General Abilities List

Overexertion – Consume 10 Pressure – (Requires at least 6 other General abilities to acquire) Gain 6 Action Dice. Action Dice gained through this method only lasts until the end of your turn and must immediately be assigned to your defensive or offensive dice pool.

Motivate – Consume x Pressure – Choose a number of pressure of your choice up to your maximum. Pass on this amount of pressure to an ally. They gain pressure equal to the amount you pass on, and you lose an equal amount.

Quickload – Consume 3 Pressure – Reload your weapon at no dice cost. You must roll your ammo die as usual.

Quickswitch – Consume 2 Pressure – Switch templates on your weapon at no dice cost.

Dash – Consume 5 Pressure – Move up to 20 metres

Leap – Consume 5 Pressure – Jump up to 5 metres in the air

Impulse – Consume 7 Pressure – Retain any momentum from this round to the next

Jerk – Consume 10 Pressure – Gain 10 momentum

Sudden Awareness – Consume 10 Pressure – For this turn, move to the top of the initiative ladder. Must be declared at the start of a new round.

Intercept – Consume 3 Pressure – Break Initiative and take your turn in the middle of an ally’s as long as they agree. When you end your turn, your ally’s turn resumes. An intercepted turn can be intercepted, producing a turn within a turn within a turn.

Punt – Consume 7 Pressure – If your next attack successfully deals damage, additionally push an enemy back 10 metres.

Cleave – Consume 10 Pressure – On your next melee attack, you attack a target and a target adjacent to them. Your contest is against both targets.

Power Drive – Consume 15 Pressure – On your next melee attack, you can re-roll any failures you have once

Power Surge – Consume 20 Pressure – (You must already have Power Drive) On your next melee attack, convert all of your failures (2,3,4,5) into successes (1) ,and all successes (1) into exploding successes (6)

Double Tap – Consume 10 Pressure – On your next firearm attack, you attack a target and a target adjacent to them. You fire 2 ammunition. You make a single contest against both targets. If you have 1 or 0, you reload during the Double Tap using the normal 2AD cost. This consumes 2 ammunition.

Point Fire – Consume 15 Pressure – On your next firearm attack, you can re-roll any failures you have once

Execute – Consume 20 Pressure – (You must already have Point Fire) On your next firearm attack, convert all of your failures (2,3,4,5) into successes (1), and all successes (1) into exploding successes (6)

Deflection – Consume 15 Pressure – On your next defence, you can re-roll all any failures you have once

Fortress – Consume 20 Pressure – (You must already have Deflection) On your next defence, convert all of your failures (2,3,4,5) into successes (1), and all successes (1) into exploding successes (6)

Distract – Consume 10 Pressure – On your next attack, instead of dealing damage, your successes instead convert to difficulty dice for your target on their next contest

Mutilate – Consume 20 Pressure – Your next attack ignores resilience

Penultimate Strike – Consume 5 Pressure – On your next attack, instead of dealing damage, the number of successes are recorded. When someone uses Ultimate Strike on the target, they add on the number of successes accumulated by Penultimate Strike. This effect is cumulative, and is still considered an attack.

Ultimate Strike – Consume 15 Pressure – (You must already have Penultimate Strike) On your next attack, add on the accumulated successes as a result of Penultimate Strike.

Double Strike – Consume 10 Pressure – (Both You and your Ally must know Double Strike to use this ability) When you and an ally are both adjacent to the same opponent, on your next attack, you both contest against the same defence roll. Your ally does not need to use Double Strike as an ability.

Back-to-Back – Consume 6 Pressure – (Both You and your Ally must know Back-to-Back to use this ability) When you and an ally are adjacent to each other, you can add your defences together against a single attack. If the attack hits one target, or both, the defences count for both instances. Your ally does not need to use Back-to-Back as an ability.

Suppressing Fire – Consume 6 Pressure – When a target you can see is attacking an ally, you can make a firearm attack against the target. Successes that you roll are added to your ally’s defensive rolls.

Firing Squad – Consume 10 Pressure – (Both You and your Ally must know Firing Squad to use this ability) When you and an ally both have line of sight and can make a firearm attack against a target, you attack simultaneously and total your successes against a single defence.

General Abilities List

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