Numenera Character Jack Abilities

Type Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6
auto Pools Starting Values: Might - 10, Speed - 10, Intellect - 10

Bonus Pools Values: You get 6 additional points to divide among your stat Pools however you wish.

Effort: Your Effort is 1.

Jack of All Trades: You have an Edge of 1 for one stat of your choice: Might, Speed, or Intellect. You have an Edge of 0 for the other two stats.

Cypher Use: You can bear two cyphers at a time.

Weapons: You can use light and medium weapons without penalty. You have an inability with heavy weapons; your attacks with heavy weapons are hindered.

Skills: Choose one skill (other than attacks or defense) in which you aren’t already trained. You are trained in this skill.

Special:
Flex Skill: At the beginning of each day, choose one task (other than attacks or defense) on which you will concentrate. For the rest of that day, you’re trained in that task. You can’t use this ability with a skill you’re already trained in to become specialized.

Starting Equipment: You start with clothing, two weapons, light armor, an explorer’s pack, a pack of light tools, two cyphers (chosen for you by the GM), one oddity (chosen by the GM), and 8 shins. Before selecting your weapons, armor, and other gear, you might want to wait until after you’ve chosen your tricks of the trade, descriptor, and focus.

Community Fixer: While you are present within a community, and actively and personally working on behalf of that community, the community’s effective rank for health or infrastructure is increased by +1. You choose which is modified during any given community action. Enabler.Community Fixer: While you are present within a community, and actively and personally working on behalf of that community, the community’s effective rank for health or infrastructure is increased by +1. You choose which is modified during any given community action. Enabler.Community Fixer: While you are present within a community, and actively and personally working on behalf of that community, the community’s effective rank for health or infrastructure is increased by +1. You choose which is modified during any given community action. Enabler.

Tricks of the Trade: You have a wide range of abilities that keep people guessing. Some of these tricks of the trade are technically esoteries, using the numenera, while others are more mundane. Some tricks are constant, ongoing effects; others are specific actions that usually cost points from one of your stat Pools.
Choose two of the tricks described below. You can’t choose the same trick more than once unless its description says otherwise.

Jack Player Intrusions: you can spend 1 XP to use one of the following player intrusions, provided the situation is appropriate and the GM agrees.
- Familiar Insight: you know this person (or heard about them somewhere) well enough to give insight about their motives or intentions and how best to convince them to see things your way. You know the right words, posturing, inflection, amount of emotional manipulation, or even what sort of joke or agreeable complaint might sway them. This can convince a neutral person to take your side, or a hostile one to hear you out for a little while longer.
- Inspirational Recall: you recall an important detail from a previous encounter (perhaps something you don’t even remember noticing at the time) that suggests a successful course of action for your current situation. This might be recognizing a password hidden in an innocuous code or riddle, realizing you saw a suspicious individual near a crime scene, overhearing an important conversation between two NPCs, or understanding that an NPC’s subtle glance or gesture had additional connotations indicating what you should do.
- Lucky Break: something unexpected happens that is to your advantage. A rope your opponent is hanging from might snap, the person you’re debating in front of an influential Aeon Priest might trip or forget what they were going to say, or something that was supposed to last only a round or two lasts a little while longer.
Skills: You are trained in one task of your choosing (other than attacks or defense). If you choose a task you’re already trained in, you become specialized in that task. You can’t choose a task you’re already specialized in.

Tricks of the Trade: Choose one of the following tricks (or a trick from a lower tier) to add to your repertoire. Instead of selecting a trick, you can select a lower-tier Glaive fighting move or Nano esotery. In addition, you can replace one of your first-tier tricks with a different first-tier trick.
Expert Cypher Use: You can bear three cyphers at a time.

Skills: You are trained in one task of your choosing (other than attacks or defense). If you choose a task you’re already trained in, you become specialized in that task. You can’t choose a task you’re already specialized in.

Improved Community Fixer: A community continues to modify its health or infrastructure by +1 rank. However, you do not need to be constantly present in and actively working on behalf of the community for it to gain this benefit; it gains it merely because of your past efforts on the community’s behalf. Whichever stat you modified last remains active until you return and modify it to something else. Enabler.

