Sort the list alphabetically or numerically by clicking on one of the headers.
Name | Weapon Type | Category | AP Cost | Cooldown | Damage Roll | Description |
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Tech Man | Attribute | You have knowledge of complicated technological devices. Receive a +2 boost to all rolls involving Computers and Electronics. |
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Investigative Intuition | Attribute | You possess a keen intuition for investigation. Receive a +3 boost to all rolls involving Investigation and Examination. |
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Silver Tongue | Attribute | You flourish in social settings. Receive a +3 boost to all rolls involving Negotiation, Persuasion and Interrogation. |
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Movie Nerd | Attribute | You have vast knowledge of movie logic. You are hyper-vigilant for possible dangers. Receive a +2 boost to all rolls involving Perception. |
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Lawyer | Attribute | You have a background in law. Receive a +3 boost to all rolls involving Examination and Negotiation. |
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Swimmer | Attribute | You love swimming. Receive a +5 boost to all rolls involving Aquatics. |
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Scam Artist | Attribute | The nitty-gritty lifestyle of the streets has long been your world; from selling stolen watches, to running low-rent scams on unsuspecting morons in bars. Receive a +3 boost to all rolls involving Negotiation, Intimidation and Interrogation. |
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Scam Baiter | Attribute | You have a background in vigilantism against fraud and other forms of impersonation. At any given time, receive a free action to attempt to call an NPC out on their bullshit and sniff out a potential lie. |
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Engineer | Attribute | You have a background in engineering. Receive a +2 boost to all rolls involving Engineering, Welding, and other engineering-related abilities/actions. |
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Athlete | Attribute | You have a background in athletics. Receive a +3 boost to all rolls involving Athletics, Sprinting, Jumping, Climbing, Parkour, and other athletic-related abilities/actions. |
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Scientific Mind | Attribute | You have a background in science. Receive a +3 boost to all rolls involving Science, Research, and other science-related abilities/actions. |
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Medical Interest | Attribute | You have a background in medicine. Receive a +2 boost to all rolls involving Self-Treatment, Party Treatment, and other medical-related abilities/actions. |
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Self-Medication | Attribute | You have extensive experience self-medicating to stay alive. Receive +10HP when using any medical item on yourself. |
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Driver | Attribute | You have a background in racing. Receive a +3 boost to all rolls involving Driving, Racing, Vehicle Handling, and other driving-related abilities/actions. |
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Survivalist | Attribute | You have a background in survivalism. Receive a +3 boost to all rolls involving Survival, Elemental Exposure, and other survival-related abilities/actions. |
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Company Man | Attribute | You have a background revolving around dedication and loyalty to your company and your work family. You naturally possess an extensive amount of knowledge regarding the company you are currently employed with. Additionally, receive a +3 boost to all rolls involving gaining access to internal company systems at your security clearance level, and dealing with other employees of your respective company. |
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Universal Exports Representative | Attribute | You have a background full of secrets and dangers, fighting battles some could only dream of. While you may no longer have your name, you do have your number. Receive a +4 boost to all stealth-related actions, as well as a +3 boost to all rolls involving Intimidation, Interrogation and Negotiation. Additionally, you possess a significant amount of knowledge regarding your employer and their current mission. |
