Ambidextrous | 2 | | Ignore offhand penalties |
Take Initiative | 1 | Wits 3, Dexterity 3 | When your ambush is detected treat your init roll as a 10 |
Demolisher | 1 - 3 | Strength 3 | When breaking objects, ignore a point of Durability per dot of Demolisher. |
Double Jointed | 2 | Dexterity 3 | Dislodge joints at will. Escape from mundane bondage automatically. When escaping from grapple you may substitute Dext. for Str. |
Fleet of Foot | 1 - 3 | Athletics 2 | Add dots in Fleet of Foot to your Speed. |
Freediving | 1 | Athletics 2 | Add Athletics to Stamina when holding a deep breath. |
Giant | 1 | not small | +1 size |
Small | 1 | not giant | -1 size |
Hardy | 1 - 3 | Stamina 3 | Add Hardy dots as a bonus to rolls against disease, poison, deprivation, suffocation, unconsciousness, etc. |
Hunter | 1 | Athletics 3, Wits 3 | Succeed exceptionally on three successes in a chase action. |
Iron Stamina | 1 - 3 | Stamina or Resolve 3 | Ignore penalties from fatigue or wounds up to your rating in Iron Stamina. |
Quick Draw | 1 | Wits 3 | Whenever your Defense is available, you can instantly draw a weapon that falls under a chosen Weaponry or Firearms Specialty |
Sticky Fingers | 2 | Sleight of Hand 3 | You can pickpocket once per turn reflexively. Unnoticed if target not specifically looking. |
Survivalist | 1 | Survival 3 | You can resist Extreme Cold and Extreme Heat for hours equal to your Stamina. |