- Alchemical Mastery: Check Tinkering to create potions mid-adventure (healing, poison, acid, etc.). Costs 1 Supply.
- Trap Smith: Check Tinkering to set traps as Fast action, Effort damage when triggered. In the Slow phase, you may set a triggered action to detonate/trigger any trap or bomb you placed within NEAR when the condition you name occurs.
- Modify Weapon: Upgrade ally’s weapon with +2 damage for scene
- Emergency Kit: Once per scene, produce exactly what’s needed (costs 1 Supply)
- Sabotage: Disable/destroy mechanisms, armor, or weapons with touch