"battleborn": { "label": "Battleborn", "description": "You may expend your special armor to reduce harm from an attack in combat or to push yourself during a fight." }, "bodyguard": { "label": "Bodyguard", "description": "When you protect a teammate, take +1d to your resistance roll. When you gather info to anticipate possible threats in the current situation, you get +1 effect." }, "ghost_fighter": { "label": "Ghost Fighter", "description": "You may imbue your hands, melee weapons, or tools with spirit energy. You gain potency in combat vs. the supernatural. You may grapple with spirits to restrain and capture them." }, "leader": { "label": "Leader", "description": "When you Command a cohort in combat, they continue to fight when they would otherwise break (they're not taken out when they suffer level 3 harm). They gain +1 effect and 1 armor." }, "mule": { "label": "Mule", "description": "Your load limits are higher. Light: 5. Normal: 7. Heavy: 8." }, "not_to_be_trifled_with": { "label": "Not to be Trifled With", "description": "You can push yourself to do one of the following: perform a feat of physical force that verges on the superhuman—engage a small gang on equal footing in close combat." }, "savage": { "label": "Savage", "description": "When you unleash physical violence, it's especially frightening. When you Command a frightened target, take +1d." }, "vigorous": { "label": "Vigorous", "description": "Vigorous: You recover from harm faster. Permanently fill in one of your healing clock segments. Take +1d to healing treatment rolls." }