List of Abilities

"And I heard as it were the noise of thunder one of four marshals saying, `There is no hope, only rules.`"
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Important Considerations

Below is a master-list of every non-Level/Progress-Platform, non-Cyber, non-Trait Ability currently in the game (for Level/Progress Platforms, please see each individual Class in the game, for a list of Cyber Abilities, please see Cyber Abilities List; for a list of Traits, please see List of Traits).

The table is able to be sorted alphabetically by Name, Ability Type, Effect Category, and Mode, and also contains information about Prerequisites and Descriptions of the effect of each Ability.

  • For Prerequisites, Attributes are listed followed by three numbers representing the value required for learning each rank of the Ability (E.G. an Ability with a Prerequisite written as "Strength 3/4/5", means Strength 3 is required for Basic Rank, Strength 4 at Expert, and Strength 5 at Master), and is followed by any non-Attribute Prerequisites. Non-Attribute Prerequisites must always be of equal or higher rank to the rank of ability.
  • Descriptions are generally universal across Ranks, however any differences between Ranks will be identified using appropriate verbiage, such as parenthetical annotations of which values apply at which rank.

Ability Table

Name Type Effect Mode Prerequisites Description
Above and Beyond
Skill D&T Permanent Wisdom 3/4/5; “Salute!” Level Platform So long as the character is under a permanent Co-Op effect, both this character and the Co-Op mechanical source(s) get +1D4 per rank of this ability for any relevant D&T actions submitted related to this character being affiliated.
Advise
Mental Power Tactical Ongoing Wisdom 4/5/6; Equal rank or higher: Teach The target is considered to have equal rank of the Teach Power for the next 5 minutes as the user. This ability requires one minute of initial role play to perform and requires that the user to stay with the target while the target is teaching. While the user is advising a target, the user cannot be taught via the Teach power.
Agility
Skill Passive Permanent Dexterity 5/6/7; Equal rank or higher: Avoid The character gains +2 Agility per purchase of this ability.
Aim
Physical Power Offense Temporary Dexterity 3/4/5 User deals +2 damage per rank on their next attack wielding a Ranged Weapon or Firearm. This power requires 5 seconds of Role play to use.
Analyze
Mental Power Truth Ongoing Wisdom 3/4/5 The character may choose any target within 20 feet as his or her target. The target must state any "weaknesses" as per the “Weakness” flaw.
Ancient Combat
Skill Passive Permanent Intelligence 5/6/7; "Self Study" Level Platform The character gains equal rank Knowledge: History and equal rank Combat Path: Archaic.
Anesthetize
Physical Power Nullify Temporary Wisdom 3/4/5 Removes one equal or lower rank Pain effect from a target. This takes 5 seconds to perform and must be role played accordingly.
Assistant
Physical Power Co-Op Temporary Intelligence OR Wisdom 4/5/6 The character with this ability may assist any other character with any equal rank or lower craft, repair, surgery, rebuild, reverse engineering, or another similar type of ability. By role playing with that other character for the duration of their ability execution, the entire role play time for the other character's ability is reduced by -1 Time Interval to a minimum of 15 minutes total. This ability will stack with Sweat and Blood, but is applied before that ability is applied if used in tandem. Up to two Assistants may help a character at any time.
Avoid
Physical Power Defense Ongoing Dexterity 3/4/5 Defense against any equal or lower rank attack from the front only. Ranged Attacks may be avoided with the exception of Firearms.
Balance
Physical Power Defense Ongoing Dexterity 3/4/5 Negates any equal or lower rank Movement Effect.
Barter
Social Power Mind Ongoing Influence 3/4/5 When negotiating with another character, this power may be used once for any component or finished item of equal or lower rank to this ability being used during the trade. The target of the Barter believes that the value of the component or item that Barter is being used for is worth either half (rounded to the nearest 25 Units) or doubled, decided by the character using the Barter power. This ability may only be used once per character per transaction.
Blind Fighting
Mental Power Defense Sustained 15s Wisdom 4/5/6 The character can continue fighting in melee combat as normal while under an equal or lower rank Blind Effect while sustained.
Block
Physical Power Defense Ongoing Strength 3/4/5 Requires an appropriate weapon physrep to be wielded when called. Defense against most equal or lower rank physical attacks from the front only. Ranged attacks may also be blocked with the exception of firearms.
Bold Move
Physical Power Defense Ongoing Dexterity 4/5/6 The user may redirect any attack of equal or lower rank they are struck with to another target within weapon's distance of the user. Firearm attacks cannot by redirected in this way, and the original source of the attack cannot be chosen to be redirected into.
Bonus
Skill Passive Permanent Plot-approved backstory and/or Plot-approved in-character role play specifying where and how the character earns the Bonus The character gains a Unit Bonus for successfully completing unranked, equal, or higher ranked In-Game Hub/Garage Contracts. This Bonus is explained as the character being experienced and / or tenured or educated enough to deserve additional pay for the successful completion of such jobs. The Bonus earned is an additional 500 Units per rank of this ability.
Camouflage
Physical Power Hidden Presence Temporary Dexterity 4/5/6 The user is able to conceal themselves with an equal or lower rank Hidden Presence effect, which also grants +1 Effective Dexterity per rank of this power for the purposes of defending against Perception. This power takes 15 seconds of uninterrupted role play to utilize and requires the player to utilize appropriate makeup and/or costuming to try to blend in seamlessly.
Carry
Physical Power Movement Temporary Stamina 3/4/5 This ability grants you a temporary +1 Effective Strength per Rank for 5s/15s/1m for the purposes of Carrying an item or individual only.
Charm
Social Power Mind Temporary Influence 3/4/5 This power requires 15 seconds of appropriate role play, which must include near-constant verbal communication with the target convincing the target that the user is their friend or ally. Once completed, the target considers the user a friend or ally for 5 minutes, but otherwise is of their own free will.
Cheap Shot
Physical Power Pain Ongoing Wisdom OR Dexterity 5/6/7 Surge 1m. Target must be struck with a melee weapon, claw, or fist physrep. Any abilities that are Sustained by the target, including any equal or lower rank of Soak, ends immediately. The target is under a pain effect for 1 minute. This counts as a Surprise attack.
Climb
Physical Power Tactical Ongoing Strength 4/5/6 The user may climb up or down particular areas specified by an appropriate marshal as climbable. Without the use of this Power, designated climbable areas cannot be climbed.
Combat Path: Specific
Skill Passive Permanent None The character learns one equal rank Combat Path of choice accessible to the character's class(es).
Combat Proficiency
Skill Passive Permanent Any Combat Path The character chooses a Combat Path they have already learned and then chooses Offensive or Defensive. "Offensive" grants +2 damage while fighting via the chosen Combat Path. "Defensive" grants an additional -2 Threshold while any rank of Defensive Stance the character knows is active and only while fighting in the chosen Combat Path.
Command: Attack
Social Power Command Temporary Equal rank or higher: Knowledge: War Single target gains +2 damage per rank for 1 minute. Cannot be used on self.
Command: Defend
Social Power Command Temporary Equal rank or higher: Knowledge: War Single target gains a Threshold of 8 for 15 seconds (Basic) / 1 minute (Expert) / 5 minutes (Master). The duration of this specific Command cannot be raised by any means unless explicitly stated by an ability that this specific command can be raised. Cannot be used on self.
Command: Drill
Social Power Command Temporary Equal rank or higher: Knowledge: War The target gains the use of one Power per rank, regardless of rank, that the user knows, and can use that Power(s) as though they had the Power for 15 minutes.
Command: Engage
Social Power Command Temporary Equal rank or higher: Knowledge: War Single target within 10 feet of user may choose to Traverse up to +5 steps per rank within the next 5 seconds towards an enemy target of choice within sight. Cannot be used on self.
Command: Focus
Social Power Command Temporary Equal rank or higher: Knowledge: War This ability requires a minimum of 15 seconds of appropriate role play. The target has 15 minutes to invoke this ability after it has been used on them. Once invoked, the character chooses a single ability of choice with a role play timer that they have (which they have not already started role playing) that is equal or lower rank than the rank of this ability used. That role play timer is reduced by one to the nearest time interval to a minimum of 15 seconds. This may be used for Crafting and Repairing and will apply before any other time modifiers unless otherwise specified. Cannot be used on self.
Command: Retreat
Social Power Command Temporary Equal rank or higher: Knowledge: War Single target within 50 feet may choose to Traverse up to +5 steps per rank within the next 5 seconds towards the user. Cannot be used on self.
Conceal
Physical Power Sabotage Ongoing Dexterity 4/5/6 Conceals a single item no larger than 216 cubic inches in an equal or lower rank Invisibility effect. This power requires 1 minute of role play to perform and lasts indefinitely until the item is detected or you draw the item.