Tricks of the Trade: Choose one of the following tricks (or a trick from a lower tier) to add to your repertoire. Instead of selecting a trick, you can select a lower-tier Glaive fighting move or Nano esotery. In addition, you can replace one of your lower-tier tricks with a different trick from the same lower tier.
Skills: You are trained in one task of your choosing (other than attacks or defense). If you choose a task you’re already trained in, you become specialized in that task. You can’t choose a task you’re already specialized in.

Tricks of the Trade: Choose one of the following tricks (or a trick from a lower tier) to add to your repertoire. Instead of selecting a trick, you can select a lower-tier Glaive fighting move or Nano esotery. In addition, you can replace one of your lower-tier tricks with a different trick from the same lower tier.
Adept Cypher Use: You can bear four cyphers at a time.

Skills: You are trained in one task of your choosing (other than attacks or defense). If you choose a task you’re already trained in, you become specialized in that task. You can’t choose a task you’re already specialized in.

Tricks of the Trade: Choose one of the following tricks (or a trick from a lower tier) to add to your repertoire. Instead of selecting a trick, you can select a lower-tier Glaive fighting move or Nano esotery. In addition, you can replace one of your lower-tier tricks with a different trick from the same lower tier.
Skills: You are trained in one task of your choosing (other than attacks or defense). If you choose a task you’re already trained in, you become specialized in that task. You can’t choose a task you’re already specialized in.

Recruit Deputy: You gain a level 4 follower. They are not restricted on their modifications. Enabler.

