Skills

## Backflip

**Requirements.** Backstab requires +5 to Acrobatics.

**Benefits.** As an action, you may leap 15 feet in any direction, leaping over any half-cover and creatures between you and your point of landing.

## Backstab

**Requirements.** Backstab requires the following:

* +2 to Melee Weapons, *or*
* the **Corrupt Politician** background.

**Benefits.** Whenever you have advantage against creature while performing a melee attack, roll twice as many damage dice upon success.

## Charge

**Requirements.** Charge requires +3 to Athletics.

**Benefits.** Whenever attacking a creature after having approached them from 20 feet in a straight line, your attack has advantage.

## Cook Grenade

**Requirements.** Cook Grenade requires the following:

* +3 to Throwing, *or*
* the **Mechanic** background.

**Benefits.** Cook a grenade in your inventory by using a bonus action. Whenever you throw a cooked grenade, it detonates immediately upon landing.

## Disarm

**Requirements.** Disarm requires +4 to Unarmed.

**Benefits.** As an action, target creature within melee range must pass a Resist save against your Unarmed AC, else drop their weapon, which can be picked up as a free action.

## Dodge Roll

**Requirements.** Dodge Roll requires +5 to Dodge.

**Benefits.** You can now dodge as a bonus action instead of an action. When dodge rolling, you can use your reaction to roll 5 feet in any direction when attacked.

## Feint

**Requirements.** Feint requires +3 to Deception.

**Benefits.** As a bonus action, make a false attack against a creature. They must win a Deception contest against you, else take a defensive maneuver which renders them vulnerable: all attacks until the beginning of their next turn have advantage. Upon their success, they may take an attack of opportunity.

## Firm Grip

**Requirements.** Firm Grip requires the following:

* +3 to Athletics, *or*
* +5 to Small Guns.

**Benefits.** You may use any pistol as though it were one-handed. The ill-effects of using two-handed weapons with one hand are eliminated.

## Harvest

**Requirements.** Harvest requires +5 to Survival.

**Benefits.** Harvest target creature's organs. Acquire the following from an ordinary human body for preservation:

* Brain
* Heart
* 2 Kidneys
* Liver

A set of surgical tools must be kept in your inventory to perform this action.

## Holdout Item

**Requirements.** Holdout Item requires the following:

* +2 to Hide, *or*
* the **Smuggler** background.

**Benefits.** At any point in time, you may have one item (equipment or weapons) which is *generally* undetectable.

* It cannot be detected through a pat-down or metal detector.
* It *can* be detected through a complete strip search *unless* it is small enough to fit in the palm of your hand.

## Hotwire

**Requirements.** Hotwire requires the following:

* +2 to Engineering, *or*
* the **Escaped Prisoner** background.

**Benefits.** Once per mission, you are able to automatically hotwire any device without a multitool.

(Ordinarily, a multitool would be expensed in order to hotwire vehicles, power boxes, keypads, and other wired devices.)

## Kick

**Requirements.** Kick requires the following:

* +3 to Athletics, *or*
* the **Peasant Farmer** background.

**Benefits.** As a melee attack, kick target within melee range. Instead of dealing damage, target must pass a Resist saving throw against your Athletics DC (your Athletics + 10), else stumble backwards 15 feet or less.

## Mend

**Requirements.** Hotwire requires the following:

* +2 to First Aid, *or*
* the **Unreliable Doctor** background.

**Benefits.** Twice per mission, as a bonus action, you are able to heal target creature by 1d4 hit points by mending their wounds with whatever resources are available to you.

## Minus Strike

**Requirements.** Minus Strike requires the following:

* +3 to Melee Weapons, *or*
* +3 to Unarmed.

**Benefits.** Twice per mission, when you deal melee weapon or unarmed damage, you may deal the difference between your maximum HP and your current HP instead of your attack damage.

## Modify

**Requirements.** Modify requires the following:

* +5 to Engineering, *or*
* the **Mechanic** background.

**Benefits.** You have access to the **Modify** trait for every item your character brings into a mission, under the assumption they were modified beforehand.

It takes 30 minutes to modify an item during the mission.

## Quick Footwork

**Requirements.** Quick Footwork requires the following:

* +3 to Acrobatics, *or*
* +3 to Athletics

**Benefits.** You can dash or disengage as a bonus action.

## Quick Reload

**Requirements.** Quick Reload requires +5 to Small Guns.

**Benefits.** When using a Small Gun, you can reload as a bonus action instead of an action.

## Sending Strike

**Requirements.** Returning Strike requires a +4 to Melee Weapons.

**Benefits.** As a reaction to a grenade passing within your melee range, you may attempt to strike it against the thrower's Throwing DC. A successful strike will send the grenade to target location within 50 feet. This can only be done with a two-handed melee weapon.

## Stealth Strangle

**Requirements.** Stealth Strangle requires the following:

* +3 to Unarmed, *or*
* +3 to Hide.

**Benefits.** While hidden, perform an unarmed attack on target creature who is not currently alerted to your presence. Upon a successful attack, target must win a Resist contest against your Unarmed, else be silently strangled into unconsciousness.

## Suppressive Fire

**Requirements.** Suppressive fire requires the following:

* +1 to Big Guns, *or*
* +1 to Small Guns, *or*
* the **Ex-Soldier** background.

**Benefits.** As an action, engage in suppressive fire against one target until the beginning of your next turn. All attacks against target have advantage. If that target moves or attacks, you may make an attack of opportunity on them as a reaction.

This skill will reduce your ammunition by twice the ordinary amount when activated.

## Threaten

**Requirements.** Threaten requires the following:

* +3 to Intimidation, *or*
* the **Wanted Felon** background.

**Benefits.** As an action, threaten target creature to begin an intimidation contest. Upon success, the target is afraid of you.

At the end of each of the target's turns, they may initiate another intimidation contest to no longer be afraid.