| ACADEMICS | |||||||
|---|---|---|---|---|---|---|---|
| Linguist (p116) | Know 5 additional languages | ||||||
| Gift of Tongues (p116) | Know any mainstram language | ||||||
| Walking Library (p117) | Library equal to skill; research one time unit faster | ||||||
| Photographic Memory (p117) | Remember all reading; research two time units faster | ||||||
| Studied Recall (p117) | Fate point to memorize non-book targets (number equal to skill roll) | ||||||
| Scholar (p118) | +1 skill in defined field, +2 in specialty | ||||||
| Dizzying Intellect (p118) | Use Academics instead of Deceit within field | ||||||
| It's Academic (p119) | Once per session, may declare details for action related to field | ||||||
| ALERTNESS | |||||||
| On Top Of It (p119) | May spend fate point to go first | ||||||
| Cut Off (p120) | Opponents cannot generate Spin with their defense | ||||||
| Ready for Anything (p120) | Alertness considered +1 for initiative | ||||||
| Run Interference (p120) | May spend fate point to interrupt a declared action | ||||||
| Danger Sense (p121) | +2 on defense if ambushed (but may still be surprised) | ||||||
| Saw It Coming (p121) | Never suffers defense penalty from surprise | ||||||
| Constant Vigilance (p122) | May take normal action when ambushed | ||||||
| Take It All In (p122) | Use Alertness instead of Investigation to survey without searching | ||||||
| ART | |||||||
| The Artist's Eye (p122) | May use Art to identify the source/creator of anything, treat as Empathy | ||||||
| Virtuoso (p123) | +1 knowledge bonus within defined field, +1 skill within specialty | ||||||
| Moving Performance (p123) | Place aspects last multiple scenes | ||||||
| Stage Presence (p124) | Halve any penalties due to distraction | ||||||
| Commissions (p125) | Once per session, use Art instead of Resources | ||||||
| Do You Know Who I Am? (p125) | May complement Rapport, Intimidation, Deceit and Contacting with Art | ||||||
| Weight of Reputation (p125) | Spend a fate point to use Art instead of Rapport, Intimidation, Deceit, or Contacting | ||||||
| Razor Tongue (p124) | Complement social skills with Art, +1 for using Intimidation to provoke | ||||||
| Poison Words (p124) | Add a specific Aspect to a target through satiric performance | ||||||
| All the World's a Stage (p124) | Use Art instead of Deceit for impersonation | ||||||
| ATHLETICS | |||||||
| Contortionist (p126) | May attempt otherwise impossible contortions using full Athletics skill | ||||||
| Acrobat (p126) | Difficulties reduced by two, falling rolls gain +2 bonus | ||||||
| Safe Fall (p126) | If falling near a wall or other surface, the fall is treated as two categories shorter | ||||||
| Slippery (p126) | +2 vs. knockback or push attacks, or escape from bonds | ||||||
| Marathon Training (p127) | May use Athletics instead of Endurance for extended activity | ||||||
| Fast as a Leopard (p127) | +2 to sprinting actions, or roll evenly vs horse/car | ||||||
| Faster than a Leopard (p127) | +2 to sprinting actions, or +2 vs horse/car | ||||||
| Human Spider (p127) | +2 to all climbing, may spend fate point to negate all penalties | ||||||
| Mighty Leap (p128) | Reduce height related borders by three | ||||||
| Equestrian (p128) | Use Athletics instead of Survival when riding | ||||||
| BURGLARY | |||||||
| Criminal Mind (p128) | Use Burglary instead of Investigation when investigating a crime | ||||||
| Tripwire Sensibilities (p128) | Roll Burglary instead of Alertness or Investigation to avoid traps | ||||||
| Trespass Tempo (p129) | Use Burglary instead of Alertness for Initiative while executing a criminal plan | ||||||
| Hatpin Maestro (p129) | No penalties for lack of lockpicks; with proper tools, act one time unit faster | ||||||