Tricks of the Trade: Choose one of the following tricks (or a trick from a lower tier) to add to your repertoire. Instead of selecting a trick, you can select a lower-tier Glaive fighting move or Nano esotery. In addition, you can replace one of your lower-tier tricks with a different trick from the same lower tier.
option Fleet of Foot (1+ Speed points): You can move a short distance as part of another action. You can move a long distance as your entire action for a turn. If you apply a level of Effort to this ability, you can move a long distance and make an attack as your entire action for a turn, but the attack is hindered. Enabler.
Skill With Defense: Choose one type of defense task in which you are not already trained: Might, Speed, or Intellect. You are trained in defense tasks of that type. Unlike most tricks of the trade, you can select this trick up to three times. Each time you select it, you must choose a different type of defense task. Enabler.
Skill With Attacks: Choose one type of attack in which you are not already trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are trained in attacks using that type of weapon. Enabler.
Bypass Barrier (6+ Intellect points): You get past a door, force field, or other barrier up to 3 feet (1 m) thick that is blocking your way. Depending on the barrier, this might involve finding a weak spot you can push through, luckily pressing the right button, or even weirder explanations like touching a thin place between dimensions or an unexpected interaction with numenera you carry. The difficulty of the task is the level of the barrier. This trick allows you alone to pass through, not anyone else, and the way through closes at the end of your turn (which might mean you’re trapped on the far side). You have an asset in any attempts to get through it again. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum thickness of the barrier, each level adding 3 feet (1 m). Action.
Effective Skill: Choose one non-combat skill when you gain this ability. You get a minor effect with that skill when you roll a natural 14 or higher (the d20 shows “14” or more). You get a major effect with that skill when you roll a natural 19 or higher (the d20 shows “19” or higher). Unlike most tricks of the trade, you can select this trick more than once. Each time you select it, you must choose a different non-combat skill. Enabler.
Blurring Speed (7 Speed points): You move so quickly that until your next turn, you look like a blur. While you are blurred, if you apply Effort to a melee attack task or Speed defense task, you get a free level of Effort on that task; you can move a short distance as part of another action or a long distance as your entire action. Enabler.
option Trained in Armor: You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You can wear any kind of armor. You reduce the Speed Effort cost for wearing armor by 1. Enabler.
Create Debilitating Poison (3+ Intellect points): You create one dose of a level 2 poison that hinders the poisoned creature’s actions for ten minutes. You can apply this poison to a weapon, food, or drink as part of the action of creating it. In addition to the normal options for using Effort, you can choose to use Effort to increase the level of the poison; each level of Effort used in this way increases the poison level by 2. If unused, the poison loses its potency after one hour. Action.
Meticulous Planner: If you spend a long time planning an action, you gain an asset on performing it. The time to study and plan for the action is ten times as long as it takes to perform the action. For example, if you want to jump across a hole in the floor (one action), you can study the area for ten rounds (about a minute), and when you attempt to jump over the hole, you have an asset on the jump. This benefit applies to only one roll—if you want to perform the task again with the benefit of an asset, you need to study and plan again. Enabler.
Crowd Control (6+ Intellect points): You control the actions of up to five creatures in short range. This effect lasts for one minute. All targets must be level 2 or lower. Your control is limited to simple verbal commands like “stop,” “run away,” “follow that Glaive,” “look over there,” or “get out of my way.” All affected creatures respond to the command unless you specifically command them otherwise. In addition to the normal options for using Effort, you can choose to use Effort to increase the maximum level of the targets or affect an additional five people. Thus, to control a group that has a level 4 target (two levels above the normal limit) or a group of fifteen people, you must apply two levels of Effort. When the Crowd Control trick ends, the creatures remember your commands but don’t remember being controlled— your commands seemed reasonable at the time. Action to initiate.
Jaunt (5+ Intellect points): You instantaneously teleport yourself to any location within a long distance that you can see. In addition to the normal options for using Effort, you can choose to use Effort to increase the distance you can travel; each level of Effort used in this way increases the range by another 100 feet (30 m). Action.
Doppeljack (7+ Might points): A perfect copy of you appears within an immediate distance. This doppeljack might be a version ofyou from another timeline, a parallel dimension, or the past; an instantly spawned clone; or something even stranger. The doppeljack is a level 6 NPC with 18 health. It has your mind and memories, and you control it as if it were you in another body. In effect, while this ability is active, you have two bodies. If the doppeljack uses any of your abilities that cost points, those points come from your Pools (including spending Effort). Controlling two bodies at once is difficult and distracting; while this ability is active, all tasks performed by you or the doppeljack are hindered. The doppeljack has no equipment other than simple clothing. It remains for up to one minute, but disappears if killed or if you use an action to dismiss it. If the doppeljack is killed, you take 6 points of damage that ignore Armor, and you lose your next action. If you are killed while the doppeljack is present, you live on as the doppeljack (it becomes your character instead of being an NPC that disappears). In addition to the normal options for using Effort, you can choose to use Effort to increase the duration of this ability; each level of Effort used in this way adds one minute to the doppeljack’s existence. Action.