For quick reference, this equals a box with the dimensions 6x6x6 or 12x6x3. In addition, a Small Boffer Weapon can be concealed.

Conscript
Mental Power Co-Op Temporary Influence 3/4/5 Lockout 4h. So long as the user has access to create a permanent Co-Op Effect, the user may expend 1 Cerebral Power and role play for 15 seconds to convince and temporarily induct a willing target to count as a member of that appropriate, permanent Co-Op position and gain all related benefits and detriments for a duration of 1 hour. This may be used on up to 1 target per rank.
Constitution
Skill Passive Permanent Stamina 4/5/6 Gain +X hit points per purchase, depending upon your Effective Stamina Score:
  • STA 4: +4 Hit Points
  • STA 5-6: +6 Hit Points
  • STA 7: +8 Hit Points
  • STA 8-9: +10 Hit Points
  • STA 10+: +12 Hit Points
Counsel
Mental Power Morale/Nullify Ongoing Influence 3/4/5; Equal rank or higher: Knowledge: Psyche This Power requires 15 seconds of appropriate role play to perform, such as motivating the target or counseling them. Removes a single equal or lower rank Mind currently affecting another target. The target can now spend 1 cerebral power use to negate equal or lower mind effects for 1 minute.
Counter Forensics
Physical Power Sabotage Sustained per 60 sec Equal rank or higher: Investigate For each interval this Power is sustained, any character using the Investigate Power will not gain any information regarding the user unless they sustain Investigate an equal number of times. If Counter Forensics is sustained for a total of 5 intervals, characters using Investigate will gain no information regardless of sustained period. This power will only affect equal or lower rank uses of Investigate.
Courage
Mental Power Negation Ongoing Wisdom 3/4/5 Negates an equal or lower rank Fear Effect.
Cover
Skill Passive Permanent Dexterity 3/4/5 As long as the character is roleplaying with at least 50% of their body behind stationery cover for at least 5 seconds, they are considered to have an active Threshold of 12 (Basic) / 8 (Expert) / 4 (Master) against Ranged attacks, including bullets and ener. A legal target must always be provided by the person behind the cover so that others can legally strike them. This Threshold only applies to attacks coming from the direction which the cover is providing protection (E.G. crouching behind a table will not protect against attacks delivered from behind). Attacks augmented with Perfect Aim-like effects will ignore this Threshold.
Craft: Category
Skill Craft Permanent Intelligence 4/5/6 The character chooses any single craft category to learn available to the class they are learning the ability from: Biochem, Electronics, Explosives, Luxury, Manufactured, Mechanical. If this skill is learned again, a different category must be selected.

This skill allows the character to utilize the appropriate Blueprints or memorized Recipes in order to craft any item of equal rank within the chosen category. In addition this skill allows the character to memorize any recipe or blueprint they come into contact with for 1 AP per rank per item. Recipes may either be learned from the appropriate Blueprint item, or may be taught directly by any character who also has the Recipe memorized. Blueprints must either be found in game or may be copied from other existing Blueprints in game, which takes an amount of time equal to crafting the item itself.

Finally the character may, as a Death & Taxes move, Research in an effort to invent and innovate custom items of equal rank within this craft category. This process may take up to three months to perform, however the move only counts toward the first month of Death & Taxes you began researching. A single character may not have more than one research active at any single time. If the move is successful the player will be notified and will receive the appropriate Blueprint the following event (which must be physrepped by the player), and if the player chooses, may immediately memorize the Recipe in addition to or instead of receiving the Blueprint item.

