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  • Cosms: Any

Prowess is a general category that can be taken by any character from any cosm. It focuses primarily on Perks that can be used in combat.

 

 

Bodyguard

  • Prereq: At least two adds in maneuver.

The character selflessly puts herself in harm’s way, protecting friends and allies with her own body. Once it’s determined a nearby ally has been hit by a physical attack (ranged or melee), the Bodyguard may redirect the attack to herself instead. The damage affects her normally. She may do this once per turn.

 

Brawler

  • Prereq: At least two adds in unarmed combat.

The fighter hits hard thanks to anything from dirty tricks and a good uppercut to training in karate, jujitsu, tae kwon do, or similar hand-to-hand fighting styles. Characters with this Perk cause Strength +2 damage with their bare hands when attacking with unarmed combat. This stacks with any other unarmed combat bonuses such as an edeinos’s claw attack. More advanced and exotic techniques are taught in Pan-Pacifica under the Ki Powers Perks.

 

Brute

  • Prereq: Strength 8+

The character can always use Strength when testing for Defeat, regardless of her Spirit.

 

Double Tap

  • Prereq: At least 2 adds in energy weapons or fire combat.

Anyone can fire two shots from a weapon, but a well-trained marksman can make that extra shot really count. The character gains the option of firing two bullets at a target and gain a +1 bonus to attack.

 

Endurance

  • Prereq: None

This Storm Knight doesn’t know how to quit. His Shock limit increases by +2.

 

Hard to Kill

  • Prereq: At least two other Prowess Perks.

The warrior’s Wound limit increases by +1.

 

Indomitable

  • Prereq: None

When the character attempts an Active Defense the test is Favored.

 

Mastery

  • Prereq: 5 adds in the chosen skill.

Player character Storm Knights cannot normally increase their skill adds to more than +5. But some are adept at very specific skills, such as a world class marksman, a top computer hacker, or a master swordsman. The Mastery Perk allows your hero to increase any one skill beyond +5 adds to a maximum of +8. Skill adds are still purchased with Experience Points—the Perk simply allows you to do so.

 

Relentless

  • Prereq: Strength 10+

The most furious fighters put everything they have into their blows. When the character successfully uses the All-Out Attack option in melee, he can spend 3 Shock to add an extra bonus die to the damage. This stacks with the usual bonus damage from Good and Outstanding results. The warrior must have the available Shock to spend or the ability doesn’t function.

 

Situational Awareness

  • Prereq: Mind 8+

Veteran Storm Knights become hyper-aware of their surroundings when danger nears, marking exits, reading their foes’ intent, and knowing when and where to maneuver next. Once per scene, a character with Situational Awareness may play a single card directly from her hand into her pool (and use it immediately if desired).

 

Sniper

  • Prereq: At least 3 adds in energy weapons, fire combat, or missile weapons.

When the character uses Aim on a single ranged attack against a single foe, she adds an extra bonus die to the damage. This stacks with the usual bonus damage from Good and Outstanding results.

 

Survivor

  • Prereq: None

Whether she’s blessed by fate, destined for some greater end, or just tough as nails, this Storm Knight is hard to kill. She ignores all Wound penalties when testing for Defeat.

 

Strong-Willed

  • Prereq: Spirit 8+

The character can always use Spirit when testing for Defeat, regardless of her Strength.

 

Trademark Weapon

  • Prereq: None

The Storm Knight is known for one particular weapon. When an attack with the weapon results in bonus damage, the player may reroll any 1s and accept the new result. If the weapon is ever lost, the Game Master should eventually allow him to replace it, usually at the start of the next act.

 

Vengeful

  • Prereq: Spirit 8+

Revenge isn’t always a bad thing. When a Vengeful character suffers a Wound, she gets an Up result on the next action taken against the offender in the same scene. This doesn’t stack with other Up results. The Wound must actually be sustained, not taken and then Soaked, for example.

Whirlwind

  • Prereq: Dexterity 8+

The warrior has trained to hit a large number of foes in a single dance of death. He ignores the first two points of the Multi-Target penalty when using melee weapons.