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IClimbClouds

adv tm

Mar 7th, 2015
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  1. Backpacker
  2. [+Speed]
  3. Prerequisites: Traveler
  4. Static
  5. Effect: You gain the Skill Enhancement Edge. You then gain an instance of the Skill Stunt Edge for each of the two Skills you chose with Skill Enhancement.
  6.  
  7. Item Mastery
  8. [+Speed]
  9. Prerequisites: Backpacker
  10. Static
  11. Effect: You learn the Moves Fling and Recycle.
  12.  
  13. Equipment Savant
  14. [+Speed]
  15. Prerequisites: Backpacker, Expert Survival
  16. 2 AP - Swift Action
  17. Effect: Use or Equip an Item or piece of Equipment which would normally require a Standard Action to use or equip. You may not make an Attack with a Weapon this way - using other Items or Equipment that requires "Attacks" (such as Hand Nets or Poke Balls) is acceptable.
  18.  
  19. Hero's Journey
  20. [Ranked 3] [+Speed]
  21. Rank 1 Prerequisites: Backpacker
  22. Rank 2 Prerequisites: Backpacker, Adept Survival
  23. Rank 3 Prerequisites: Backpacker, Expert Survival
  24. Rank 4 Prerequisites: Backpacker, Expert Survival
  25. Static
  26. Effect: Each Rank, you may gain two Adventurer Talents for which you qualify.
  27.  
  28.  
  29. ~ Adventurer Talents ~
  30.  
  31. Call to Adventure
  32. Static
  33. Effect: You gain the Instinctive Aptitude Edge, even if you do not meet its prerequisites. If you already have this Edge, gain another Edge for which you qualify. During Combat or tense situations (never Extended Actions), if you spend AP to add a bonus to a Skill Check, you may add +1d6 instead of +2.
  34.  
  35. Frisk
  36. Static
  37. Effect: You gain the Frisk Ability.
  38.  
  39. Handyman
  40. Static
  41. Effect: Effect: Whenever you use an item or a non-Weapon piece of equipment which calls for a Skill Check or has an effect based on a Skill Rank, you may substitute Survival for the used Skill.
  42.  
  43. Hat Trick
  44. Static
  45. Effect: While wearing Head Equipment worth at least $1000, you gain 15 Damage Reduction against Critical Hits. This does not stack with any Damage Reduction granted by any Head Equipment.
  46.  
  47. Movement Mastery
  48. Static
  49. Effect: Choose one of Art of Stealth, Athletic Initiative, Mounted Prowess, Nimble Movement, Slippery, Stamina, Swimmer, or Wallrunner. You gain the chosen Edge, even if you do not meet the prerequisites. Additionally, you may take any of these Edges in the future as if you did meet the prerequisites.
  50.  
  51. Sole Power
  52. Static
  53. Effect: While wearing Feet Equipment worth at least $1000, you do not trigger Hazards while Shifting. However, you still trigger any Hazards that you are standing on at the start or end of your turn. Reactive Hazards such as Stealth Rock cannot be triggered against you.
  54.  
  55. Wayfarer
  56. Static
  57. Effect: You may use your Survival Skill when making Opposed Rolls when defending against Disarm, Grapple, Push, and Trip Maneuvers. When wielding a Weapon, you may use Survival instead of Combat to determine the Damage Base of your Struggle Attacks and to qualify for a Weapon’s Moves.
  58.  
  59. Wear it Better
  60. Prerequisites: Expert Survival
  61. Static
  62. Effect: While wearing Body Equipment worth at least $1000, you gain +5 Damage Reduction. This does not stack with any Damage Reduction granted by any Body Equipment.
  63.  
  64. ~ ~ ~ ~
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