| Mental Blueprint (p129) | +2 bonus when casing a location | ||||||
| The Big Heist (p129) | May declare additional aspects using spin from casing | ||||||
| CONTACTING | |||||||
| Contact (p130) | Define a specific contact as a Companion | ||||||
| Close Contacts (p131) | Spread 3 advances among your contacts | ||||||
| Network of Contacts (p131) | May define a contact on the fly, of Average quality with 2 advances | ||||||
| I Know a Guy Who Knows a Guy (p132) | All Contacting rolls are one time unit faster, and +2 on follow-up rolls | ||||||
| Insider (p132) | Roll Contacting instead of Leadership to deal with bureaucracies | ||||||
| Walk the Walk (p132) | No penalties from unfamiliar circumstances | ||||||
| Big Man (p132) | Use Contacting instead of Resources within defined field | ||||||
| Talk the Talk (p133) | Use Rapport + 2 or Contacting when dealing with member of defined field | ||||||
| Big Name (p133) | +2 for first-time use of Rapport or Intimidation when target has heard of you | ||||||
| Big Reputation (p133) | Use Contacting skill instead of Rapport, Intimidation, Deceit, Leadership, or Resolve | ||||||
| DECEIT | |||||||
| Con Man (p134) | Use Deceit instead of Empathy to get a read on someone's weaknesses | ||||||
| The Fix Is In (p134) | Use Deceit instead of Gambling, but will be caught upon failure | ||||||
| Sucker (p134) | Design a Companion of Fair Quality with two advances | ||||||
| Big Sucker (p135) | Companion has +2 to Resources, and one more advance | ||||||
| Clever Disguise (p135) | Disguise stands up to close scrutiny at full skill, assembled in minutes with right tools | ||||||
| Mimicry (p135) | Imitate specific person after half-hour of observation | ||||||
| Master of Disguise (p136) | Pay a fate point to disappear and later reveal a nameless NPC as you in disguise | ||||||
| Infiltrator (p136) | While in disguise, roll Investigation vs. Mediocre. Each shift is a clue or message. | ||||||
| Disguise of the Mind (p137) | Roll Deceit - 2 as any skill your guise might possess | ||||||
| The Honest Lie (p137) | +2 Deceit for revealing relevant and significant truth | ||||||
| Takes One to Know One (p137) | Use Deceit instead of Empathy to detect lies | ||||||
| Clever Facade (p138) | If beat an Empathy read with Deceit, get a read on the reader | ||||||
| DRIVE | |||||||
| Custom Ride (p138) | +1 skill with signature vehicle; may spend fate point to add normal gadget | ||||||
| Prototype Car (p138) | May add any gadget; three improvements (defined between sessions) | ||||||
| Car Mechanic (p139) | Use Drive instead of Engineering to work on cars, or Drive - 1 for other vehicles | ||||||
| Defensive Driving (p139) | -1 to maneuver difficulty in a chase | ||||||
| One Hand on the Wheel (p139) | No penalty for other skill use while driving | ||||||
| Turn on a Dime (p140) | No added difficulty for narrow spaces | ||||||
| Unsafe at Any Speed (p140) | Damage to the environment is doubled | ||||||
| EMPATHY | |||||||
| Ebb and Flow (p141) | Spend fate point to get free read before initiative | ||||||
| Preemptive Grace (p141) | Empathy is at +2 for initiative in social conflicts | ||||||
| Track the Soul (p141) | Use Empathy instead of Investigation to help find someone you've met | ||||||
| The Skeptic's Ear (p141) | Always know if someone is using Deceit before they roll | ||||||
| Cold Read (p142) | Get read in 2 or 3 time units less | ||||||
| Heart's Secret (p142) | Always get most important aspects upon a successful read | ||||||
| Hit Them Where It Hurts (p142) | Use Empathy instead of Intimidation to provoke, if have succeeded with Empathy before | ||||||
| A Peek Inside (p143) | With successful read, may ask one yes/no question about target's motives | ||||||
