System>abilities
Abilities

Abilities are used to perform various special actions. Each one has an experience cost and maybe some specific pre-requisites but anyone can pick up whichever ones they can meet the requirements for.

Name Prerequisite Effect Cost
Backstab 12 Dex, Melee weapon proficiency Deals additional 1d6 damage when meleeing from behind. Target cannot take defense action. 20
Cleave 14 Strength If a melee attack wounds, you may make another attack at a target within range. 15
Counter Attack Melee weapon proficiency If you are attacked in melee while holding a melee weapon and you successfully take a parry action, you may attack your attacker immediately. This does not take your next attack, but still counts as taking a defensive action. 20
Brute Force 14 Strength If your attack wounds, you may move the opponent 2 meters in a direction of your choice. If you use them as an improvised weapon to hit another opponent it deals no damage but knocks them back as well and staggers them (they lose their next attack). 15
Power Attack 12 Strength, melee weapon -2 to attack and +4 to damage 10
Rolling Shot 14 Dex, Ranged Weapon Attack at the same time as performing a dodge action at -3 to hit. 20
Running Shot Ranged weapon You may attack from any square as you move and complete the move after the attack (uses both movement and attack standard actions). This confers 4 to hit and provokes an attack of opportunity at the normal penalties as if you had moved. However your attack resolves before any attacks of opportunity and flinch penalties are applied as normal during attack of opportunity. 10
Spray and Pray Ranged Firearm (that can realistically fire quickly) Ranged attack at -1 to hit per 2 meters away they are. Attacks everyone twice in a 10 meter cone. 25
Surprise Blast Ability to cast spells, 10 dex Attacking with a spell from behind at a range of 4 meters or less deals an additional 1d6 damage. Target cannot take defense action. 20
--Nukem Surprise blast 12 dex As surprise blast, but deals 2d6 instead 40
Twin Cast 10 dex Casts a damage spell twice for one standard action, you must pay the casts for both and hit the same target. You suffer a -3 to hit (if applicable) though dual wielding talents apply to mitigate. 20
--Dual Caster 12 dex Cast two damage spells at once. They may be different spells and may target different enemies. Dual wielding talents apply to mitigate the -3 penalty.