* buy talent: spend 5x tier level. Must have +1 talent of the tier below to buy
* buy skills: lv x 5. +5XP penalty for non career skills
Heroic points
* each 50xp gained -> 1 point
DURATION Cost: 1 Ability Point
Your character’s Heroic Ability effect lasts for one additional turn for each purchase of Duration.
FREQUENCY Cost: 2 Ability Points
Your character can activate their Heroic Ability one additional time per session for each purchase of Frequency.
POWER Cost: Special
The first time you purchase this upgrade, it costs one ability point and your character's primary ability gains the improved effect. You may purchase this upgrade a second time at a cost of another two ability points to gain the supreme effect.
SECONDARY EFFECT Cost: 1 Ability Point
Add a secondary effect to your character’s Heroic Ability. When you purchase this upgrade, select one of the following secondary effects. You may purchase this upgrade a second time to choose a different effect, for a total of two secondary effects. As with the primary ability effect, you should work with the GM to come up with an exciting narrative explanation for each secondary effect. Even if the primary effect is instantaneous, the duration of the Heroic Ability matters for many secondary effects. Remember, a Heroic Ability lasts until the end of your character’s next turn, or longer if you take the Duration upgrade.
DEVASTATING While the ability is active, your character adds +2 damage to one hit of each of their attacks.
DIMINISH While the ability is active, enemies within short range add Bk to their skill checks.
DRAIN When your character activates their Heroic Ability and at the beginning of each of their turns it remains active, enemies within short range suffer 2 strain.
EMPOWERED While the ability is active, your character adds B to their skill checks.
EMPOWER ALLIES While the ability is active, allies within short range add B to their skill checks.
REJUVENATION When your character activates the ability and at the beginning of each turn they take while it remains active, your character heals 2 strain.
REJUVENATE ALLIES When your character activates the ability and at the beginning of each turn they take while it remains active, all allies within short range heal 2 strain.
RENEWAL When your character activates the ability, you may choose to generate a new PC Initiative slot. You may choose to use Cool or Vigilance for this roll. The new result remains for the duration of the encounter. The new Initiative slot is immediately available for use, but it does not allow any PC to take an extra turn during a round.
STORY Cost: 1 Ability Point Your character only needs to spend one Story Point to activate the ability. You can only purchase this upgrade once.