The Darkstalker Files
Third 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.
Controlled Fall: When you fall while you are able to use actions and within reach of a vertical surface, you can attempt to slow your fall. Make a Speed roll with a difficulty of 1 for every 20 feet (6 m) you fall. On a success, you take half damage from the fall. If you reduce the difficulty to 0, you take no damage. Enabler.
Countermeasure (4 Intellect points): You immediately end one ongoing mechanical effect within immediate range. Alternatively, you can use this as a defense action to cancel any incoming computer ability targeted at you, or you can deactivate any mechanical device or the effect of any tech related device for 1d6 rounds. You must touch the machine or device to cancel it. Action.
Deadly Aim (3 Speed points): For the next minute, all ranged attacks you make inflict 2 additional points of damage. Action to initiate.
Experienced With Armor: The cost reduction from your Practiced in Armor ability improves. You now reduce the Speed cost for wearing armor by 2. Enabler.
Fury (3 Might points): For the next minute, all melee attacks you make inflict 2 additional points of damage. Action to initiate.
Ignore the Pain: You do not feel the detrimental effects of being impaired on the damage track, and when you are debilitated, you ignore those effects and experience the effects normally associated with being impaired instead. (Dead is still dead.) Enabler.
Lunge (2 Might points): This ability requires you to extend yourself for a powerful stab or smash. The awkward lunge increases the difficulty of the attack roll by one step. If your attack is successful, it inflicts 4 additional points of damage. Action.
Resilience: You have +1 to Armor against any kind of physical damage, even damage that normally ignores Armor. Enabler.
Run and Fight (4 Might points): You can move a short distance and make a melee attack that inflicts 2 additional points of damage. Action.
Seize Opportunity (4 Speed points): If you succeed on a Speed defense roll to resist an attack, you gain an action. You can use it immediately even if you have already taken a turn in the round. If you use this action to attack, the difficulty of your attack is reduced by one step. You don’t take an action during the next round. Enabler.
Skill With Attacks: Choose one type of attack in which you are not already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. Enabler.
Slice (2 Speed points): This is a quick attack with a bladed or pointed weapon that is hard to defend against. The difficulty of the attack roll is decreased by one step. If the attack is successful, it deals 1 less point of damage than normal. Action.
Spray (2 Speed points): If a weapon has the ability to re rapid shots without reloading (usually called a rapid- re weapon, such as the submachine gun), you can spray multiple shots around your target to increase the chance of hitting. This ability uses 1d6 + 1 rounds of ammo (or all the ammo in the weapon, if it has less than the number rolled). The difficulty of the attack roll is decreased by one step. If the attack is successful, it deals 1 less point of damage than normal. Action.
Stone Breaker: Your attacks against objects inflict 4 additional points of damage when you use a melee weapon that you wield in two hands. Enabler.
Think Your Way Out: When you wish it, you can use points from your Intellect Pool rather than your Might Pool or Speed Pool on any noncombat action. Enabler.
Trick Shot (2 Speed points): As part of the same action, you make a ranged attack against two targets that are within immediate range of each other. Make a separate attack roll against each target. The difficulty of each attack roll is increased by one step. Action.
Wrest From Chance: If you roll a natural 1 on a d20, you can reroll the die. If you reroll, you avoid a GM intrusion—unless you roll a second 1—and might succeed on your task. Once you use this ability, it is not available again until after you make a ten-hour recovery roll. Enabler.
Return to Character Creation