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FIRST-TIER TRACER

First-tier Tracers have the following abilities:

Practiced With Light and Medium Weapons: You can use light and medium weapons without penalty. If you wield a heavy weapon, increase the difficulty of the attack by one step. Enabler.
Starting Equipment: Appropriate clothing and a weapon of your choice, plus two expensive items, two moderately priced items, and up to four inexpensive items.

Special Tricks: Choose four of the abilities described below. You can’t choose the same ability more than once unless its description says otherwise.
Block (3 Speed points): You automatically block the next melee attack made against you within the next minute. Action to initiate.
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.
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, and so on. You can select this ability multiple times. Each time you select it, you must choose two different skills. 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: When you make an unarmed attack (such as a punch
or kick), you can choose whether it is considered a medium weapon or a light weapon. Enabler.
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.
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 armor of your choice. Enabler.
Practiced With All Weapons: You can use any weapon. Enabler.
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
Trained Without Armor: You are trained in Speed defense actions when not wearing armor. Enabler.

SECOND-TIER TRACER

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.
Enable Others: You can use the helping rules to provide a benefit to another character attempting a physical task. This requires no action on your part. Enabler.
Escape (2 Speed points): You slip your restraints, squeeze through the bars, break the grip of a creature holding you, pull free from sucking quicksand, or otherwise get loose from whatever is holding you in place. Action.
Eye for Detail (2 Intellect points): When you spend five minutes or so thoroughly exploring an area no larger than a typical room, you can ask the GM one question about the area, and she must answer you truthfully. You cannot use this ability more than one time per area per twenty-four hours. Enabler.
Hand to Eye (2 Speed points): This ability provides an asset to any tasks involving manual dexterity, such as pickpocketing, lock picking, games involving agility, and so on. Each use lasts up to a minute; a new use (to switch tasks) replaces the previous use. Action to initiate.
Investigative Skills: You are trained in two skills in which you are not already trained. Choose two of the following: identifying, perception, lock picking, assessing danger,
or tinkering with devices. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.
Quick Recovery: Your second recovery roll (usually requiring ten minutes) is only a single action, just like the first roll. Enabler.
Range Increase: Ranges for you increase by one step. Immediate becomes short; short becomes long, and long becomes 200 feet (61 m). Enabler.
Skill With Defense: Choose one type of defense task in which you are not already trained: Might, Speed, or Intellect. You are trained in defense tasks of that type. You can select this ability up to three times. Each time you select it, you must choose a different type of defense task. Enabler.
Stand Watch (2 Intellect points): While standing watch (mostly remaining in place for an extended period of time), you unfailingly remain awake and alert for up
to eight hours. During this time, you are trained in perception tasks as well as stealth tasks to conceal yourself from those who might approach. Action to initiate.
Travel Skills: You are trained in two skills in which you are not already trained. Choose two of the following: navigation, riding, running, piloting, or vehicle driving. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.
Wreck: Using two hands, you wield a weapon or a tool with a powerful swing. (If fighting unarmed, this attack is made with both fists or both feet together.) When using this as an attack, you take a –1 penalty to the attack roll, and you inflict 3 additional points of damage. When attempting to damage an object or barrier, you are trained in the task. Action.

THIRD-TIER TRACER

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.
Experienced With Armor: The cost reduction from your Practiced in Armor ability improves. You now reduce the Speed cost by 2. Enabler.
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.
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.
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.
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.

FOURTH-TIER EXPLORER

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.
Capable Warrior: Your attacks deal 1 additional point of damage. Enabler.
Expert: Instead of rolling a d20, you can choose to automatically succeed on a task you’re trained in. The task must be difficulty 4 or lower, and it can’t be an attack roll or a defense roll. Enabler.
Increased Effects: You treat rolls of natural 19 as rolls of natural 20 for either Might actions or Speed actions (your choice when you gain this ability). This allows you to gain a major effect on a natural 19 or 20. Enabler.
Read the Signs (4 Intellect points): You examine an area and learn precise, useful details about the past (if any exist). You can ask the GM up to four questions about the immediate area; each requires its own roll. Action.
Runner: Your standard movement distance becomes long. Enabler.
Tough As Nails: When you are impaired or debilitated on the damage track, the difficulty of Might-based tasks and defense rolls you attempt is decreased by one step. If you also have Ignore the Pain, make a difficulty 1 Might defense roll when you reach 0 points in all three of your Pools to immediately regain 1 Might point and avoid dying. Each time you attempt to save yourself with this ability before your next ten-hour recovery roll, the difficulty increases by one step. Enabler.

FIFTH-TIER TRACER

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.
Jump Attack (5 Might points): You attempt a difficulty 4 Might action to jump high into the air as part of your melee attack. If you succeed, your attack inflicts 3 additional points of damage and knocks down the foe. If you fail, you still make your normal attack roll, but you don’t inflict the extra damage or knock down the opponent. Action.
Mastery With Defense: Choose one
type of defense task in which you are trained: Might, Speed, or Intellect. You are specialized in defense tasks of that type. You can select this ability up to three times. Each time you select it, you must choose a different type of defense task. Enabler.
Parry (5 Speed points): You can deflect incoming attacks quickly. For the next ten rounds, the difficulty of all Speed defense rolls is reduced by one step. Enabler.
Physically Gifted: Any time you spend points from your Might Pool or Speed Pool on an action for any reason, if you roll a 1 on the associated die, you reroll, always taking the second result (even if it’s another 1). Enabler.
Take Command (3 Intellect points): You issue a specific command to another character. If that character chooses to listen, the difficulty of any attack he attempts
is reduced by one step, and a hit deals 3 additional points of damage. If your command is to perform a task other than an attack, the difficulty of the task is reduced by two steps. Action.
Vigilant (5 Might points): When you would normally be dazed or stunned, you are not dazed or stunned. Enabler.

SIXTH-TIER EXPLORER

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.
Greater Skill With Attacks: Choose one type of attack, even one in which you are 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. If you’re already trained in that type of attack, you instead are specialized in that type of attack. Enabler.
Mastery With Armor: The cost reduction from your Practiced in Armor ability improves. When you wear any armor, you reduce the armor’s Speed cost to 0. If you select this ability and you already have the Experienced With Armor ability, replace Experienced With Armor with a different third-tier ability because Mastery With Armor is better. 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.
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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