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Assassin | Attribute | You have a background full of secrets and dangers, fighting battles some could only dream of. While you may no longer have your name, you do have your number. Receive a +4 boost to all stealth-related actions, as well as a +3 boost to all rolls involving Intimidation, Interrogation and Negotiation. Additionally, you possess a significant amount of knowledge regarding your employer and their current mission. |
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Historian | Attribute | You have a background in history. You naturally possess an extensive amount of knowledge regarding a topic of your choice. Receive a +3 boost to all rolls involving your chosen specialization. Depending on your specialization, you may know helpful information that others wouldn't have any chance of knowing. |
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Retail Worker | Attribute | You have a background in retail, fast food, or serving. You are not easily rattled. Receive a +2 boost to all rolls involving Intimidation. Additionally, receive the Desensitized trait for free. |
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Bilingual | Attribute | You are fluent in a language other than your native language. Choose an additional language to specialize in. |
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Trilingual | Attribute | You are fluent in two languages other than your native language. Choose two additional languages to specialize in. |
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Multilingual | Attribute | You are fluent in three languages other than your native language. Choose three additional languages to specialize in. |
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Soldier | Passive Ability | You are a born and bred soldier. In combat, receive a +1 boost on all rolls to hit. |
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Lightning Reload | Passive Ability | You are skilled at quickly reloading your weapon. Your first reload in combat costs no AP. |
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Indestructible | Passive Ability | You've survived injuries most wouldn't come back from. After going down, you can automatically revive yourself to HALF HP once per event. |
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Trained Combatant | Passive Ability | You've undergone extensive combat training. In combat, receive a +2 boost on all rolls to hit. |
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CQC Specialist | Passive Ability | You are experienced in close-quarters combat. While attacking within a six-tile radius, receive a +2 boost on all rolls to hit. |
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Close and Personal | Passive Ability | When an enemy comes within a four-tile radius of you, you receive a free reaction shot against them. This ability is canceled out when all ammo is expended. |
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Opportunist | Passive Ability | You've got an eye for weaknesses. When attacked by an enemy, roll 1D10 for a chance to return fire. |
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Carnage | Passive Ability | You revel in bloodshed. For every enemy you kill, receive 1AP back. |
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Damn Good Ground | Passive Ability | While at a higher elevation than your target, receive a +5 boost on all rolls to hit and a -5 penalty to your defense against all standard enemy attack rolls. | ||||
Innocuous | Passive Ability | In combat, most enemies will pass you up for a more imposing target. This does not apply to monsters. |
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Second Heart | Passive Ability | You carry a keepsake (a bible, medallion, flask, etc) near to your heart. Once per event, you may forgo an enemy critical attack against you, caught by the charm. |
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Quarterback | Passive Ability | You were a talented athlete in your hey-day. Attacks with thrown objects receive a +3 boost on all rolls to hit. |
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Lucky | Passive Ability | You're an exceptionally lucky person. When you roll low on a roll to hit, you can reroll the die one time, once per event, but must use the new result. |
