Skill tricks
Practice makes perfect, and sometimes, practice allows you to do things that go beyond a simple action. Skill tricks are the result of extensive practice, and require a trainer to learn.
At character creation, players can choose free skill tricks = Logic
For each skill trick type, characters can know up to Skill x Logic level of skill tricks
Once learned, these tricks are added to the action options for that character.

Combat Tricks

Combat tricks may be used during hostile encounters, or may enable you to bypass combat itself. A character can know combat tricks up to their Combat skill x Logic.
Trait Name
Effect
Action Cost
Limitations
Blind Fire
Fire from concealment, maintaining cover
2
Reduce weapon range by 1, +1 success required to hit
Aim down sights
Improve weapon range by 1 step
1
Effect applies for 2 attacks, or until movement
Call the Play
Specify a target. For 1 round, each player to target that target may share 1 success with the next player who targets the same
1
Hard Boiled
May “free move” across waist-high obstacles
Attacks made while free moving take +2 Successes
Equilibrium
When dual wielding weapons, may divide Successes between any 2 valid targets
Breach & Clear
Open door 6 inches, chuck grenade in, close door, wait for the oven to go ding, open the door and clean up
Must have grenade
Hard Target
Go Prone, cover your head, present a minimal target profile. +2 to cover threshold, even out of cover
Explosive Breach
Requires BREACH KIT. Breaching uses a shaped charge to turn doors, walls, and ceilings into offensive entry points. Enemies caught in breach blasts take damage and are knocked back
Triggernometry
Success may be applied to a target as long as the player has indirect line of site, E.G. a mirror or shiny surface
talker
distract foes with talking during combat
pull the pin
activate a foes worn grenade
Close range only
feint
kip up
stand without spending action
lunge
increase reach of melee attack
penetrating attack
ignore armor
quick draw
halt
stop enemy movement
suppressive fire
provide cover or harry area - enemy reactions taken at negative penalty
unfriendly fire
pull near target to take shot instead of you
block
catch attack with nearby solid object
disarm
knock weapon out of enemy's grasp
dirty trick
sand in eyes, etc
total defense
guarded step
move slowly with guard up
coup de grace
charge
add leverage
add extra weight
jackie chan
use environment to advantage in hindering enemy movement
defensive roll
roll roll away - increase defense
double tap
ground fighting
ignore penalty while pinned or prone
living ladder
use foe to pull self to stand (and throw them off balance at same tme)
hot potato
richochet grenade
solid stance
harder to move or push
bowl over
tripping rush
close quarters
no penalty for fighting in crush/tight space
trained response
single action you take for free at initiative roll
Knee the Groin
+4 STUN, interrupt target’s move. Must be in Close Range
Silent takedown
Double whammy
Tradesies
Quick reload
Medicine tricks
Passive Programs are learned as decking skill tricks.
Skill trick / subtype
Skill trick name
Effect
St
It
t
Engineering tricks
Decking tricks (passive programs)
Passive programs will run actively in the background during hacking attempts. Target systems will degrade passive programs over time.
Passive Programs are learned as decking skill tricks.
Program Type
Name
Effect
Stealth
Firewall
Resist being accessed
Blunt
Resist damage
Anchor
Resist being booted
Infiltration
Sneak
Hide your presence
Mask
Spoof permissions
Proxy
Hide your access point
Artifacting
Extend
Each success adds another charge of an existing program in the item
Primed
Spend 2 success to delay’s the program’s effect until a specific trigger occurs
Stabilize item
Spend 3 successes to embed a program into a technological item
Casting tricks (metamagic)
Metamagic alters the shape or effect of a spell. Metamagic effects must be determined before casting.
Stealth metamagic effects are banned, and automatically make the attached spell banned.
Metamagic Type
Name
Effect
Stealth
Subtle
Each spent success makes it harder to notice spell. +1 perception required from attempts to notice
Spoofed
Spend 2 successes to make it appear a different person cast the spell
Masked
Spend 3 successes to make the spell look like a different spell
Finesse
Quickened
Each success reduces the casting time of the spell by 1, down to a minimum of 1
Careful
Spend 2 successes to make an AOE spell exclude some targets in the area
Transmute
Spend 3 successes to modify a spell to use a different element or effect.
Enchanting
Recharge item
Each success adds another charge of an existing spell in the item
Activation trigger
Spend 2 success to delay’s the spell’s effect until a specific trigger occurs
Stabilize item
Spend 3 successes to embed a spell into a magical object
Crafting tricks
Thievery tricks
Etc? Suggest them our way!