|Liquid Courage||1 Might / Action||Consume an entire bottle of alcohol. Next two hours.Trained in balance. You gain 1 armor Might & Int (Stacks). Asset to speed defense rolls. Twice per day|
|Dry Spell||Enabler||1 Day Sober: all tasks one-step more difficult.
2 Days Sober: two-step impediment.
|Minor Effect||Roll 19||Enchant target. Remains enchanted as long as you focus all your attention.|
|Major Effect||Roll 20||The target is forever favourably disposed toward you.|
|Levity||Enabler||Trained in all social interactions other than those involving coercion or intimidation.
+1 to Party Recovery Rolls
|Gather Rumors||1+ Intellect / Action||When you’ve spent a couple hours in an inhabited urban environment about the size of a town or larger, the GM must tell you one rumor that pertains to the community. Instead of applying Effort to decrease the difficulty, you can apply Effort to learn additional rumors, with each level of Effort revealing one more rumor.|
|Pierce||1 Speed / Action||You make an attack and inflict 1 additional point of damage. Sharp point weapons.|
|Far Step||2 Intellect / Action||You leap through the air and land some distance away. Anywhere you choose within long range if you have a clear and unobstructed path to that location. You land safely.|
|Armor||Might Cost||Speed Re.|
Theramin – Instrument
Flask – Rum
ARTEFACTS & ODDITIES
|Oddity||A slab of clear synth that encases a dozen items, most of which appear to be fossils of some kind. There is writing in an
unknown language beneath each item.