| Uncanny Hunch (p165) | See Investigation.... | ||||||
| ENDURANCE | |||||||
| Last Leg (p144) | May spend a fate point to defer being taken out or taking consequences | ||||||
| Feel the Burn (p144) | May take one extra moderate, physical consequence | ||||||
| Face the Pain (p144) | Once per scene, spend fate point to remove mark from injury track | ||||||
| Tireless (p145) | Roll Endurance, each shift reduces time units of sleep needed | ||||||
| Bounce Back (p145) | Reduce time to recover by two units | ||||||
| Death Defiance (p146) | If out of view of other PCs, spend half remaining fate points (min 1) to avoid death | ||||||
| Developed Immunities (p146) | Immune to common poisons, +2 vs. uncommon ones, +6 vs. ones already encountered | ||||||
| One Hit to the Body (p146) | May fill in lower wound boxes adding up to the damage (i.e. boxes 1 and 3 instead of 4) | ||||||
| Thick Skinned (p147) | Gain one additional physical stress box | ||||||
| Man of Iron (p147) | Roll over damage to lower boxes rather than higher | ||||||
| Now You've Made Me Mad (p147) | Once per scene, spend a fate point to add a wound value to a retaliatory action | ||||||
| ENGINEERING | |||||||
| Personal Gadget (p147) | Personal gadget with three improvements | ||||||
| Universal Gadget (p148) | Once per session, define gadget on the fly with two improvements | ||||||
| Demolitions (p148) | Explosion force +3 using properly placed charges | ||||||
| Architect of Death (p148) | Difficulty -1 and 1 time unit faster when dealing with weapons | ||||||
| Grease Monkey (p149) | Difficulty -1 and 1 time unit faster when dealing with vehicles | ||||||
| Mister Fix-It (p149) | Repair time is reduced by 2 units | ||||||
| Thump of Restoration (p149) | Spend fate point to make a gadget work for (Engineering roll) exchanges | ||||||
| FISTS | |||||||
| Brawler (p150) | When outnumbered, defense rolls are +1; when fighting 2+ minions, damage +1 | ||||||
| Dirty Fighter (p150) | When tag an opponent's aspects, get an additional +1 | ||||||
| Crippling Blow (p150) | Once per opponent per scene, spend a fate point to make the damage a consequence | ||||||
| Signature Strike (p154) | Once per scene, inflict a consequence in addition to normal damage | ||||||
| Mix it Up (p151) | May save spin from defense rolls to use as bonus on your next attack | ||||||
| Army of One (p151) | Opponents do not get bonus of numbers against you | ||||||
| Whatever's on Hand (p152) | May use Fists instead of Weapons when using an improvised weapon | ||||||
| Fists of Fury (p152) | Opponents who use all-out defense do not get a +2 bonus | ||||||
| Martial Arts (p152) | May tag an opponent with an aspect | ||||||
| Brickbreaker (p153) | Any stress to non-character targets is doubled, once per exchange | ||||||
| Demoralizing Stance (p153) | May use Fists instead of Intimidation when displaying martial arts | ||||||
| Flying Kick (p153) | Move 1 zone and attack at full, or move 2 zones and attack at -1 | ||||||
| Lethal Weapon (p154) | May spend a fate point to increase the severity of a consequence one step | ||||||
| Fist of Death (p154) | Once per opponent per fight, spend a fate point to fill highest unchecked stress box | ||||||
| Flow like Water (p153) | Get +3 for full defense instead of +2 | ||||||
| Bend like the Reed (p153) | After getting spin on defense, may make a throw maneuver as a free action | ||||||
| GAMBLING | |||||||
| Gambling Man (p154) | Compels involving gambling are escalated: 2 fate points gained or spent | ||||||
| Double or Nothing (p155) | Once per scene after losing, may call for both sides to reroll to tie or lose double | ||||||
| The Devil's Own Luck (p155) | May use Gambling skill for tests of pure luck | ||||||
