. Skill Ranks Folklore Bonus Advances [BB] Skill Ranks Heal Bonus Advances [BB] Skill Ranks Interrogation Bonus Advances [CB] Skill Ranks Leadership Bonus Advances [IB] Skill Ranks Navigation Bonus Advances [PB] Skill Ranks Resolve Bonus Advances [WB] Skill Ranks Simple Melee Bonus Advances [WB] Skill Ranks Simple Ranged Talents Impervious Mind Skill Ranks Survival Talents Menacing Demeanor Skill Ranks Toughness Talents Overwhelming Force Holy Roller: The Flagellant ritually flogs himself, forging his faith in a crucible of hardship. Their back may ​ bear many scars, but The Flagellant knows that the pain they’ve endured guarantees them a place in the afterlife at their god’s side. Effect: Adjust your Damage Threshold by +3, but only when you aren’t wearing armor. ​ Punish: The Flagellant channels their physical suffering into a fury that in turn drowns the enemy in their ​ own blood. An eye for an eye, a tooth for a tooth. Effect: Whenever you are Seriously or Grievously Wounded, add a 1D6 Fury Die to Damage you inflict ​ with Melee weapons. Exsanguinate: Blood gives meaning to the existence of The Flagellant, the perfect symbol of their ​ devotion to a higher power.

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