Hybrid Abilities: At Expert level, you may combine two Journeyman abilities from different paths to create a unique hybrid ability (GM approval required). Signature Moves: At Master level, describe a signature combination of your abilities that costs 1 Fate token to execute perfectly.
- Jury Rig: Create temporary items from 1 Supply (lasts one scene)
- Explosive: You can craft a bomb as a Slow action (or during Camp/Town), each costing 1 Supply. Throwing a bomb is a Fast Ranged attack. On a hit, choose an effect: Dragonwrath: Target takes Effort damage, everyone else in Near takes ½ Effort damage (they may Dodge as normal). Green Fire: Target takes Effort and the blast leaves a burning hazard until the end of the next round; the next creature entering/crossing it takes Effort. Thumper: Instead of damage, all in Near range of target suffer knockdown (Dodge to avoid). Standing up uses a Movement action.
- Field Repair: Check Tinkering to fix broken items or restore Effort HP to constructs/machines
- Salvage: After each combat, gain 1 Supply
- Gadgeteer: Advantage on Supply checks for common tools, basic equipment. In addition, once per scene you can produce a Smoke Bomb or Flash Powder with no Supply cost.
- Sabotage Strike: If you hit an opponent, choose 1. Armor Shred: Target’s AR = 0 until the start of your next turn. Jam: Target inflicts ½ of its normal damage on its next attack (expires at the start of your next turn).