| Know When to Fold 'Em (p155) | Opponent rolls secretly in advance, tells if result is above or below skill | ||||||
| Never Bluff a Bluffer (p156) | May use Gambling instead of Deceit or Empathy to deal with bluffs | ||||||
| Winnings (p156) | Once per session, use Gambling instead of Resources | ||||||
| Players' Club (p156) | May use Gambling instead of Contacting to make gambling contacts | ||||||
| Gambling Buddy (p156) | Once per session, introduce on the fly a companion with Gambling and 2 advances | ||||||
| GUNS | |||||||
| Long Shot (p157) | Shoot 1 zone further: pistols to 3 zones, rifles to 4 or more | ||||||
| Shot on the Run (p157) | May use Guns skill as defense against physical attacks | ||||||
| Stay on Target (p157) | When aiming, roll at +1 to place an aspects, +2 with a targeting scope | ||||||
| Trick Shot (p157) | +2 on any action that involves shooting an inanimate object | ||||||
| Fast Reload (p158) | Spend fate point to cancel out of ammo consequence, or +2 vs. attempt to place ammo aspect | ||||||
| One Shot Left (p158) | May declare a last shot (in the scene) for a +3 bonus | ||||||
| Rain of Lead (p158) | Ignore 2 points of penalties when performing a block | ||||||
| Quick Draw (p159) | No penalty for drawing as a supplemental actions | ||||||
| Lightning Hands (p159) | May use Guns instead of Initiative to determine initiative | ||||||
| Snap Shot (p159) | Once per exchange, may spend a fate point to act next regardless of initiative | ||||||
| Gun-Crazy (p159) | May use Guns instead of Engineering when working with guns | ||||||
| Custom Firearm (p160) | Special guns with craftsmanship and two other improvements | ||||||
| Two Gun Joe (p160) | Increase stress of hits by 1, defense against single disarm at +1 | ||||||
| INTIMIDATION | |||||||
| Infuriate (p161) | +2 skill to make someone angry at you | ||||||
| Subtle Menace (p161) | Use Intimidation regardless of power imbalance, reduce superior position bonus by 2 | ||||||
| The Serpent's Tongue (p161) | Use Intimidation instead of Empathy or Rapport to read through fear | ||||||
| Unapproachable (p162) | May use Intimidation instead of Resolve to defend against Rapport, Deceit, and Empathy | ||||||
| Scary (p162) | May use Intimidation instead of Resolve to defend against Intimidation | ||||||
| Aura of Menace (p162) | Spend a fate point to intimidate a target as a free action | ||||||
| Aura of Fear (p162) | Once per scene, take full action and spend fate point to intimidate all opponents at -2 | ||||||
| The Promise of Pain (p163) | Threaten and spend fate point to force a consequence instead of stress | ||||||
| Steely Gaze (p163) | Lock eyes to force Intimidation contest until interrupted or a consequence is taken | ||||||
| Fearsome Gaze (p163) | If opponent takes a consequence from Steely Gaze, he takes 2 consequences instead | ||||||
| Master of Fear (p164) | Use Aura of Fear with no -2 penalty, and minions may not roll to defend | ||||||
| INVESTIGATION | |||||||
| Scene of the Crime (p164) | May roll Investigation in seconds when revisiting a previously investigated place | ||||||
| Eye for Detail (p164) | Spend a fate point to make a perception-based roll from memory | ||||||
| Uncanny Hunch (p165) | Once per scene, write down a guess, and if correct use Investigation or Empathy for any skill | ||||||
| Lip Reading (p165) | May eavesdrop on conversations he can only see | ||||||
| Focused Sense (p166) | When concentrating on only the specified sense, gain +2 to Investigation | ||||||
| Impossible Detail (p166) | No increased difficulty from small/subtle clues | ||||||
| Quick Eye (p166) | Investigation efforts 1 or 2 time units faster | ||||||
| LEADERSHIP | |||||||
