Talents
Active (Incidental): Once per encounter, your character may use this talent to heal an amount of strain equal to their ranks in Second Wind.
Passive: Your character does not suffer the penalties for moving through difficult terrain.
Passive: Your character reduces any Critical Injury result they suffer by 10 per rank of Durable, to a minimum of 01.
Passive: When Zip is incapacitated due to exceeding her strain threshold, the following effects trigger as an out-of-combat incidental: All strain is healed, Brawn and Agility increase by 1, Intellect and Wisdom reduce by 1, unarmed strikes deal +1 damage and have a crit rating of 3, can no longer cast spells or make ranged attacks. Zip becomes Gluttony.
Passive: Zip’s encumbrance threshold is 10 plus her Brawn, instead of 5 plus her Brawn. Zip reduces the Cumbersome rating of any weapon she carries by 1, to a minimum of 3.
- Selective Detonation (1 Rank)
Active (Incidental): When using a weapon with the Blast quality spend 1 Advantage to exclude 1 target that would be affected by the explosion, up to the number of ranks in Selective Detonation.
Active (Maneuver): Once per encounter, your character may use this talent. Until the end of the encounter or until they are incapacitated, your character adds 1 Success and 2 Advantages to all melee combat checks they make. However, opponents add 1 Success to all combat checks targeting your character. While berserk, your character cannot make ranged combat checks. At the end of the encounter (or when they are incapacitated), your character suffers 6 strain.
Active (Incidental): Suffer 2 strain to perform the Double or Nothing incidental to increase the difficulty of the next check by one. Then, after canceling opposing symbols, double the amount of remaining Advantages.
When casting a spell your character may take two wounds instead of two strain. |