The Darkstalker Files
Sixth Tier: Darkstalker
Choose two of the abilities described below (or from a lower tier) to add to your repertoire. In addition, you can replace one of your lower-tier abilities with a different one from a lower tier.
Again and Again (8 Speed points): You can take an additional action in a round in which you have already acted. Enabler.
Finishing Blow (5 Might points): If your foe is prone, stunned, or somehow helpless or incapacitated when you strike, you inflict 8 additional points of damage on a successful hit. Enabler.
Jury-Rig (5 Intellect points): You quickly create an object using what would seem to be entirely inappropriate materials. You can make a bomb out of a tin can and household cleaners, a lockpick out of aluminum foil, or a sword out of broken furniture. The level of the item determines the difficulty of the task, but the appropriateness of the materials modifies it as well. Generally, the object can be no larger than something you can hold in one hand, and it functions once (or, in the case of a weapon or similar item, is essentially useful for one encounter). If you spend at least ten minutes on the task, you can create an item of level 5 or lower. You can’t change the nature of the materials involved. For example, you can’t take iron rods and make a pile of gold coins or a wicker basket. Action.
Magnificent Moment: If you make an attack or attempt a task with the immediate action you gain by using Seize the Moment, the difficulty is reduced by one step. Enabler.
Multiple Skills: You are trained in three skills of your choice in which you are not already trained. You can select this ability multiple times. Each time you select it, you must choose three different skills. Enabler.
Shooting Gallery (5 Speed points): You stand still and make ranged attacks against up to five foes within range, all as part of the same action in one round. Make a separate attack roll for each foe. You remain limited by the amount of E ort you can apply on one action. Anything that modifies your attack or damage applies to all of these attacks. Action.
Slayer (3 Might points): When you successfully strike a foe of level 5 or lower, make another roll (using whichever stat you used to attack). If you succeed on the second roll, you kill the target outright. If you use this ability against a PC of any tier and you succeed on the second roll, the character moves down one step on the damage track. Enabler.
Specialization: You are specialized in a skill of your choice in which you are already trained. You can select this ability multiple times. Each time you select it, you must choose a different skill. Enabler.
Spin Attack (5 Speed points): You stand still and make melee attacks against up to ve foes within reach, all as part of the same action in one round. Make a separate attack roll for each foe. You remain limited by the amount of E ort you can apply on one action. Anything that modifies your attack or damage applies to all of these attacks. Action.
Weapon and Body (5 Speed points): After making a melee weapon or ranged weapon attack, you follow up with a punch or kick as an additional attack, all as part of the same action in one round. The two attacks can be directed at different foes. Make a separate attack roll for each attack. You remain limited by the amount of Effort you can apply on one action. Anything that modifies your attack or damage applies to both attacks, unless it is tied specifically to your weapon. Action.
Wild Vitality (4 Intellect points): You attune with the life force of a natural creature (your size or bigger) within long range that you can see. This is a level 2 Intellect task. If you succeed, the creature is not harmed, but through resonance with its wild vitality, you gain several benefits for up to one minute: an asset to all your Might-based tasks (including attacks and defenses), +2 to your Might Edge and Speed Edge, and 2 additional points of damage on all successful melee attacks. Action to initiate.
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