| Personal Conspiracy (p167) | May define a contact on the fly, of Average quality with 1 advance (2 if accept need) | ||||||
| Lieutenant (p167) | A Fair quality companion with Independent and Skilled(Leadership) and 2 advances | ||||||
| Minions (p168) | 2 Average quality minions by default, plus 3 upgrades | ||||||
| Reinforcements (p168) | Spend a fate point to replace up to half your minions | ||||||
| Legal Eagle (p169) | +2 Leadership for legal procedures; process legalities 1 time unit faster | ||||||
| World Court (p169) | No penalty for lack of familiarity with the locale | ||||||
| Funding (p169) | Your organization has Resources of your Leadership minus 2 | ||||||
| Instant Functionary (p170) | Use Leadership instead of Deceit to infiltrate an organization | ||||||
| Center of the Web (p170) | Gain information from organization 1 time unit faster, or faster with shifts | ||||||
| Ubiquity (p170) | Gain information 2 time units faster, without actively contacting organization | ||||||
| MIGHT | |||||||
| Unbound (p171) | +2 Might to break bonds | ||||||
| Herculean Strength (p171) | All non-combat weight-based difficulties reduced by 2 | ||||||
| Piledriver (p171) | +4 to attacks with Might against inanimate targets | ||||||
| Unstoppable (p171) | Use Might instead of Athletics for move actions | ||||||
| Wrestler (p172) | Use Might instead of Fists for wrestling | ||||||
| Body Toss (p172) | Targets considered 1 weight factor less for throw or push | ||||||
| Hammerlock (p172) | +1 to action block by grabbing, inflict 1 stress for failed escapes | ||||||
| MYSTERIES | |||||||
| Artificer (p172) | Use Mysteries to improve artifacts | ||||||
| Personal Artifact (p173) | Magical item, treated as gadget with three improvements | ||||||
| Rare Artifact (p173) | Once per session, define artifact on the fly with 3 improvements, but dark past aspect | ||||||
| Mesmerist (p174) | No limits to target skills, willing targets always at +2, 1 time unit faster | ||||||
| Hypnotic Speech (p174) | With minutes of calm conversation, use Mysteries instead of Rapport or Deceit | ||||||
| Mind's Shadow (p174) | Roll Mysteries to implant or remove memories | ||||||
| Enthrall (p175) | Mesmerist attack to place temporary aspect or compel behavior through conflict | ||||||
| Fortuneteller (p176) | Make two predictions per session instead of one | ||||||
| Herbal Remedies (p176) | Roll Mysteries instead of Survival to find herbs, and instead of Science to heal | ||||||
| Palm Reader (p176) | Make a single Mysteries roll instead of Empathy | ||||||
| Secrets of the Arcane (p176) | +1 skill in defined field, +2 in specialty | ||||||
| Psychic (p177) | Use Mysteries to investigate occult climate of a place, or against supernatural surprises | ||||||
| Voices from Beyond (p178) | May summon spirits of the dead or other planes | ||||||
| Words on the Wind (p179) | Once per session, request an omen and roll Mysteries vs. Mediocre | ||||||
| Spirit Companion (p178) | A companion with 3 advances who must be called (requires 1 minute or fate point) | ||||||
| PILOT | |||||||
| Barnstormer (p179) | Always fit plane through any possible opening, fate point for impossible | ||||||
| Flawless Navigation (p179) | Never lost under mundane circumstances, max penalty of -2 otherwise | ||||||
| Fly by Night (p180) | No increased difficulties due to environment | ||||||
| Flying Ace (p180) | Use Pilot instead of Guns to attack with armed plane | ||||||
| Death From Above (p180) | Do 2 extra points of stress with attacks from above, max once per 2 exchanges | ||||||
| Walk Away From It (p180) | Spend half remaining fate points (min 1) to avoid death in crash (including passengers) | ||||||