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Deadeye | Passive Ability | You have exemplary aim. When you roll either a 19 or 20 to hit, land a critical hit. |
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Sentinel | Passive Ability | Your reaction time is top-notch. While in Overwatch, successfuly landing a reaction shot nets you an additional shot. |
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Overlord | Passive Ability | Allows for an Overwatch reaction shot when an enemy attacks, in addition to any movement within range. | ||||
Counter-Push | Passive Ability | When you kill or down an enemy with an Overwatch reaction shot, receive +3AP on your next turn. This effect does not stack. |
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Bloodsport | Passive Ability | Receive a free melee reaction attack when an enemy enters or attacks from melee range. | ||||
Untouchable | Passive Ability | If you kill an enemy with a melee weapon during your turn, the next attack against you by an enemy will miss. | ||||
Hack 'n Slash | Passive Ability | Making two attacks with the same melee weapon executes a free bonus attack with a -2 penalty to hit. | ||||
Pursuit | Passive Ability | If you move for 4AP, your next melee attack has a chance to land a critical hit if you roll an 18 or higher to hit. | ||||
Lightning Reflexes | Passive Ability | You do not trigger Overwatch or reaction fire. | ||||
Bulwark | Passive Ability | Each successfully blocked attack with a shield grants a +1 boost on your next roll to hit. | ||||
Run and Gun | Offensive Ability | 2AP | 2-Turn Cooldown | Run. Think. Shoot. Live. Take an action (attack, Overwatch, Hunker Down, etc.) after expending all remaining AP on movement. |
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Guns Akimbo | Offensive Ability | 1AP | 1-Turn Cooldown | You may draw two pistols in combat and make two attacks for the cost of one, suffering -3 penalty to hit. | ||
Rapid Fire | Offensive Ability | Varies | 3-Turn Cooldown | Take two shots for the price of one against a single target in quick succession. Receive a -5 penalty to hit for each shot. |
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Monitor | Offensive Ability | 2AP | 2-Turn Cooldown | In combat, you can Monitor an enemy and provide suppressing fire, blocking them from having any action for TWO turns. If on MONSTROUS enemies, receive a free reaction shot against any action they take for TWO consecutive turns. |
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Focused Shot | Offensive Ability | 2AP | 2-Turn Cooldown | Collect yourself and fire a precision-shot for an extra damage die. (i.e., 1D8 becomes 2D8.) | ||
Last Stand | Offensive Ability | 6AP | 6-Turn Cooldown | While downed in combat, you can automatically revive yourself to your current MAXIMUM HP, taking into account any MINOR or HEAVY WOUNDS. While this ability is active, enemies naturally gravitate towards targeting you. Receive +3 boost on all rolls to hit, but suffer a -3 penalty to your defense. If you reach ZERO HP and go down again, you are killed outright. Bonuses are stackable with other abilities. |
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Headhunter | Offensive Ability | 6AP | 4-Turn Cooldown | Land a guaranteed critical hit, with a -5 penalty on your roll to hit. On a successful roll, your target takes critical damage and suffers a permanent wound. |
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Focus Fire | Offensive Ability | 2AP | 2-Turn Cooldown | Focus your fire on one target. While focused, receive a +3 boost on all rolls to hit them. If forced to attack another, suffer a -3 penalty on your roll to hit. |
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Tackle & Mount | Unarmed | Offensive Ability | 2AP | 2-Turn Cooldown | 1D20 | Put your strength into a tackle and bring your enemy to the ground. While mounting an enemy, unload Punch attacks until the enemy is able to break free with a successful D20. |
Spray 'n Pray | Offensive Ability | 6AP | 6-Turn Cooldown | Empty your magazine in an AOE attack. You attack your target, plus any enemy within a 4-tile radius of them. If there are no other enemies in range, all rounds are expended on the original target. Fire every round in your gun for the price of one. Receive a -5 penalty to hit, rolling once for each round. If your gun is an Automatic Rifle or Submachine Gun and a shot hits, roll 10D20 damage. For all other guns, roll your weapon's default damage roll. |
