The Darkstalker Files
First Tier: Darkstalker
Starting Equipment: Appropriate clothing, plus two expensive items, two moderately priced items, and up to four inexpensive items of your choice.
Special Abilities: Choose four of the abilities described below. You can’t choose the same ability more than once unless its description says otherwise.
Bash (1 Might point): This is a pummeling melee attack. Your attack inflicts 1 less point of damage than normal but dazes your target for one round, during which time the difficulty of all tasks it performs is modified by one step to its detriment. Action.
Block (3 Speed points): You automatically block the next melee attack made against you within the next minute. Action to initiate.
Control the Field (1 Might point): This melee attack inflicts 1 less point of damage than normal but, regardless of whether you hit the target, you maneuver it into a position you desire within immediate range. Action.
Danger Sense (1 Speed point): The difficulty of your initiative roll is reduced by one step. Enabler.
Decipher (1 Intellect point): If you spend one minute examining a piece of writing or code in a language you do not understand, you can make an Intellect roll of difficulty 3 (or higher, based on the complexity of the language or code) to get the gist of the message. Action to initiate.
Fleet of Foot: If you succeed at a difficulty 2 Speed roll to run, you can move a short distance and take an action in the same round. Enabler.
Goad (2 Might points): After you successfully attack a creature, the difficulty of Speed defense rolls by all others against the creature’s attacks is decreased by one step until the end of the next round. Enabler.
Ready Reference (2 Intellect points): By speed reading you gain quick access to a desired bit of information found in a concise manual or reference book on a specific topic or subject. Action.
Knowledge Skills: You are trained in two skills in which you are not already trained. Choose two areas of knowledge such as history, geography, paleontology, archeology, etc. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.
Machine Interface (2 Intellect points): The difficulty of discerning the level, function, and activation of technological devices that you touch is decreased by one step for one minute. Enabler.
Muscles of Iron (2 Might points): For the next ten minutes, the difficulty of all Might- based actions other than attack rolls that you attempt is reduced by one step. Enabler.
No Need for Weapons: Makes an unarmed attack (such as a punch or kick) count as a medium weapon instead of a light weapon. Enabler.
Opportunist: You have an asset on any attack roll you make against a creature that has already been attacked at some point during the round and is within immediate range. Enabler.
Overwatch (1 Intellect point): You use a ranged weapon to target a limited area (such as a doorway, a hallway, or the eastern side of the clearing) and make an attack against the next viable target to enter that area. This works like a wait action, but you also negate any benefit the target would have from cover, position, surprise, range, illumination, or visibility. Further, you inflict 1 additional point of damage with the attack. You can remain on overwatch as long as you wish, within reason. Action.
Physical Skills: You are trained in two skills in which you are not already trained. Choose two of the following: balancing, climbing, jumping, running, or swimming. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.
Pierce (1 Speed point): This is a well aimed, penetrating ranged attack. You make an attack and inflict 1 additional point of damage if your weapon has a sharp point. Action.
Practiced in Armor: You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You can wear any kind of armor. You reduce the Speed cost for wearing armor by 1. You start the game with a type of armor of your choice. Enabler.
Practiced With All Weapons: You can use any weapon. Enabler.
Quick Draw (2 Speed points): After using a thrown light weapon, you draw another light weapon and make another thrown attack against the same target or a different one. Action.
Surging Confidence (1 Might point): When you use an action to make your first recovery roll of the day, you immediately gain another action. Enabler.
Stealth Skills: You are trained in your choice of two of the following skills: disguise, deception, lockpicking, pickpocketing, seeing through deception, sleight of hand, or stealth. You can choose
Swipe (1 Speed point): This is a quick, agile melee attack. Your attack inflicts 1 less point of damage than normal but dazes your target for one round, during which time the difficulty of all tasks it performs is modified by one step to its detriment. Action.
Tech Skills: You are trained in two skills in which you are not already trained. Choose two of the following: crafting, mathematics , identifying, machines, piloting, repairing, or vehicle driving. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.
Thrust (1 Might point): This is a powerful melee stab. You make an attack and inflict 1 additional point of damage if your weapon has a sharp edge or point. Action
Tinker (1 Intellect point): You make a device do something different from its original purpose. For example, a blaster becomes a bomb. A scanner becomes a signal booster for a radio transmitter. A music player becomes a battery for another device. The effective level of the modified device is 1 lower than normal, and the device is rendered unusable until repaired. Action to initiate.
Tool Mastery: When you have an asset from using a tool, the time required to perform the task is cut in half (minimum one round). Enabler.
Trained Without Armor: You are trained in Speed defense actions when not wearing armor. Enabler.
Return to Character Creation