| Personal Aircraft (p181) | +1 skill with signature vehicle; may spend fate point to add normal gadget | ||||||
| Prototype Aircraft (p181) | May add any gadget; three improvements (defined between sessions) | ||||||
| Plane Mechanic (p181) | Use Pilot instead of Engineering to work on planes, or Pilot - 1 for other vehicles | ||||||
| RAPPORT | |||||||
| Best Foot Forward (p181) | First impression roll may never be lower than base | ||||||
| Five Minute Friends (p182) | Spend fate point to make a friend in five minutes | ||||||
| International (p182) | No penalties for unfamiliarity with setting | ||||||
| Ladies' Man/Popular Gal (p182) | +2 bonus to Rapport for seduction of compatible targets | ||||||
| Blather (p182) | Roll Rapport vs Resolve or Rapport to distract continuously | ||||||
| Heart on My Sleeve (p183) | +1 to defend against Empathy read by choosing aspect to reveal, or simple fact with spin | ||||||
| The Right Questions (p184) | Use Rapport instead of Contacting to gather information from neutral or better target | ||||||
| Smooth Over (p184) | Attempts to calm someone down receive a +2 bonus | ||||||
| RESOLVE | |||||||
| Smooth Recovery (p184) | Take one additional moderate social or mental consequence | ||||||
| Cool Customer (p184) | Once per exchange, take full action to roll Resolve vs. Mediocre to remove first stress box | ||||||
| Aplomb (p185) | Roll over composure stress to lower boxes rather than higher | ||||||
| Unflappable (p185) | +2 Resolve to defend against purely fear-based Intimidation actions | ||||||
| Right Place, Right Time (p185) | May use Resolve to defend in physical combat, or move/take cover | ||||||
| Inner Strength (p186) | +2 Resolve vs. attempts to get in your head, +3 with full defense action | ||||||
| Still Standing (p186) | May take one additional moderate consequence of any type | ||||||
| Driven (p186) | May always invoke a consequence for a bonus | ||||||
| Unyielding (p187) | May convert any one health stress to two 1-point composure stress | ||||||
| Iron Determination (p186) | State true intentions for +1 to Intimidation or Resolve rolls | ||||||
| RESOURCES | |||||||
| Grease the Wheels (p187) | May use Resources instead of Leadership whenever bribes could be accepted | ||||||
| Money Talks (p187) | Use Resources instead of Contacting to publically find someone or something | ||||||
| Home Away From Home (p188) | May specify once the location of a second Library/Lab/Workshop | ||||||
| Headquarters (p188) | One property has quality +2, and one extra element (see description) | ||||||
| Lair (p189) | Headquarters has three extra elements instead of one | ||||||
| Stately Pleasure Dome (p189) | Headquarters has all extra elements, one of which may be unique and distinctive | ||||||
| Trusted Employee (p190) | One staff is companion with Independent and 3 other advances | ||||||
| Best That Money Can Buy (p190) | +1 to Resources when trying to purchase the best of something | ||||||
| Long Term Investment (p190) | Once per session, sell an investment for +2 to a Resources roll | ||||||
| Money Is No Object (p190) | Once per session, spend fate point to make a roll +4 | ||||||
| SCIENCE | |||||||
| Forensic Medicine (p191) | May use Science instead of Investigation for medical evidence | ||||||
| Doctor (p191) | +2 for rolls of first aid or medical attention | ||||||
| Medic (p191) | Remove 1 level of stress per shift, instead of per 2 shifts | ||||||
| Surgeon (p192) | +1 skill in surgery or intensive medicine, +2 in specialty | ||||||
| Scientific Genius (p193) | +1 skill in chosen field, +2 in specialty | ||||||
| Theory in Practice (p193) | Once per scene, spend a fate point to use Science instead of any skill, if fail take minor conseq. | ||||||