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Full Tilt Boogie | Offensive Ability | 6AP | 6-Turn Cooldown | You enter an enraged state. While in this state, with each successful attack, receive a +1 boost to hit on your next attack. This can stack up to a +9 boost to hit. With each miss, lose a point. |
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Going Dark | Support Ability | 3AP | 6-Turn Cooldown | Conceal yourself for THREE turns. You will be exposed if you walk into the direct sightline of an enemy, use another ability, or attack someone. When attacking in this state, receive a +2 boost on all rolls to hit. |
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Strategist | Support Ability | 2AP | 2-Turn Cooldown | You are able to mark ONE target. Party members receive a +3 boost on all rolls to hit marked targets for TWO turns. |
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Rally | Support Ability | 2AP | 2-Turn Cooldown | Grant a member of your party half of your AP. | ||
Taunt | Support Ability | 2AP | 2-Turn Cooldown | Choose an enemy to taunt and roll 1D20 to determine effectiveness. If successful, the enemy will shift focus from their previous target to you. |
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Voice of Reason | Support Ability | 2AP | 2-Turn Cooldown | When a party composed of lower-tier human enemies is at or below two members, roll 1D20 for each member. On a successful roll, the target will flee or surrender. Not every enemy can be reasoned with. |
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Street Sensibilities | Support Ability | 2AP | 4-Turn Cooldown | Outside of or at the start of combat, spin a tale to divert/ease hostilities or to get your hands on what you need with a successful 1D20 roll. Stackable with Scam Artist. Not every enemy can be reasoned with. |
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Spotter | Support Ability | 2AP | 2-Turn Cooldown | When an ally misses a ranged attack, call for a correction. They receive a +2 boost on their next roll to hit that same target. |
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Heavy Blow | Two-Handed Bladed | Offensive, Melee | 4AP | 4-Turn Cooldown | 1D6+2 (-5 to hit) | Use your melee weapon to inflict a powerful blow. If successful, roll D20+7 for a chance at a critical strike. Upon CRITICAL SUCCESS, add two extra damage dice; otherwise, add one extra damage die. |
Multiattack | One-Handed Bladed | Offensive, Melee | 2AP | 3-Turn Cooldown | 1D6 (-1 to hit) | Use your melee weapon to attack a target twice. If successful, inflict the BLEEDING status effect. |
Cripple | Two-Handed Blunt | Offensive, Melee | 5AP | 4-Turn Cooldown | 1D8+2 (-1 to hit) | Aim for your target's leg with your melee weapon. If successful, inflict the CRIPPLED status effect. |
Concussion | One-Handed Blunt | Offensive, Melee | 4AP | 3-Turn Cooldown | 1D8 (-1 to hit) | Aim for your target's head with your melee weapon. If successful, inflict the CONCUSSED status effect. |
Punch | Unarmed | Offensive, Melee | 1AP | 1D4+2 | Throw a punch at your target. | |
Rapid Strikes | Unarmed | Offensive, Melee | 3AP | 3-Turn Cooldown | 4D4 | Make a series of unarmed strikes against your target. |
Kick | Unarmed | Offensive, Melee | 2AP | 1D4 | Kick your target. | |
Leg Sweep | Unarmed | Offensive, Melee | 3AP | 4-Turn Cooldown | 1D4 (-1 to hit) | Execute a swift leg sweep against your target. If successful, cause your target to fall to the ground, incapacitated and stunned for 1 turn. The target suffers a -2 penalty to hit for 1 turn thereafter. |
Grapple | Unarmed | Offensive, Melee | 2AP | While a target is GRAPPLED, you may perform a GRAPPLE ability. | ||
Suplex | Grapple | Offensive, Melee | 4AP | 4-Turn Cooldown | 1D5 (+1 to hit) | Display your raw strength by GRAPPLING your target and executing a powerful suplex. Upon CRITICAL SUCCESS, roll two additional damage dice and roll 1D2 to determine a status effect (Lightning Strikes Twice/Concussed). |
Judo Throw | Grapple | Offensive, Melee | 4AP | 2-Turn Cooldown | 1D5 (+1 to hit) | Execute a powerful throw while your target is GRAPPLED. If successful, knock your target prone and roll D20+2 for a chance at a follow-up strike for 2D20 damage. |
Clinch | Grapple | Offensive, Melee | 3AP | 4-Turn Cooldown | 1D4 | While your target is GRAPPLED, initiate a clinch a deliver three rapid knee strikes. Roll to hit for each strike. If all three land, your target rolls 1D2 to determine a status effect (Vulnerable/Concussed). |