Cripple Limb
Physical Power Break Ongoing Strength 4/5/6; Equal rank or higher: Enfeeble Limb Surge 1 minute. Renders the target's limb broken. Requires the chosen limb to be struck with a blunt melee weapon.
Crippling Shot
Physical Power Break Ongoing Dexterity 4/5/6; Equal rank or higher: Enfeebling Shot Surge 1 minute. Renders the target's limb broken. Requires the target to be struck with a non-knife ranged weapon.
Defensive Stance
Physical Power Defense Sustained per 15s (Basic) / 1m (Expert) / 5m (Master) Dexterity or Stamina 3/4/5 The character gains a Threshold 16 while Sustained.
Deflect
Physical Power Defense Ongoing Strength 3/4/5; Equal rank or higher: Block Requires an appropriate weapon physrep to be wielded when called. Defense against equal or lower rank Physical Attacks from any direction. Ranged Attacks may also be defended with the exception of Firearms.
Demolitions
Skill Passive Permanent Intelligence 4/5/6 Characters may use, set, or disarm explosives of this rank or lower so long as they have any other prerequisites needed. Disarming explosives that were set as or count as Traps also requires an appropriate rank of Subterfuge.
Demoralize
Social Power Morale Temporary Influence 4/5/6 Removes a single equal or lower rank beneficial Mind or Morale Effect currently affecting another target. Additionally, the target has Surge +1 Time Interval added to every power of equal or lower rank they know for 15 seconds. This Power requires 5 seconds of appropriate role play to perform, such as making fun of the target or belittling their mom.
Determined Resolve
Skill Passive Permanent Stamina 4/5/6 The character's Down Count is reduced by 1 minute per purchase to a minimum of 1 minute.
Diagnosis
Mental Power Truth Ongoing Wisdom 4/5/6 Allows the character to ask one Yes/No question per rank Out of Game to a target regarding any physical status effects.
Disarm
Physical Power Disarm Temporary Strength OR Dexterity 3/4/5 Target must drop any and all items in the affected hand and cannot use this hand for 5 seconds. This power requires either the item or the arm holding the item to be struck with a melee weapon. Shields cannot be disarmed in this fashion.
Disguise
Mental Power Hidden Presense Temporary Wisdom 3/4/5 Surge Weekend. The character is permitted to use costuming and makeup to look like any other Origin with the same level of intricacy as the character is normally. While active, the character gets +2 per rank to his or her Effective Intelligence or Wisdom (whichever is higher) for defending against any ability which is used to try to see through the disguise (such as Perception). Disguises are considered to be applied in-game and take an amount of time equal to however long it takes the character to change makeup and clothes. After some time, disguises fade away, such as makeup sweating off or prosthetics and masks peeling away or shifting around obviously. As such, this ability lasts for only up to 1 hour.
Dissection
Physical Power Tactical Ongoing Equal rank or higher: Knowledge: Anatomy and Physiology Harvests a single equal or lower rank component from a Helpless or Dead target per use. This power requires 1 minute of role play to perform. Dissecting a target of any piece necessary for life (such as essential organs) will automatically Coup de Grace the target after 5 seconds of use.
Distraction
Social Power Mind Temporary Influence 3/4/5; Equal rank or higher: Lie The target is distracted for 5 seconds. While distracted, the target character cannot engage n any offensive actions and must role play his or her distraction appropriately. This Power requires at least 1 second of appropriate role play to perform, such as the character pointing out something and exclaiming in order to distract the target. Combat with the target will instantly end this effect.
Dodge
Physical Power Defense Ongoing Dexterity 4/5/6; Equal rank or higher: Avoid Defends against any equal or lower rank Physical Attack or Ranged Attack (with the exception of Firearms) from any direction.
Double Tap
Physical Power Offensive Ongoing Dexterity 4/5/6 This power may be used after successfully affecting a target with any equal of lower rank Physical Attack; if not defended against, the target takes the effect again. The target may defend against this second attack as normal.

Only one use of Double Tap per attack is allowed (I.E. Characters are not permitted to 'repeatedly chain' Double Tap a target)

