By definition, characters of the Special Training origin are "super normals," action heroes without any abilities beyond the capacity of human fortitude. As such, choices for powers are limited to the following...
Basic Powers |
Martial Arts |
Melee Weapons |
Ranged Weapons |
Shield Bearer |
Tactics
The notes below are no substitute for the full descriptions in the core rules, but they are handy as reminders during play or when planning out a new character...
BASIC POWERS
- Accuracy 1: Boosts Agility damage multiplier and non-combat checks by 1.
- Accuracy 2: Boosts Agility damage multiplier and non-combat checks by 2.
- Brawling: Use Melee defense vs. Agility attacks instead of Agility defense.
- Brilliance 1: Boosts Logic damage multiplier and non-combat checks by 1.
- Brilliance 2: Boosts Logic damage multiplier and non-combat checks by 2.
- Combat Trickery: Once per battle, use Focus to gain an automatic 1 on dM, cannot be affected by trouble.
- Discipline 1: Boosts Ego damage multiplier and non-combat checks by 1.
- Discipline 2: Boosts Ego damage multiplier and non-combat checks by 2.
- Disguise: Character looks like someone else (like D&D Alter Self).
- Evasion: Use Agility defense vs. Melee attacks instead of Melee defense.
- Iconic Weapon: Special bonuses for using a specific weapon.
- Inspiration: Ally within earshot gains edge on all checks for one turn.
- Integrity: Use Logic defense vs. Ego attacks instead of Ego defense.
- Mighty 1: Strength to lift about a ton, as 1 size bigger to lift/carry/swing/throw. Boosts Melee damage multiplier and non-combat checks by 1, and gain option to cause knockback.
- Mighty 2: Strength to lift a bus (several tons), as 2 sizes bigger to lift/carry/swing/throw. Boosts Melee damage multiplier and non-combat checks by 2, and gain option to cause knockback.
- Slow-Motion Dodge: Reaction to give attackers trouble on ranged attack.
- Sturdy 1: Gain Health damage reduction 1; if reduced to less than 1, no damage at all.
- Sturdy 2: Gain Health damage reduction 2; if reduced to less than 1, no damage at all.
- Uncanny 1: Gain Focus damage reduction 1; if reduced to less than 1, no damage at all.
- Uncanny 2: Gain Focus damage reduction 2; if reduced to less than 1, no damage at all.
- Wisdom: Use Ego defense vs. Logic attacks instead of Logic defense.
- Wisecracker: Ego vs. Ego defense of one target within earshot to cause Focus damage.
MARTIAL ARTS POWERS
- Always Ready: Gains one additional reaction per round, only for Martial Arts powers.
- Attack Stance: Doubles Melee ability bonus to damage.
- Banging Heads: Melee attack vs. two targets within reach.
- Brace For Impact: Use Focus to negate Health damage caused by an enemy's attack.
- Chain Strikes: Make close attack, plus bonus attack on Fantastic result.
- Counterstrike Technique: Via Attack Stance, cause half close attack damage back at attacker.
- Crushing Grip: Melee vs. grabbed target's Resilience defense for Health damage and possible pin.
- Defense Stance: Attackers suffer trouble to close attack character.
- Do This All Day: As action, recover 2 Health for each 1 Focus used.
- Fast Strikes: Melee attack targets two close targets within reach for half damage, or normal damage on Fantastic result.
- Flying Doublekick: Close attack against two targets within reach for full damage.
- Focused Strike: Boost damage by using Focus on a close attack.
- Grappling Technique: Close attack grabs and damages a target, possible pin.
- Leaping Leglock: Close attack to grab and damage target, possible stun; either way, both character and target knocked prone.
- Leg Sweep: Close attack to damage and knock target prone, possibly stun as well.
- Regain Focus: As action, recover Focus equal to character's Vigilance.
- Reverse Momentum Throw: Reach past enemy and punch from behind, clse attack with edge, possible stun.
- Spin and Throw: Melee vs. grabbed target to damage, knock prone and move to new space; Fantastic result also pinned and stunned.
- Unflappable Poise: Close attacks on character suffer trouble; if using Defense Stance, double trouble.
- Untouchable Position: If attacked, all other close attacks on character suffer trouble.
MELEE WEAPON POWERS
- Exploit: Melee vs. target's Resilience defense score, ignore Health damage reduction.