option Critter Companion: A level 1 creature accompanies you and follows your instructions. This creature is no larger than a large cat (about 20 pounds, or 9 kg) and is normally some sort of domesticated species. You and the GM must work out the details of your creature, and you’ll probably make rolls for it in combat or when it takes actions. The critter companion acts on your turn. As a level 1 creature, it has a target number of 3 and a 3 health, and it inflicts 1 point of damage. Its movement is based on its creature type (avian, swimmer, and so on). If your critter companion dies, you can search an urban or wild environment for 1d6 days to find a new companion. Enabler.
Encouraging Presence (2 Intellect points): For one minute, allies within short range gain an asset on defense rolls. Action.
Obstacle Running (3 Speed points): For the next minute, you can ignore obstacles that slow your movement, allowing you to travel at normal speed through areas with rubble, fences, tables, and similar objects that you would have to climb over or move around. This movement might include sliding on a railing, briefly running along a wall, or even stepping on a creature to boost yourself over something. If an obstacle would normally require a Might or Speed task to overcome, such as swinging on a rope, balancing on a rope, or jumping over a hole, you are trained at that task. Enabler.
Illusory Evasion (5 Intellect points): When you are hit by an attack, you teleport an immediate distance away, leaving behind an illusory copy of yourself to be struck by that attack instead of you. This destroys the illusion but leaves you unharmed by the attack. If the attack affects an area and the teleportation can’t get you out of that area, the attack still affects you normally. Enabler.
Mastery With Defense: Choose one type of defense task in which you are trained: Might, Speed, or Intellect. You are specialized in defense tasks of that type. Unlike most tricks of the trade, you can select this trick up to three times. Each time you select it, you must choose a different type of defense task. Enabler.
Impossible Walk (5+ Speed points): You can walk (or crawl or run) on steep inclines and horizontal surfaces (such as walls and cliffs) for the next minute as if they were flat ground. When using this ability, “down” for you is either the surface you are walking on or the normal orientation of gravity (your choice). If you apply one level of Effort, you can also walk on the ceiling or on a liquid or semi-liquid surface such as water, mud, quicksand, or even lava (although touching a dangerous surface like lava still harms you). If you apply two levels of Effort, you can also walk on air as if it were solid ground.
option Face Morph (2+ Intellect points): You alter your features and coloration for one hour, hiding your identity or impersonating someone. This affects only your face, not the rest of your body. You can’t perfectly duplicate someone else’s face, but you can be accurate enough to fool someone who knows that person casually. You have an asset in all tasks involving disguise. You must apply a level of Effort to be able to impersonate a different species. Action.
Illusory Duplicate (2 Intellect points): You create a single image of yourself within immediate range. The image looks like you as you are now (including how you are dressed). The image can move (for example, you could make it walk or attack), but it can’t move more than an short distance from where you created it. The illusion includes sound and smell. It lasts for ten minutes and changes as you direct (no concentration is needed). If you move beyond short range of the illusion, it vanishes. Action to create.
Recharge Cypher (2+ Intellect points): You recharge a cypher that was used in the past ten minutes, allowing it to be used again. You must touch the cypher, spend 1 XP, and succeed at an understanding numenera roll (difficulty equal to the level of the cypher) to recharge it. Otherwise, the cypher remains spent and useless. Some cyphers (particularly pills and injections) cannot be recharged in this way. In addition to the normal options for using Effort, you can choose to use Effort to recharge a cypher that was used more than ten minutes ago; each level of Effort used in this way extends the time period by ten minutes. Action.
Memory Becomes Action (4+ Intellect points): You can duplicate a one-action esotery, fighting move, or trick of the trade, performing it as if it were natural for you. You must have seen the ability used within the past week, it must be third tier or lower, and it must be an ability with a point cost. In addition to the point cost of Memory Becomes Action, you must pay the Might, Speed, or Intellect cost of the ability you are copying. For example, if you want to copy a Glaive friend’s Lunge attack (which normally costs 2 Might points), you’d pay 4 Intellect points to activate Memory Becomes Action and 2 Might points to use Lunge. In addition to the normal options for using Effort, you can choose to use Effort to copy an ability you saw longer than one week ago; each level of Effort used in this way extends the time period by one week. Enabler.
Stun Attack (6 Speed points): You attempt a difficulty 5 Speed action to stun a creature as part of your melee or ranged attack. If you succeed, your attack inflicts its normal damage and stuns the creature for one round, causing it to lose its next turn. If you fail, you still make your normal attack roll, but you don’t stun the opponent if you hit. Action.
Mastery With Attacks: Choose one type of attack in which you are trained: light bashing, light bladed, light ranged, medium bashing, medium bladed, medium ranged, heavy bashing, heavy bladed, or heavy ranged. You are specialized in attacks using that type of weapon. Enabler. (In place of this ability, you may instead select Skill With Attacks to become trained in one type of attack.)
option Create Deadly Poison (2 Speed points to apply, [test]): You can create deadly poisons. You need action to use poison or to apply it to weapon. You have a bag with required ingredients, but no more than 10 vials between 10-hours rests. Deadly Poisons:
- +3 damage
- +1 intellect ambient each round for the next 6 rounds
- Sleep for the next minute, any damage breaks it
Intense Interaction (3 Intellect points): You gain an asset on intimidating, persuading, and influencing people for ten minutes. Action.
Controlled Fall: When you fall while you are able to use actions and within reach of a vertical surface, you can attempt to slow your fall. Make a Speed roll. The difficulty is 1 for every 20 feet (6.1 m) you fall. On a success, you take half damage from the fall. If you reduce the difficulty to 0, you take no damage. Enabler.
Boost Cypher Even More (4 Intellect points): Add 3 to the functioning level of a cypher that you activate with your next action, or change one aspect of its parameters (range, duration, area, etc.) by up to double or down to a tenth. Action.
Subtle Tricks: You can use your skills and tricks of the trade in ways that don’t look like you’re doing anything. If the skill or trick would normally require an obvious movement, phrase, or other action by you, it instead seems to happen on its own. Instead of using your tools to pick a lock, the lock clicks open as you stand near it. Instead of manipulating a numenera screen, the information you want appears on the screen when you look at it. Instead of bluffing your way past some guards, they step aside as you approach and let you through. This ability usually only works up to an immediate distance. You still must spend points and make rolls to use your skills and tricks with this ability. Performing a trick in a subtle way hinders the task. This ability can’t be used to conceal your attack or defense rolls. Enabler.
Outside Reality (6+ Intellect points): You exist outside of everything until the start of your next turn. To you, a few seconds pass while you are alone in a cool void. To everyone else, you seem to vanish for a few seconds and reappear in the same place. While in this unreal state, you can use abilities or objects on yourself, but you can’t perceive, interact with, or affect the rest of the world, and vice versa. Time-based effects already on you (like a poison that inflicts damage every round) are paused while you exist outside reality, but when this ability ends they resume as if no time had passed. In addition to the normal options for using Effort, you can choose to use Effort to increase the duration; each level of Effort used in this way adds one round to how long you spend outside reality. Enabler.
option Late Inspiration (3 Intellect points): You retry a task you failed within the past one minute, using the same difficulty and modifiers, except this time you have an asset on the task. If this retry fails, you can’t use this ability to retry it again. Enabler.
Restful Presence: Creatures who make a recovery roll within short range of you add +1 to their roll. Enabler.
Gambler: Each day, choose two different numbers from 2 to 16. One number is your lucky number, and the other is your unlucky number. Whenever you make a roll that day and get a number matching your lucky number, the difficulty of your next task is reduced by one step. Whenever you make a roll that day and get a number matching your unlucky number, the difficulty of your next task is increased by one step. Enabler.
Ambusher: When you attack a creature that has not yet acted during the first round of combat, the difficulty of your attack is reduced by one step. Enabler.
Mask (5 Intellect points): You transform your body to become someone else. You can change any physical characteristic you wish, including coloration, height, weight, gender, and distinguishing markings. You may also change the appearance of whatever you are wearing or carrying. Your stats, as well as the stats of your items, are unchanged. You remain in this form for up to 28 hours or until you use an action to resume your normal appearance. Action to initiate.
Rapid Recovery: You can make most recovery rolls faster than normal. You can make your one-action recovery roll as part of another action or when it isn’t your turn, your ten-minute recovery roll takes you only one action, and your one-hour recovery roll takes you only ten minutes (your ten-hour rest is unchanged). If you make a recovery roll when it isn’t your turn, until the end of your next turn all of your tasks are hindered. Enabler.
option Link Senses (2 Intellect points): You touch a willing creature and link its senses to yours for one minute. At any time during that duration, you can concentrate to see, hear, and smell what that creature is experiencing, instead of using your own senses. If you or the creature move out of long range, the connection is broken. Action to initiate.
Augment Cypher (2+ Intellect points): When you activate a cypher, add +1 to its level. In addition to the normal options for using Effort, you can choose to use Effort to increase the level of the cypher by an additional +1 (per level of Effort applied). You can’t increase the cypher’s level above 10. Enabler.
Improvise (2 Intellect points): When you perform a task in which you are not trained, you can improvise to gain an asset for the task. The asset might be a tool you cobble together, a sudden insight into overcoming a problem, or a rush of dumb luck. Enabler.
Seize Opportunity (4 Speed points): If you succeed on a Speed defense roll to resist an attack, you gain an action, but the action is hindered. You can use your hindered action immediately even if you have already taken a turn in the round. Using this ability doesn’t prevent you from taking your normal action this round. Enabler.
Modify Artifact (5 Intellect points): You permanently increase the level of an artifact by 1. Can be used on the same artefact only once. Action.
Inspiring Success (6 Intellect points): Choose a stat. When you succeed on a roll to perform a task related to that stat and you applied at least one level of Effort, you may choose another PC within short range. That PC has an asset for the next task she attempts using that stat before the end of your next turn. Enabler.