Dramatic Showing
Physical Power Mind Temporary Influence 3/4/5 Minimum 5 seconds role play, maximum 15 seconds required. All characters within visual and auditory range of the user are enthralled by the user's Dramatic Showing. This can only be done when the user first enters an area or when the user leaves an area. It cannot be done more than once on the same group of people by constantly entering and leaving an area.
Endurance
Physical Power Negation Ongoing Stamina 4/5/6 Negates any equal or lower rank Pain Effect that would otherwise affect the user.
Energize
Physical Power Heal Ongoing Wisdom 4/5/6 Surge 5 minutes. Heals target 1 Physical Power use per rank.
Enfeeble Limb
Physical Power Break Temporary Strength 3/4/5 This Power must be delivered by striking a target in a limb with a Melee weapon. The target limb is useless and cannot be used for 15 seconds. The target must appropriately role play extreme pain in the limb.
Enfeebling Shot
Physical Power Break Temporary Dexterity 3/4/5 This power must be delivered by striking a target with a Ranged weapon. A limb of choice for that target is useless and cannot be used for 15 seconds. The target must appropriately role play extreme pain in the limb.
Escape
Physical Power Negation Ongoing Dexterity 4/5/6 Ends any equal or lower rank Bind Effect on the user. This power takes 15 seconds of appropriate role play to complete.
Escape Strike
Physical Power Nullify Ongoing Wisdom 4/5/6 Removes a single equal or lower rank physical Bind Effect currently affecting another target. This Power requires an appropriate weapon to free the target from their physical bindings, such as a knife, a gun, or even an arrow.
Evade
Physical Power Defense Ongoing Equal rank or higher: Dodge Defense against any equal or lower rank attack from any direction, including Surprise attacks. Ranged Attacks may be defended against with the exception of Firearms.
Finesse
Skill Passive Permanent Dexterity or Stamina 3/4/5 The character gains +1 Physical Power Use per purchase.
First Aid
Varies Heal Ongoing Wisdom 3/4/5 When learning this ability, the character chooses Physical or Cerebral and this Power is permanently fueled by the corresponding type of Power Use for the character. This Power is used in tandem with using the item "Med Pack" of equal or lower rank. It lowers the time to use the item to 15 seconds and doubles the amount healed, but only when using it with the option to heal Hit Points.
Fortitude
Skill Passive Permanent Equal rank or higher Defensive Stance The character gains an additional -2 Threshold per rank while Defensive Stance is active.
Game Plan
Skill D&T Permanent Intelligence 4/5/6 The character gains +1 Effective Intelligence for any military or tactics-related Death & Taxes action.
Garrote
Physical Power Bind/Slay Sustained per 15 sec Dexterity 5/6/7; Equal rank or higher: Waylay This Power counts as a Surprise and Direct enhanced attack. It must be delivered to a target from behind by striking the target with two Fist or Claw physreps in the back simultaneously. While sustained, the target is considered bound. After 15 seconds of concentrated role play, the target receives an immediate equal rank slay effect.
Go Big or Go Home
Skill D&T Permanent Influence OR Intelligence 5/6/7 The character gains +1 Death & Taxes Action Points per purchase.
Grapple
Physical Power Bind Sustained per 15 sec Strength 4/5/6 This Power can only be used by striking a target with two Claw or Fist physreps simultaneously. The target is placed in a physical Bind Effect. A target with a higher Strength Score than the user can break this effect after 5 seconds.
Gunzerker
Skill Passive Permanent Strength 6 This Skill only exists at Master rank and no previous rank versions need to be purchased. The character may wield up to two 2-handed Firearms at a time (one in each hand) but otherwise fire with them normally and deal damage as normal. The character must follow all other use item prerequisites as normal.
Inspire
Mental Power Morale/Nullify Ongoing Influence 3/4/5; Equal rank or higher: Knowledge: Psyche This Power requires 15 seconds of appropriate role play to perform, such as motivating the target or inspiring them. Removes a single equal or lower rank Fear currently affecting another target. The target can now spend 1 cerebral power use to negate equal or lower fear effects for 1 minute.
Intercede
Physical Power Defense Ongoing Dexterity 4/5/6 The user may redirect to themselves any strike that would have affected another target within weapon's distance. This can only be called on equal or lower rank Physical Attacks with the exception of Firearms.
Interject
Social Power Negation Ongoing Influence 4/5/6 The character may negate any equal rank or lower Social Power targeting another target within 5 feet. This power requires appropriate role play of the character interjecting and making a statement that is role play appropriate to negating the effect.
Interrogate
Social Power Fear Sustained per 60 sec Wisdom 4/5/6; Appropriate non-malevolent alignment The user calls this Power against any target that is conscious, but otherwise Helpless or unwilling to escape from the user. The target must be within 10 feet of the user. The target is compelled to answer the questions of the user to the best of their ability and is compelled to be truthful. Defenses used against this Power do not need to be announced.
Intimidate
Social Power Fear Temporary Influence 4/5/6 This Power takes 5 seconds of appropriate role play to use. The target of this Power must role play being intimidated and can only use their weapons offensively once per 5 seconds rather than once per second as normal. Additionally, the target of this Power cannot use equal or lower ranks of Courage for 1 minute.
Intuition
Skill Passive Permanent Wisdom 3/4/5 The character gains +1 Cerebral Power Uses per purchase.
Investigate
Mental Power Truth Sustained per 60 sec Wisdom 4/5/6; Equal rank or higher: Knowledge: Forensics Allows the user to approach a marshal to gain information of a scene or location they are in by asking any number of questions relevant to investigating the scene. Information gained is to the discretion of the marshal and can include, but is not limited to the following:
  • Who: Limited information on who, but will gain near exact numbers on amount of persons that were in the area and possible basic descriptions such as weight, height, size of extremities. It is possible to gain genetic data such as hair follicles and fingerprints, but these will not instantly reveal identity without proper investigation.
  • What: Detailed information on particular items that may be present, missing or damaged that otherwise would not be.
  • Where: Detailed information on exact areas characters traveled, where they entered, exited, or areas combat ensued.
  • How: Information on many open ended scenarios of the scene, such as if any person attempted to cover up information.
Item Care: Archaic Armor
Physical Power Enhancement Temporary Wisdom 3/4/5 Surge 4 hours. This Power requires 5 minutes of role play per Archaic Armor set. The target Archaic Armor set gains +2 Durability per rank of this Power for a duration of 1 hour. This Durability is the first to be used when the armor is struck and cannot be repaired after it is gone.
Item Care: Archaic Weapon
Physical Power Enhancement Temporary Wisdom 3/4/5 Surge 4 hours. This Power requires 5 minutes of role play per Archaic Weapon. The target Archaic Weapon strikes for +2 damage per rank of this Power for a duration of 1 hour.
Item Care: Ballistics Armor
Physical Power Enhancement Temporary Wisdom 3/4/5 Surge 4 hours. This Power requires 5 minutes of role play per Ballistics Armor set. The target Ballistics Armor set gains +2 Durability per rank of this Power for a duration of 1 hour. This Durability is the first to be used when the armor is struck and cannot be repaired after it is gone.
Item Care: Brutal Weapon
Physical Power Enhancement Temporary Wisdom 3/4/5 Surge 4 hours. This Power requires 5 minutes of role play per Brutal Weapon. The target Brutal Weapon strikes for +2 damage per rank of this Power for a duration of 1 hour.
Item Care Enerweapon
Physical Power Enhancement Temporary Wisdom 3/4/5 Surge 4 hours. This Power requires 5 minutes of role play per Enerweapon. The target Enerweapon strikes for +2 damage per rank of this Power for a duration of 1 hour.
Item Care Firearm
Physical Power Enhancement Temporary Wisdom 3/4/5 Surge 4 hours. This Power requires 5 minutes of role play per Firearm. The target Firearm strikes for +2 damage per rank of this Power for a duration of 1 hour.
Item Care Modern Weapon
Physical Power Enhancement Temporary Wisdom 3/4/5 Surge 4 hours. This Power requires 5 minutes of role play per Modern Weapon. The target Modern Weapon strikes for +2 damage per rank of this Power for a duration of 1 hour. Modern Weapons, for the purposes of this ability, are considered any non-Archaic, non-Brutal, non-Enerweapon, non-Firearm, non-Demolitions weapons.
Item Care Reinforce
Physical Power Enhancement Temporary Wisdom 3/4/5 Surge 4 hours. This Power requires 5 minutes of role play per item. Any character with this item equipped, for a duration of 1 hour, may call “Reinforced!” to negate 1 equal rank or lower Sunder or Shatter Effect that would have otherwise affected the item.
Jar Head
Skill Passive Permanent Strength 6 This Skill only exists at Master rank and no previous rank versions need to be purchased. The character's hard Strength Score damage bonuses (for 1 hand only) apply to Firearms as well.
Joint Lock
Physical Power Pain Sustained per 15 sec Strength 4/5/6; Equal or higher rank: Grapple This power can only be used while the user is sustaining a Grapple on the target. Every time this Power is sustained, the user may choose a limb to break on the target. That target limb is broken and follows all normal rules for broken limbs until healed.
Jump
Physical Power Tactical Ongoing Dexterity 4/5/6 This Power can be used by the character to jump across particular areas specified by an appropriate marshal as jumpable. Without the use of this Power, designated jumpable areas cannot be jumped across.
Jump Start
Physical Power Life Ongoing Intelligence 4/5/6; Equal rank or higher: Maintain This will bring a non-organic target that has been in his or her Death Count for 5 minutes (Basic)/15 minutes(Expert)/1 hour (Master) or less back into the beginning of his or her Down Count.
Kidnap
Physical Power Offense Ongoing Dexterity OR Strength 5/6/7 This Power must be delivered from behind via Claw or Fist physreps simultaneously striking the target in the torso. This counts as a Surprise attack. Target is bound and silenced while sustained. The user can move at a heel-to-toe rate with target.
Kill Shot
Physical Power Slay Ongoing Dexterity 5/6/7; Equal rank or higher Precise Shot Surge 5 minutes. This Power is used in conjunction with any type of Ranged or Firearm weapon such as throwing knives, bows, crossbows, Firearms, or Ranged Enerweapons. Targets that are struck are instantly put into his or her Death Count. Unless otherwise specified by an ability or item, this ignores Protection. Also, depending upon what type of weapon delivered the Kill Shot, an additional effect type is added:

Throwing Knives/Bows/Crossbows: Surprise

Firearms: Bullet

Ranged Enerweapons: Ener

Kill Strike
Physical Power Slay Ongoing Strength 5/6/7; Equal rank or higher: Sever Limb Surge 5 minutes. This Power is used in conjunction with any type of Melee weapon, knuckles, or claws. Targets that are struck in the torso are instantly put into his or her Death Count. Unless otherwise specified by an ability or item, this ignores Protection.
Knockback
Physical Power Movement Ongoing Strength 4/5/6 This power can only be delivered by striking a target in the torso with a Melee weapon, Fist, or Claw physrep. The target must move 10 feet back relative to the striking position of the user.
Know My Work
Skill Passive Permanent Equal rank or higher: Craft: Category The character gains +1 Effective Attribute Score per rank for any Use Device checks for any items that he or she personally crafted.
Knowledge: Specific
Mental Power Knowledge Ongoing Intelligence 4/5/6 When purchasing this Power, the character chooses a specific Knowledge from the Knowledge List. The character now has that Knowledge.

Whenever presented with an Intelligence Challenge pertaining to a topic that the chosen Knowledge may be related to, the character may use this Power once per challenge to increase his or her Effective Intelligence by +1 per rank. There may also be Intelligence Challenges that require the use of a specific Knowledge power as well, regardless of the character's total Intelligence Score.

Knowledge Focus: Specific
Mental Power Knowledge Ongoing Intelligence 5/6/7; Equal rank or higher: Knowledge: Specific (related to the Focus) When purchasing this power, the character chooses a specific knowledge focus that can be tied directly to a Knowledge or multiple Knowledges that he or she already has learned. Unlike Knowledges, the Knowledge Focus is not chosen from a list, but is decided on by the player as any specific, focused topic that could be logically chained from a knowledge or number of Knowledges that he or she has. The character now has that knowledge focus.

Whenever presented with an Intelligence Challenge pertaining to a topic that the chosen Knowledge Focus may be related to, the character may use this power once per challenge in conjunction with a regular Knowledge to increase his or her Effective Intelligence by an additional +1 per rank. There may also be Intelligence Challenges that require the use of a specific Knowledge Focus power as well, regardless of the character's total Intelligence Score or base Knowledges.