- Fast Attacks: Melee attack targets two close targets within reach for half damage, or normal damage on Fantastic result.
- Focused Fury: Gain edge on close attack and boost damage by using Focus.
- Furious Attacks: Make close attack against two targets within reach, use Focus to boost damage.
- Hit and Run: Close attack with edge, and gain extra movement distance on a hit.
- Riposte: As reaction, close attack on attack who just missed with an attack.
- Unstoppable Assault: Melee vs. Melee defense of all targets within reach, option to spend Focus to half move and make extra attacks.
- Vicious Attack: Close attack, Fantastic result causes bleeding (ongoing damage).
- Whirling Frenzy: Agility vs. Agility defense of every target within reach.
RANGED WEAPON POWERS
- Covering Fire: Agility vs. target's Vigilance defense for Health and Focus damage.
- Dance Of Death: Agility ranged attack vs. every target within 50 feet.
- Double Tap: Fantastic result on ranged attack leaves target bleeding (ongoing damage).
- Fast Hands: Character gains one extra reaction per round, only for use with a Ranged Weapons power.
- Headshot: Make ranged attack with trouble to cause double damage, possible stun.
- Killzone: As reaction, make one ranged attack on each target within sight that moves during each target's turn.
- Orchestra Of Overkill: Agility vs. Agility defense of all seen targets within 50 feet, possibly left bleeding (ongoing damage).
- Point-Blank Parry: Reaction ranged attack against enemy within 10 feet who misses with an attack.
- Return Fire: Reaction to declared attack, Agility vs. target's Vigilance defense to cause Focus damage, possible stun.
- Slow-Motion Shoot-Dodge: Split Agility ranged attack at two targets, incoming attacks suffer trouble, then character falls prone.
- Snap Shooting: Split Agility ranged attack at two targets, possibly leaving target bleeding (ongoing damage).
- Sniping: Ranged attack at target 100 feet or more away, cannot move that turn, Fantastic result causes triple damage.
- Stopping Power: Ranged attack, on Fantastic success double damage and make another ranged attack on same target.
- Suppressive Fire: Agility vs. target's Vigilance defense to cause Focus damage, possible stun.
- Weapons Blazing: Ranged attack vs. two targets, on Fantastic result make bonus attack against another target.
SHIELD BEARER POWERS
- Brace For Impact: Use Focus to negate Health damage caused by an enemy's attack.
- Do This All Day: As action, recover 2 Health for each 1 Focus used.
- Hurled Shield Bash: Ranged attack, shield bounces back to character after attack.
- Hurled Shield Block: Nearby ally gains health reduction from attack targeting Agility, then shield bounces back to character.
- Hurled Shield Deflection: Attacks vs. Agility suffer trouble to target a nearby ally, then shield bounces back to character.
- Immovable: Reduce knockback by character's Melee defense.
- Rico-Shield: Ranged attack, if hits possibly knocks target prone and gain extra attack on another target.
- Shield 1: Character gains Health damage reduction 1.
- Shield 2: Character gains Health damage reduction 2.
- Shield 3: Character gains Health damage reduction 3.
- Shield 4: Character gains Health damage reduction 4.
- Shield Bash: Use shield to make a close attack on enemy within reach.
- Shield Deflection: As reaction, attacks on character's Agility defense have trouble.
- Shield Wall: Attacks against character suffer trouble if character does not move.
TACTICS POWERS
- Advance: Allies within earshot gain Ego bonus to movement toward enemy.
- Battle Plan: Grant edge Vigilance number of allies within earshot.
- Change of Plans: Use Focus to negate trouble for an ally's action.
- Combat Support: Once per battle, use Focus so ally gains an automatic 1 on dM, cannot be affected by trouble.
- Focus Fire: Up to Vigilance number of allies gain edge vs. the same target.
- Hit the Dirt: Allies within earshot may fall prone to avoid an attack.
- Keep Moving: As a reaction, one nearby demoralized or stunned ally recovers.
- On Your Feet: All prone allies instantly stand up (unless somehow unable).
- Operations Center: Don't move and give edge to Vigilance number of nearby allies.
- Rally on Me: Vigilance number of allies within earshot can move toward the character at half speed, recover Focus if reaching character.
- Scatter: As reaction, allies in earshot move away from character at half speed and fall prone, may avoid attacks.
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