| Scientific Invention (p193) | Use Science instead of Engineering to create gadgets | ||||||
| Weird Science (p194) | May create and upgrade late 20th century gadgets and help engineers to do the same | ||||||
| Mad Science (p194) | May create impossible futuristic gadgets within a defined theme | ||||||
| SLEIGHT OF HAND | |||||||
| Bump and Grab (p195) | Spend a fate point to make a simple attempt as a free action | ||||||
| Cool Hand (p195) | No increased difficulty due to environment for any fine manual work | ||||||
| Sucker Punch (p195) | Use Sleight of Hand instead of Fists for the first exchange, with a distraction | ||||||
| Juggler (p196) | +2 on juggling or use Sleight of Hand instead of Art for performance | ||||||
| Legerdemain (p196) | Use Sleight of Hand + 1 instead of Art to entertain | ||||||
| Stage Magic (p196) | Within an arena you control, no size limit for Sleight of Hand targets | ||||||
| Master of Illusion (p197) | Reduce time to prepare tricks by 3 units | ||||||
| STEALTH | |||||||
| In Plain Sight (p197) | No increased difficulty due to environment, may use Stealth in the open | ||||||
| Master of Shadows (p197) | May move one zone per exchange while remaining hidden, halve discovery penalties | ||||||
| Shadowed Strike (p198) | May attack while remaining hidden, using Stealth to defend | ||||||
| Deadly Shadows (p198) | May use Stealth for attack rolls | ||||||
| Quick Exit (p198) | Roll Stealth vs highest Alertness present to disappear | ||||||
| Vanish (p199) | May disappear as a full action in the middle of a conflict | ||||||
| Hush (p199) | Roll Stealth for a group (max = Stealth number) under your orders, without other stunts | ||||||
| Lightfoot (p199) | +2 to circumvent weight-based triggers or avoid tracking | ||||||
| Like the Wind (p200) | Reduce discovery penalties for movement by half | ||||||
| SURVIVAL | |||||||
| Animal Companion (p200) | Companion character with 4 advances, within limits as an animal | ||||||
| Animal Friend (p201) | +2 when interacting with a specified animal type | ||||||
| Call of the Wild (p201) | Roll Survival vs Mediocre to summon (number = shifts) of nearby friendly creatures | ||||||
| King of the Beasts (p201) | +2 with all of a broad class of animals (sea, land, or vermin) | ||||||
| Due North (p202) | +2 to find your way out, with no penalties for unfamiliarity | ||||||
| Tracker (p202) | Roll Survival to track, gaining one piece of information per shift | ||||||
| Hands Free (p202) | No penalty to other actions for riding | ||||||
| Hell Bent for Leather (p202) | +2 for sprint actions while mounted | ||||||
| Ride Anything (p203) | No penalties for lack of familiarity | ||||||
| Breaking it In (p203) | +2 on all rolls to break a new mount, +1 with that mount for that session | ||||||
| WEAPONS | |||||||
| Flawless Parry (p203) | Get +3 bonus instead of +2 for full defense action using Weapons | ||||||
| Riposte (p203) | May use spin in defense to immediately inflict 1 stress as a free action | ||||||
| Turnabout (p204) | Once per opponent per scene, spend a fate point to use spin as a free attack | ||||||
| Catch (p204) | May use spin to catch thrown weapons | ||||||
| Ricochet (p204) | May make trick shot with -1 penalty, but +2 to stress of hit | ||||||
| Good Arm (p205) | May throw up to two zones away instead of one, at a -1 penalty | ||||||
| Anything Goes (p205) | May use anything as a weapon without penalty | ||||||
| Close at Hand (p205) | No supplemental action penalty when drawing a weapon | ||||||
| Weapon of Destiny (p206) | +1 with signature weapon, which is always nearby if possible | ||||||
| Weapons of the World (p206) | No familiarity penalty, once per session +1 for a scene with a new weapon, given a story | ||||||