K.O.
Physical Power Incapacitate Temporary Strength 4/5/6 Surge 1 minute. This Power can only be delivered with a Fist or Claw physrep by striking a target in the torso. The target is considered knocked out, completely unconscious for 15 seconds (Basic)/1 minute (Expert)/5 minutes (Master).
Lie
Social Power Lie Ongoing Influence 3/4/5 This Power is used in defense to any truth detection. The announcement of this Power does not need to be called, but the power use must still be spent.
Literacy
Skill Passive Permanent Influence 4/5/6 The character gains the ability to read and write in a single chosen language of equal rank.
Maintain
Varies Heal Ongoing Intelligence 3/4/5 When learning this ability, the character chooses Physical or Cerebral and this power is permanently fueled by the corresponding type of Power Use for the character. This power is used in tandem with using the item "Maintenance Pack" of equal or higher rank. It lowers the time to use the item to 15 seconds and doubles the amount healed, but only when using it with the option to heal Hit Points.
Meat Shield
Physical Power Defense Sustained per 15 sec Strength 5/6/7 This Power can only be used on a target that is dead, Incapacitated, Helpless, or Willing and that target counts as the user's Meat Shield. If the Meat Shield is in their Down Count, all numerical damage redirected will count as a Coup De Grace. The user may move the Meat Shield around based on their Strength Attribute. While sustained, all numerical damage and physical powers of equal rank or lower that would have affected the user instead affect the Meat Shield.
Motivate
Social Power Morale Temporary Influence 4/5/6 This Power cannot be used on self. A single target gains +6 HP (Basic)/+8 (Expert)/+10 (Master), +1 Physical Power Uses per rank, and +1 Cerebral Power Uses per rank for 15 minutes. Power Uses not used are forfeit at the end of the 15 minutes. This Power takes 15 seconds of appropriate role play motivating a target and then it can be called.
Nerve Strike
Physical Power Paralysis Temporary Equal rank or higher: Stun Surge 1 minute. This power can only be delivered via Fist or Claw physreps. The target must be struck in the torso for this power to work. The target is paralyzed for 5 seconds.
Offensive Stance
Physical Power Offense Sustained per 60 sec Dexterity 3/4/5 The user gains +2 melee damage per rank while sustained.
Parry
Physical Power Defense Ongoing Strength 4/5/6; Equal rank or higher: Deflect Requires an appropriate weapon physrep to be wielded when called. Defense against equal or lower rank Physical Attacks from any direction, including Surprise. Ranged Attacks may also be blocked with the exception of Firearms.
Perception
Mental Power Truth Ongoing Wisdom 4/5/6 The character immediately gets +1 to their Effective Wisdom Score per rank of this ability. This power can determine whether or not an equal rank or lower Sabotage Effect has happened or is present within 10 feet. In order to successfully make this determination, the user has an Effective Wisdom Challenge against the Effective Dexterity Score of the character that originally performed the Sabotage Effect. If the Effective Wisdom Score of the user equals or exceeds the Effective Dexterity Score of the saboteur at the time that the saboteur performed the Sabotage Effect, then the user has successfully perceived the sabotage effect. This can include, but is not limited to, detecting traps, detecting locks, detecting counter forensics, and detecting pick pockets. This ability may also be used in role play situations in order to ascertain information about a situation or on a module. To do so, either speak with a marshal about what you are trying to do (such as look for something out of place or listen to try to hear what's on the other side of a door or wall) or wait until a marshal prompts you to use this ability.
Petrify
Social Power Fear Sustained per 15 sec Influence 4/5/6 The target of this effect must be within 10 feet of the character. The target is petrified with fear, unable to move or make any action, other than cower or tremble. This effect immediately wears off if the target is attacked by the character or the character's life would otherwise be near-immediately forfeit (E.G. a number of other people attacking the character... but one friend of the character simply striking for damage to try to break the effect will not work). This effect requires concentration, so the user must be constantly role playing some form of intimidation, threatening body language, stating that he better not move or else, etc.
Pharmacology
Mental Power Truth Ongoing Equal rank or higher: Knowledge: Chemistry This Power allows the character to identify the properties of any Biochem item of equal or lower rank.
Pin
Physical Power Bind Temporary Dexterity 3/4/5 This Power can only be used with a non-firearm, ranged weapon such as throwing daggers or arrows. The target of this Power has one leg of the user's choice pinned in place for 1 minute.
Precise Shot
Physical Power Offense Ongoing Equal rank or higher: Aim This Power must be called when striking a target with a Ranged weapon or Firearm. This power adds the "Direct" modifier to numerical damage called to a maximum of Basic/Expert/Master Damage Cap or to any equal or lower rank ability used in conjunction with this power. This Power takes 5 seconds of role play to perform.
Preserve: Degauss
Mental Power Heal Ongoing Equal rank or higher: Maintain This Power is used in tandem with using the item "Maintenance Pack" of equal or higher rank. It lowers the time to use the item to 15 seconds and doubles the amount healed, but only when using it with the option to convert Shock damage to normal.
Preserve: Deice
Mental Power Heal Ongoing Equal rank or higher: Maintain This Power is used in tandem with using the item "Maintenance Pack" of equal or higher rank. It lowers the time to use the item to 15 seconds and doubles the amount healed, but only when using it with the option to convert Cold damage to normal.
Preserve: Heat Sink
Mental Power Heal Ongoing Equal rank or higher: Maintain This Power is used in tandem with using the item "Maintenance Pack" of equal or higher rank. It lowers the time to use the item to 15 seconds and doubles the amount healed, but only when using it with the option to convert Heat damage to normal.
Propaganda
Skill D&T Permanent Influence 4/5/6 The character gains +1 Effective Influence Score for any Influence Challenge in Death & Taxes.
Pummel
Physical Power Pain Temporary Strength 3/4/5; Appropriate malevolent alignment Target suffers -8 Hit Point (Basic)/-12 Hit Point (Expert)/-16 Hit Point (Master) for 1 hour, to a minimum of 2 Hit Points. The target must be under a Bind, Trip, Incapacitate Effect or otherwise completely helpless in order to be affected by this Power. This Power can only be delivered via Fist, Claw, or Brutal Weapon physreps. This requires 5 seconds of role play, pretending to severely beat up the target, to perform.
Quick Fix
Physical Power Craft Temporary Intelligence 4/5/6; Equal rank or higher: Repair: Category This Power takes 15 seconds of role play to perform. The user can repair an item with no components. The repair lasts for 5 minutes. After 5 minutes, the item breaks again automatically. This Power can only be used on equal rank or lower items. This Power cannot be used in place of Repair for alternate effects, such as restocking a Med Pack.
Rattle
Physical Power Offense Temporary Strength 4/5/6 The target loses 1 Cerebral Power Use per rank until Recovered. This Power can only be delivered from a Fist or Claw physrep striking the target in the torso.
Reconstruct Limb
Physical Power Heal Ongoing Intelligence 5/6/7; Equal rank or higher: Maintain This Power takes 60 (Basic)/15 (Expert)/5 (Master) uninterrupted minutes to perform and requires a target with a severed artificial limb. After 60/15/5 minutes, the target’s severed artificial limb will be considered healed at the start of the following event. This Power requires a Maintenance Kit to be used as though it were healing the target.
Refurbish Limb
Physical Power Heal Ongoing Intelligence 5/6/7; Equal rank or higher: Maintain This power takes 15 (Basic)/5 (Expert)/1 (Master) uninterrupted minute(s) to perform and requires a target with a broken artificial limb. After 15/5/1 minute(s), the target’s broken artificial limb will be considered healed at the start of the following event. This Power requires a Maintenance Kit to be used as though it were healing the target.
Reliable Contact
Skill D&T Permanent Influence 4/5/6 The character has a trusted contact for information and assistance. This contact must be found or obtained in game or be specified through an approved character history. You may now perform any D&T you know using the Reliable Contact Rules.
Rend
Physical Power Offense Ongoing Strength OR Dexterity 4/5/6 This Power can only be delivered via melee and counts as a Surprise attack. The target suffers 4 points per rank of Protection damage. If this ability is enhanced with a modifier (such as Bullet or Ener) it will only harm protection that would otherwise be able to stop those modifiers.
Repair: Category
Physical Power Craft Ongoing Intelligence 4/5/6 The character chooses any single craft category to learn available to the class he or she is learning the ability from: Biochem, Electronics, Explosives, Luxury, Manufactured, Mechanical. If this skill is learned again, a different category must be selected.

This power will repair an equal rank or lower item of the chosen category that has been Sundered or broken within the last 5 hours. See Craft/Repair Rules for more information on RP time and components needed.

Resilience
Skill Passive Permanent Stamina 5/6/7; Equal rank or higher: Soak The character gains +2 Resilience per purchase.
Resuscitate
Physical Power Life Ongoing Wisdom 4/5/6; Equal rank or higher: First Aid This will bring a target that has been in his or her Death Count for 5 minutes (Basic)/15 minutes(Expert)/1 hour (Master) or less back into the beginning of his or her Down Count.
Retain
Physical Power Negation Ongoing Strength OR Dexterity 3/4/5 This Power is called in response to a Disarm Effect of equal or lower rank that would otherwise affect the character. The Disarm effect is negated.
Retort
Social Power Negation Ongoing Influence 3/4/5 This Power is called in response to any detrimental Social Power of equal or lower rank that would otherwise affect the user and requires the user to role play responding with a witty retort. The original effect is negated and then reflected back on the originator as though the user called that Power on them first. Retorts can be retorted by an equal or higher rank Retort.
Scavenge
Physical Power Tactical Ongoing Wisdom 4/5/6 Lockout 4h. This Power takes 15 uninterrupted minutes to perform and requires a marshal be notified upon the start and end of its use. After 15 minutes, the user gains an equal rank component
Sense Motive
Mental Power Truth Ongoing Wisdom 4/5/6 Allows you to determine if a character has spoken a deceptive statement within the past minute and will inform you of which statement was deceptive. This also includes if a character is attempting to hide information from analyze or diagnosis.
Sever Limb
Physical Power Sever Ongoing Strength 5/6/7; Equal rank or higher: Cripple Limb Surge 1 minute. Severs target's limb; the chosen limb must be struck with a bladed melee weapon.
Shred
Physical Power Offensive Ongoing Dexterity 4/5/6 This Power can only be delivered via ranged / firearm weapon and counts as a Surprise attack. The target suffers 4 points per rank of Protection damage. If this ability is enhanced with a modifier (such as Bullet or Ener) it will only harm protection that would otherwise be able to stop those modifiers.
Shield Wall
Physical Power Defense Ongoing Strength 4/5/6; Equal rank or higher: Deflect Defense against any equal or lower rank area of effect, splash effect, trap, or physical extraordinary power. Requires a Shield equipped to utilize.
Shooting Stance
Physical Power Offense Sustained per 60 sec Dexterity 3/4/5 The character sustaining this power gains +2 Ranged damage per rank while sustained.
Slander
Social Power Lie Ongoing Equal rank or higher: Lie The user must spend 5 seconds role playing with a target by speaking a lie about another target of the user's choosing. The first target listening to the lie is under an ongoing Mind Effect which perpetually makes them believe the original lie. This effect may be negated immediately by using an equal rank or higher Sense Motive in defense. The Sense Motive may be negated with a regular equal rank or higher Lie as normal. Once affected by this Power, the target can only have it removed with an equal rank or higher appropriate nullify (such as Counsel) from someone who explains the truth.
Sleight of Hand
Physical Power Sabotage Ongoing Dexterity 4/5/6; Equal rank or higher: Subterfuge Surge 1h. To use this Power, the user must role play for 5 seconds, place a sticker anywhere on a target, and notify a marshal. The user will get 1 random item card from the target. If the sticker is somewhat near the area that the item resides in, then the character gets +1 extra item card. If the sticker is directly on the area that the item resides, then the character gets +2 item cards (maximum item size able to be stolen in this way is no larger than 216 cubic inches). When the user notifies a marshal, they must inform the marshal of what their Effective Dexterity Score is because this Power may be defended against via Attribute challenge of Dexterity vs. Wisdom. Sleight of Hand grants +1 Effective Dexterity per rank for this purpose.