option Phased Pocket (2+ Intellect points): You connect yourself for one hour to a small space that is out of phase and moves with you. You can access this space as if it were a convenient pocket or bag, but nobody else can perceive or access the space unless they have the ability to interact with transdimensional areas. The space can hold up to 1 cubic foot. The space is a part of you, so you can’t use it to carry more cyphers than your limit, a detonation cypher activated inside the space harms you, and so on. When the connection ends, anything in the space falls out. For each 2 additional Intellect points you spend, the pocket lasts an additional hour. You can only have one phased pocket at a time. It's like a concealed pocket in your clothing, except it goes to a tiny private dimension. Its opening is big enough for your fist. The pocket and everything inside of it moves with you. Enabler.
Hand to Eye (2 Speed points): This ability provides an asset to any tasks involving manual dexterity, such as pickpocketing, lockpicking, games involving agility, and so on. Each use lasts up to a minute; a new use (to switch tasks) replaces the previous use. Action to initiate.
Revelation (3 Intellect points): Choose one of your stats. When you succeed on a task using that stat and you applied at least one level of Effort, the difficulty of the next task you perform within one minute using that stat is reduced by one step. Enabler.
Tumbling Moves (4 Speed points): When you use an action to move, the difficulty of all Speed defense rolls is reduced by one step until the end of your next turn. Enabler.
Vigilant (5 Might points): When you would normally be dazed or stunned, you are not dazed or stunned. Enabler.
Spring Away (6 Speed points): Whenever you succeed on a Speed defense roll, you can immediately move up to a short distance. You cannot use this ability more than once in a given round. Enabler.
option Decipher (1 Intellect point): If you spend one minute examining a piece of writing or code in a language you do not understand, you get an asset to get the gist of what the writing says. Action to initiate.
Blackout (2 Intellect points): You cause all light sources within short range—numenera or otherwise—to fade to darkness. Action.
Subterfuge: When you move no more than a short distance, you can move without making a sound, regardless of the surface you move across. Enabler.
Outwit: When you make a Speed defense roll, you can use Intellect in place of your Speed. Enabler.
Teach Trick (5+ Intellect points): You spend an hour instructing someone on how to perform a trick of the trade that you know. The trick must be no higher than fourth tier. For one hour after you teach them, the student can perform that trick of the trade as if it were natural for them. They must pay the Might, Speed, or Intellect cost (if any) to use that trick. The student must be able to understand your instructions. In addition to the normal options for using Effort, you can choose to use Effort to increase how long the student can use the trick or to teach additional students at the same time; each level of Effort used in this way increases the duration by one hour or the number of students by one. The GM might decide that some creatures can’t be taught with Teach Trick even if they can understand you. Seskii, simple automatons, and bodiless energy beings are poor students. One hour to initiate.
Twist of Fate: When you roll a 1 on the die, you can reroll. You must use the new result, even if it is another 1. You can do this only once, but its use is restored each time you make a recovery roll. Enabler.
option Opportunist: You have an asset on any attack roll you make against a creature that has been attacked at some point during the round and is within immediate range. Enabler.
Contortionist (2 Speed points): You can wriggle free from bindings or squeeze through a tight spot. You are trained in escaping. When you use an action to escape or move through a tight area, you can immediately use another action. You may use this action only to move. Enabler.
Far Hands (2 Intellect points): You can use your tricks of the trade from one range category farther away than normal: immediate becomes short, short becomes long, long becomes very long. Using the trick at this increased distance hinders the task. Enabler.
Uncanny Luck (4 Speed points): When you roll for a task and succeed, you can roll again. If the second number rolled is higher than the first, you get a minor effect. If you roll the same number again, you get a major effect. Enabler.
option Sabotage: You are particularly good at bypassing locks and dismantling devices. You are trained in lockpicking and any task that involves sabotaging common or Numenera object. Enabler.
Hunker Down (3 Speed points): When you have cover, you have an asset on Speed defense rolls. Enabler.
Threaten (3 Intellect points): When you reduce a creature to 0 health, you deliver a vicious threat to another creature within immediate range. Make a Might roll. On a success, the difficulty of all Speed defense rolls made to resist the creature’s attacks is reduced by one step until the end of the next round. Enabler.
option Tracer (1 Intellect point): You touch a creature. For the next hour, you know the creature’s direction relative to your current position, but you don’t know its distance from you. Action to initiate.
Quick Recovery: Your second recovery roll (usually requiring ten minutes) takes only a single action, just like the first roll. Additionaly when you use an action to make your first recovery roll of the day, you immediately gain another action. Enabler.
option Vanish (2 Intellect points): You become invisible for a short amount of time. While invisible, you have an asset on stealth and Speed defense tasks. The invisibility ends at the end of your next turn, or if you do something to reveal your presence or position—attacking, using an ability, moving a large object, and so on. Action. Investigative Skills: You are trained in two skills in which you are not already trained. Choose two of the following: identifying, perception, lockpicking, or assessing danger. You can select this ability multiple times. Each time you select it, you must choose two different skills. Enabler.
option Surprise Strike (3 Speed points): When you attack a creature you have surprised, the difficulty of your attack roll is reduced by one step, and, on a success, you deal 1 additional point of damage. Enabler.
Sense Ambush: You are never treated as surprised by an attack. Enabler.