Shield | Grapple | Defensive, Melee | 2AP | 3-Turn Cooldown | Put your GRAPPLED target into a chokehold and use them as a shield. Your target has a chance to escape based on their current HP. [Max HP: D20; Mid-HP: D20-1; Low HP: D20-3] They gain a +1 boost to escape each turn. You may voluntarily release your target. | |
Haymaker | Knuckledusters | Offensive, Melee | 3AP | 3-Turn Cooldown | 1D4 | Deliver a powerful blow with your brass knuckles. If successful, roll for damage then roll another D20+5 for a chance at a critical strike. Upon CRITICAL SUCCESS, add two extra damage dice; otherwise, add one extra damage die. |
Throat Stab | Smashed Bottle, Stone Knife, Pencil, Pen, Screwdriver, Scissors, Trowel, Glass Shard | Offensive, Melee | 4AP | 3-Turn Cooldown | 1D10+3 | While beside the target, lunge forward and attempt to plunge your weapon into their throat. Roll a contested D20 die with a -2 penalty for you. If you roll higher, deal 7D20 worth of damage with a guarantee to inclict BLEEDING. This ability destroys the weapon. |
Go For The Eyes! | Spoon | Offensive, Melee | 4AP | 3-Turn Cooldown | While beside the target, lunge forward and attempt to gouge their eyes out with your spoon. Roll a contested D20 die. If you roll higher, inflict a permament GOUGED EYE status effect on the target. | |
Throw | Rock | Offensive, Ranged | 3AP | 3-Turn Cooldown | 1D5 | Chuck your rock at the target. If successful, deal 4D20 damage with a chance to inflict STUNNED. After using this ability, you lose your rock. |
Head Smash | Rock | Offensive, Melee | 3AP | 3-Turn Cooldown | While beside a downed target, use your rock to bash their head in. This ability instant kills the target upon a successful hit. | |
Everybody's Got A Price | Stack of Money | Passive Ability | 1AP | 6-Turn Cooldown | Attempt to negotiate with the target by offering them a significant amount of money in exchange for letting you and your party go. Roll a contested D20 die. If you roll higher, you and your party are free to disengage. Not all enemies can be swayed by money. | |
Plunging Blow | Plunger | Offensive, Melee | 3AP | 3-Turn Cooldown | Perform a lunge towards an adjacent target, aiming to strike them with a forceful blow using a plunger. Roll a contested D20 die with a -2 penalty for you. If you roll higher, the plunger attaches to the target's face. This inflicts a non-lethal BOUND status effect on the target until they manage to break free. | |
It's Raining Zombies! | Closed Umbrella | Defensive, Melee | 2AP | 3-Turn Cooldown | Expand your umbrella to cover most of your body and use it as a weak shield to push infected out of the way. This is only effective against small groups of infected. After 2 successful counter rolls against you, the umbrella breaks. | |
Night Vision | EVV-9000 Hyper Broadcast Video Camera, Night Vision Goggles | Passive Ability | 1AP | Your device's night vision features allow you to see in the dark. | ||
Flash | EVV-9000 Hyper Broadcast Video Camera, Flashlight, Tactical Flashlight | Defensive, Ranged | 2AP | 3-Turn Cooldown | Activate your light within 3 tiles of your target in an attempt to blind them. If successful, your target is blinded for 1 turn and receives a -5 penalty on all rolls to hit. | |
Spray | Extinguisher | Defensive, Ranged | 3AP | 3-Turn Cooldown | Get within 3 tiles of your target and aim to spray them with the fire extinguisher. If successful, your target receives a -3 penalty on all rolls to hit. This ability can only be used 3 times before the extinguisher is empty. | |
Improvised Bomb | Extinguisher | Offensive, Ranged | 3AP | 3-Turn Cooldown | 6D20 (Sliding Scale) | Throw your extinguisher to a targeted location within a 5 tile radius. Then, attempt to shoot the extinguisher to trigger an explosion of smoke and shrapnel. Targets within a 3 tile radius of the explosion take 6D10 damage on a sliding scale. Additionally, a radius of 5x5 Tiles is enveloped in smoke, imposing a -5 penalty to hit for all attacks directed at or made by combatants in the radius. |
Cast Fireball | Fantasy Ice Staff Prop | Offensive, Ranged | 1AP | 3-Turn Cooldown | You tap into your magical potential and summon a fireball, casting it at your target! If successful ... Nothing happens. What did you think would happen? Upon CRITICAL SUCCESS, an NPC of lesser status will be momentarily confused. |