For quick reference, this equals a box with the dimensions 6x6x6 or 12x6x3. In addition, a Small Boffer Weapon can be stolen.

Smash
Physical Power Break Ongoing Strength 4/5/6 This skill may only be utilized against Structures and Vehicles and deals 4 points of breach damage per rank. Note: Marshals may require a specific rank of Smash to be utilized against certain Structures or Vehicles.
Soak
Physical Power Delay Sustained per 15 sec Stamina 5/6/7 This Power is called in response to any non-numerical damaging physical effect of equal rank or lower. That effect and any additional non-numerical damaging physical effects dealt to the user while this is sustained are delayed until the user stops sustaining this ability.
Solder
Physical Power Heal Ongoing Intelligence 3/4/5; Equal rank or higher: Maintain This Power will reduce any bleeding wound on a non-organic target character by 2 bleeding damage per rank per use. This requires 15 seconds of role play.
Stance Mastery
Skill Passive Permanent Dexterity 7 This Skill only exists at Master rank and no previous rank versions need to be purchased. The character may have two simultaneous Sensei stances active at the same time. The character must follow all other stance rules as normal.
Strike
Physical Power Offensive Temporary Strength 3/4/5 Target must be struck in the torso with a Melee weapon, Claw or Fist. Any equal rank or lower ability granting an active Threshold on the target is immediately ended and the character is locked out of benefiting from Threshold again for 15 seconds.
Stun
Physical Power Stun Temporary Strength 3/4/5 Surge 15 seconds. Target must be struck in the torso with a Melee weapon, Claw, or Fist physrep. The target is stunned for 5 seconds. 8 points of damage or more or a detrimental Power will break this effect.
Submission
Physical Power Pain Temporary Equal rank or higher: Grapple Surge 1 minute. This Power can only be called once the user has successfully sustained a Grapple on the target for at least 1 minute. The target falls into unconsciousness from the pain for 1 minute.
Subterfuge
Varies Sabotage Ongoing Dexterity OR Intelligence 4/5/6 When learning this ability, the character chooses Physical or Cerebral and this Power is permanently fueled by the corresponding type of Power Use for that character. The character can use this Power to to participate in Marshal-declared "Subterfuge Challenges" (which typically will include picking an equal rank or lower lock, setting or disarming an equal or lower rank Trap, etc. Doing this to unlock or disarm will Sunder the target item. The length of time needed to complete the challenge or role play may vary, dictated by the marshal and / or item.
Sunder
Physical Power Sunder Ongoing Strength 5/6/7 Target item is considered sundered and must be repaired as per the repair rules. This may be used in combat by striking a character and specifying an item the character has on their person (including weapons and shields). This ability bypasses protection unless otherwise specified.
Suppressing Fire
Physical Power Tactical Sustained per 5 sec Dexterity OR Wisdom 5/6/7; Equal rank or higher: Aim The user must shoot at a target with a Firearm and strike that target. The target and all allies of that target within 10 feet of the target have equal or lower rank abilities granting an active Threshold temporarily inactivated and locked out for 5 seconds as well as -4 (Basic)/-6 (Expert)/-8 (Master) Firearm damage that they can deal to a minimum of 0. Once the initial target is struck once, the user may only fire another bullet from their Firearm once every time they wish to sustain the Power. The Power will remain sustained so long as each subsequent bullet strikes or lands within 5 feet of the original target.
Surgery: Attach Limb
Physical Power Heal Ongoing Intelligence 5/6/7; Equal rank or higher: Suture This power takes 60m (Basic) / 15m (Expert) / 5m (Master) uninterrupted to perform and requires a target with a missing limb and an appropriate limb to attach. After 60/15/5 minutes, the target has the appropriate limb attached and it counts as broken until the following event.
Surgery: Set Limb
Physical Power Heal Ongoing Intelligence 5/6/7; Equal rank or higher: Suture This power takes 60m (Basic) / 15m (Expert) / 5m (Master) uninterrupted to perform and requires a target with a broken limb. After 60/15/5 minutes, the target’s broken limb will be considered healed at the start of the following event.
Suture
Physical Power Heal Ongoing Wisdom 3/4/5; Equal rank or higher: First Aid This Power will reduce any bleeding wound on an organic target character by 2 Bleeding damage per rank per use. This requires 15 seconds of role play.
Sweat and Blood
Physical Power Craft Ongoing Stamina 3/4/5 The user may reduce the role play time of any equal rank or lower craft, repair, surgery, rebuild, or other similar type of ability by -1 Time Interval to a minimum of 15 minutes total. This ability will stack with Assistant, but is applied after that ability is applied if used in tandem (meaning that if the Assistant would reduce the time interval to 15 minutes or 5 minutes before this ability is applied, then this ability has no effect on the role play timer).
Swim
Physical Power Tactical Ongoing Stamina 4/5/6 This Power can be used to swim in or across particular areas specified by an appropriate marshal as swimmable. Without the use of this power, designated swimmable areas cannot be swam in or across.
Tackle
Physical Power Movement Temporary Strength 4/5/6 This Power can be delivered by melee strike or by Power Packet. The target must move 10 feet back and the user must move with the target. After the target and user move 10 feet, both the target and the user are considered tripped and must take a knee for 5 seconds.
Taunt
Social Power Mind Temporary Influence 3/4/5 This Power requires 5 seconds of appropriate role play (such as verbally assaulting a target) before it can be called against a target. The target of this Power is compelled to attempt to physically attack the user to the best of his or her ability for 1 minute. This effect does not end if other characters attack the taunted target. The taunted target may attack other characters while taunted but only if they are incapable of reaching or physically attacking the taunter and are attacking others while attempting to the best of their ability to reach and attack the original taunter.
Teach
Mental Power Tactical Ongoing Wisdom 4/5/6 This Power has a minimum of 5 minutes of role play teaching an Ability to the target. The target reduces the learning time of the Ability by one month to a minimum of instantly. This Power will only work to teach Abilities of equal or lower rank.
THAT GUY
Skill D&T Permanent Influence 4/5/6 Any time the character would gain or lose Reputation, the amount gained or lost is an additional 1 per rank.
Threat
Social Power Fear Temporary Influence 4/5/6 The target must be within 10 feet of the user for this power to take effect. This requires at least 5 seconds of appropriate role play. The target is afraid of the user and cannot come within weapon's distance or perform any offensive action against the user for 1 minute. This effect is broken if the user attacks the target.
Throw
Physical Power Movement Ongoing Strength 4/5/6 This Power can only be delivered by striking a target in the torso with two Claw or Fist physreps simultaneously. The target must move 10 feet in a direction of the user's choosing.
Titan Grip
Skill Passive Permanent Strength 7 This Skill only exists at Master rank and no previous rank versions need to be purchased. The character may wield up to two 2-handed or bastard melee weapons at a time (one in each hand) up to a maximum of 50 inches but otherwise strike with them normally. Damage dealt by these weapons are as though they were wielded with 2 hands. The character must follow all other use item prerequisites as normal.
Torture
Physical Power Pain Sustained per 60 sec Wisdom 4/5/6; Appropriate malevolent alignment The user calls this Power against any target that is conscious, but otherwise bound, helpless, cornered, or unable or unwilling to escape from the character. The target must be within 10 feet of the character. The target is compelled to answer the questions of the character to the best of their ability and is compelled to be truthful. Defenses used against this Power do not need to be announced.
Tracking
Mental Power Tactical Ongoing Wisdom 4/5/6 This Power allows the user to approach a Marshal to gain information by asking questions relevant to tracking targets. Information gained is at the discretion of the marshal and can include, but is not limited to the following:
  • Who: Details on the number of targets, and possibly the type of creature they are.
  • Where: The direction they were traveling, as well as the approximate speed.
  • When: How old are the tracks themselves, an approximate guessing on the distance the targets could have achieved in this time.
  • How: Details such as on foot or by vehicle, were they taking care or marching as they traveled or in a lackadaisical movement.

