Archetype Tricks
Archetype Tricks are special abilities that can only be used by characters of that specific Archetype. Upon Character Creation, players may choose one Archetype Trick for their specific Archetype. After that, players must spend Experience Points to purchase additional Tricks.
Medic Tricks
- Action Share - allows them to give some or all of their own action points to other players during a round
- Antibiotic Master - players in the party gain +2 to Immunity when rolling to fight off infection or disease
- Antidote - slows the effects of poison by 50%
- Blood Donor - can heal other characters by donating their own Life Points
- Bone Setter - broken bones heal 50% faster
- Divine Protection - +1 Character Difficulty Rating to hit while tending to any wounded comrade
- Heal Share - allows them to distribute (split) Life Points from medical supplies (consumables) amongst multiple characters
- Miracle Worker - has a 50% chance of preventing Permanent Effects to self or others (roll 2d10)
- Rejuvenate - naturally self-generates 1 Life Point per turn during combat without needing to use a consumable
- Suture Master - can stop bleeding by using a standard sewing kit
Charmer Tricks
- Angelic Appeal - other people will only attack the Charmer after another in their party has been attacked first
- Drunken Master - allows them to reap the full benefits of alcoholic consumables while limiting the negative effects by 1
- Lullaby - can sing a single person to sleep except during combat
- Pants on Fire - +2 Luck points toward any rolls while attempting to lie or bluff
- Rapid Fire - can fire off 2 arrows for 1 Action Point
- Recruiter - +1 Luck point toward any rolls while attempting to hire goons
- Rock Star Confidence - +1 Luck point toward any rolls while Performing
- Roll Cameras - +1 Charisma score while Acting in situations where getting caught would result in a high likelihood of death
- Sex Machine - +1 Luck point toward any rolls while seducing
- Yield to Me - +2 Luck points toward any rolls while attempting to persuade enemy combatants to surrender
Outlaw Tricks
- Coward's Boon - harder to hit while taking cover
- Lawless - bonus when dealing with Regulator type characters
- Rogue's Choice - can choose how to spend action points each turn instead of being tied to the default
- Snake Oil Salesman - Outlaws can sell basic water as other substances
- Sneak Attack - gains a bonus to attacks while sneaking
Hunter Tricks
- Ammo Finder - finds more ammunition than usual when scavenging
- Culinary Master - gains more Health Points from consuming food items
- Night Vision - gains a perception bonus during nighttime or in dark areas
- Pacify - makes it less likely to be attacked by creatures (not cybrids)
- Quick Draw - can fire two arrows for the cost of 1 combat action when using a bow (not a crossbow)
Fixer Tricks
- Arsonist - deals extra damage when using any weapon with fire-based effects
- Incite - attracts enemy attention onto them from someone else
- Power Miser - extends the usage of any item require fuel or battery power
- Rigged - deals electricity damage when attacked with unarmed or metallic melee weapons
- Unbreakable - can repair broken items
Merc Tricks
- Avenger - gains a damage bonus when attacking an enemy that just injured another player
- Death Smiles - gain an action point (either kind) whenever an attack results in death
- Fast Reload - can reload without using any action points
- Last Stand - gains a damage bonus when their Health Points are low
- Rally - all party members get a once-per-combat encounter bonus to attack
Purchasing Additional Tricks
Players can spend 2500 XP to buy an additional trick, except for Hunters, who may spend 2000.