Actions

CGen

Physical

Ambidextrous (•••)
   Pre-req: Character generation only. Effect: No negative modifier for using the off-hand.
     Pg 47 CoD
Automotive Genius
    Pre-req: Crafts 3, Drive 1, Science 1. Effect: Triple crafts, instead of doubling, when determining how many mods a vehicle can handle. Specs add an additional +1 mod per spec that applies.
     Pg 47 CoD
Crack Driver

•• or ••• - Pre-req: Drive 3. Effect: •• Add composure to drive rolls when doing nothing but driving. Any rolls to disable the vehicle take a -driver's composure to the roll. ••• Once per turn take a driving action reflexively. Pg 47 CoD

Demolisher
: to ••• - Pre-req: Strength 3 or Intelligence 3. Effect: Ignor one point of an object's durability per dot of this merit. Pg 47 CoD

Double Jointed


: •• - Pre-req: Dexterity 3. Effect: Automatically escape bonds and subtract Dexterity from attempts to overpower the character when in a grapple. Pg 47 CoD

Fleet of Foot


: to ••• - Pre-req: Athletics 2. Effect: +1 Speed per dot. Pursuers suffer -1 per dot when chasing. Pg 47 CoD|}

Giant


: ••• - Pre-req: Character generation only. Effect: Size 6 and gains +1 health box. Very tall. Pg 47 CoD

Hardy
- to ••• - Pre-req: Stamina 3. Effect: Add dots of merit to rolls for resisting disease, poison, loss of consciousness, suffocation, and deprivation. Pg 47 CoD
Greyhound
- - Pre-req: Athletics •••, Wits •••, Stamina •••. Effect: When in a chase, get an exceptional success on three successes instead of five. Pg 48 CoD
Iron Stamina
- to ••• - Pre-req: Stamina ••• or Resolve •••. Effect: Counteracts negative modifiers from fatigue and damage. Pg 48 CoD
Parkour
(Style) - to ••••• - Pre-req: Dexterity ••• and Athletics ••. Ignore environmental penalties up to dots in Parkour. Subtract Parkour from successes needed to evade in a foot chase. •• 1 Autosuccess when using Dex+Ath to mitigate falling damage. Add Parkour rating to the number of damage that can be removed this way. Cannot be used on a terminal velocity fall. ••• Without rolling, can run and jump to gain 10 feet+5 feet per dot of athletics as an instant action. •••• Spend a willpower to gain rote on one athletics roll to jump, run, or climb. Lose defense for the turn. ••••• Meditate (per page 75 CoD), Athletics actions become reflexive. Spend a willpower and gain 3 autosuccesses instead of 3 dice. Pg 48 CoD
Quick Draw
- - Pre-req: Wits •••, Specialty in Weaponry or Firearms. Effect: Drawing or holstering a weapon becomes a reflexive action anytime defense applies. Pg 49 CoD
Relentless
- - Pre-req: Athletics ••, Stamina •••. Effect: Opponent's need two additional successes to catch or evade your character. Pg 49 CoD.
Seizing the Edge
- •• - Pre-req: Wits •••, Composure •••. Effect: Always have the Edge in the first turn of a chase (pg 84, CoD). Additionally, the other person must make a Wits+Composure test as if being ambushed, or your pc does not have to count Speed or Initiative when determining the needed successes for the first turn. Pg 49 CoD
Sleight of Hand
- •• - Pre-req: Larceny •••. Effect: Take one instant, larceny based action per turn. Unless someone is specifically looking for it, the action goes unnoticed. Pg 49 CoD
Small-Framed
- •• - Pre-req: Character generation only. Effect: Very short. Size 4. -1 Health. +2 to rolls for hiding or going unnoticed. Also applies when being small is an advantage. Drawback: Also may not be taken seriously by people. Pg 49 CoD
Stunt Driver
(Style) - to •••• - Pre-req: Dexterity •••, Drive •••, Wits •••. Effect: Subtract pc's drive skill from opponent's pool when trying to hit or ram the pc's car. •• Double speed gains from 5 mph to 10 mph per success when accelerating. ••• Never make maneuvering checks when turning at high-speed. •••• Ignore damage equal to pc's Wits before applying Durability when intentionally hitting something with a vehicle. Pg 49 CoD