In addition this Power can be used during modules to predict information relevant to the next encounter or the entire mod. There may as well be certain encounters requiring the use of Tracking in order to successfully complete.

Lastly, this power may be used to instantly detect any number of targets under an equal or lower rank invisibility effect and the general direction they are in, within a 20 foot range. However this power does not allow the character to see or engage the targets in combat.

Translation
Mental Power Tactical Ongoing Intelligence 4/5/6 This Power allows the user to translate one page of text written in any language of equal rank into any other written language the character knows.
Treatment: Burn
Mental Power Heal Ongoing Equal rank or higher: First Aid This Power is used in tandem with using the item "Med Pack" of equal or higher rank. It lowers the time to use the item to 15 seconds and doubles the amount healed, but only when using it with the option to convert Heat damage to normal.
Treatment: Frost
Mental Power Heal Ongoing Equal rank or higher: First Aid This Power is used in tandem with using the item "Med Pack" of equal or higher rank. It lowers the time to use the item to 15 seconds and doubles the amount healed, but only when using it with the option to convert Cold damage to normal.
Treatment: Shock
Mental Power Heal Ongoing Equal rank or higher: First Aid This Power is used in tandem with using the item "Med Pack" of equal or higher rank. It lowers the time to use the item to 15 seconds and doubles the amount healed, but only when using it with the option to convert Shock damage to normal.
Trick Shot
Physical Power Disarm Ongoing Wisdom OR Dexterity 4/5/6 The target must drop any and all items in the affected hand and cannot use that hand for 5 seconds. This power requires either the item or the arm holding the item to be struck with a Ranged weapon. Shields cannot be disarmed in this fashion.
Trip
Physical Power Movement Temporary Dexterity 3/4/5 This Power must be delivered by striking a target in a leg in melee combat. The target is tripped, which means he or she must take a single 5-foot step backwards and take a knee for 5 seconds.
Tumble
Physical Power Defense Ongoing Dexterity 5/6/7; Equal rank or higher: Dodge Defends against any equal or lower rank area of effect or trap.
Tutor
Mental Power Tactical Ongoing Intelligence 4/5/6 This Power has a minimum of 5 minutes of role play tutoring an Ability. The target spends 1 less AP on learning the Ability to a minimum of 1 AP. The tutor must have the Ability. This Power will only work to tutor Abilities of equal or lower rank.
Ultimate Action Hero
Skill Passive Permanent Stamina 6/7/8 Whenever the character activates any "Immediately Lockout all Action Hero abilities" Action Hero ability from the Action Hero Level Platform on the Kommando class list, they may choose one additional "Immediately Lockout all Action Hero abilities" Action Hero ability to also activate simultaneously.
Uppercut
Physical Power Offense Temporary Strength 4/5/6 This power can only be delivered with a fist or claw physrep by striking the target in the torso. This power deals x2 (Basic)/x3 (Expert)/x4 (Master) physical melee numerical damage to the target as Subdual damage.
Warning Shot
Physical Power Fear Temporary Dexterity 4/5/6 The target must move up to 10 feet in a two-dimensional direction of the user's choosing. Once in the spot of choice, the target is under a Fear effect of equal rank for 15 seconds. This is delivered by ranged weapon only and counts as a Fear Effect.
Waylay
Physical Power Incapacitate Temporary Dexterity OR Strength 4/5/6 Surge 1 minute. This Power can only be delivered with a small weapon by striking a target in the upper back and from behind. This counts as a Surprise attack. The target is considered knocked out, completely unconscious for 1 minute.
Willpower
Mental Power Negation Ongoing Wisdom 3/4/5 Negates any equal rank or lower Mind Effect that would otherwise affect the user.