| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 1 | G1 | All For One | 4 act | 4 actions. Costs 1 Panache point. You single out a target you can see. All attacks against that target reduce their attack rolls, damage, and Will by 1. Lasts 5 turns. Intimidate vs Will. |
| 3 | G3 | Showdown | 2 act | 2 actions. Call out a target. If that target attacks anyone other than you, they suffer -5 to their attack roll and -2 damage. Lasts 3 turns. Aggression vs Will. |
| 5 | G5 | Braggadocio | 4 act | 4 actions. You may add half your Perform skill to any Dexterity roll. Lasts 3 turns. Perform. |
| 7 | G7 | Audacity | Passive | Passive. All sneak attacks against you have their damage reduced by your Intimidate score. Intimidate. |
| 9 | G9 | Reputation | Passive | Passive. Upon entering a new location, you may choose to have your reputation precede you. Speak with your GM for details. Perform. |
| 11 | G11 | Showstopper | 5 act | 5 actions. Spend 2 Panache points to roll 1d12. Add the number as a bonus to all your d20 rolls for 6 turns. If any of these rolls fail, the bonus instantly becomes a penalty for another 6 turns. Perform. |
| 13 | G13 | Man-O-War | Passive | Passive. For every new target you successfully attack this battle, you gain +5 Temp HP. Perform. |
| 15 | G15 | One For All | 6 act | 6 actions. You rally your allies. Each turn, they receive +2 to Reflex, Intimidate, and all attack rolls, as well as +5 Temporary HP. Lasts for as long as you concentrate. Perform vs Will. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 2 | C2 | Rapid Reload | 1 act | 1 action. Costs 1 Panache Point. You instantly reload a firearm you are wielding. Ranged Attack. |
| 3 | B3 | Wrangler | Passive | Passive. Gain +3 Animal Handling and Survival when riding an animal as a mount, as well as a critical success on a roll of 19-20. Upgrades:
|
| 3 | D3 | Shootout | Reactive | Reaction. Must be Dual-wielding. If you are hit by a Ranged Attack, you may make a Ranged Attack each against 2 targets within range. This will cost your slower weapon's action cost on your next turn. Ranged vs Reflex. |
| 4 | A4 | Lasso | 4 act | 4 actions. Must have rope or a rope type weapon. You lasso a target within 8 spaces, preventing Move actions away from you and attacks. You must use 1 hand to keep your target contained. Lasts until you release them. Finesse Attack vs Reflex. |
| 4 | C4 | Bullseye | X | X actions. Costs 1 Panache point. You fire at a target within your weapon's range, dealing no damage but using your Ranged Attack instead of Finesse Attack to Disarm them. If successful, their main-hand weapon flies 2 spaces away from them. Ranged Attack vs Fortitude. |
| 4 | E4 | Silver Tongue | 1 act | 1 action. Costs 1 Panache point. You may take the higher of 2d20 Persuasion rolls. Intimidation vs Will. |
| 5 | C5 | Posse | 60 act | 60 actions. You engage a target from your past travels to persuade them to join your posse. As a partner, your target's highest priority is acquisition and maintenance of mounts. You may have up to 10 people in your posse. The higher level (or more hostile) they are, the more difficult your Persuasion roll will be. Persuasion vs Will. |
| 6 | A6 | Up My Sleeve | Reactive | Reaction. If a target misses you with their attack, you may spend a Panache point to instantly attack them for 1W. Weapon Attack vs Reflex. Upgrades:
|
| 6 | C6 | Deputize | 6 act | 6 actions. Costs 1 Panache point. You summon a partner to battle alongside you from any location. Lasts until their death or the end of battle. Your partner will take on the role of:
Marshall: Will consistently use Aggression rolls to keep enemy fire on themselves.
Bounty Hunter: Will use Ranged attacks to pick out weaker enemies.
Varmint: Will attempt to steal, disarm, and otherwise disadvantage enemies instead of engaging them in direct combat.
Corpsman: Will use a Medikit to keep nearby allies alive and well.
--------------------------------------- Upgrades:
|
| 6 | E6 | Cocket Hat | X | X actions. Costs 1 Panache point. You deal 1W damage to a target within range. Your allies (but not yourself) gain +3 to all attacks against that target. Lasts for the rest of the battle. Deception vs Will. |
| 7 | B7 | Brawler | 1 act | 1 action. Costs 1 Panache point. Pick a target you can see. You gain +5 Light Attack and your Unarmed damage is doubled against that target. Furthermore, all melee damage that target deals to you is halved. You may use this as often as you'd like in battle. Light Attack vs Fortitude. |
| 7 | D7 | Equestrian | Passive | Passive. You no longer take penalties to attack rolls while riding a mount. Animal Handling. |
| 8 | B8 | Sharpshooter | X | X actions. Costs 2 Panache points. You gain +7 accuracy and +3 damage to your next Ranged Attack. Ranged Attack vs Reflex. |
| 8 | D8 | Smoke Bomb | 4 act | 4 actions. You throw smoke powder within 3 spaces of you. On your next turn, it releases a cloud of smoke covering a 4x4 area around it. Everyone within this area is considered blinded until the cloud goes away. Lasts 8 turns. Finesse Attack vs Reflex. |
| 9 | C9 | Gunslinger | Passive | Passive. While you wield 1 ranged weapon, your Attack and Reload actions cost -1 action, down to a minimum of 1. While you wield 2 ranged weapons, you gain +1 to all d20 rolls. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 2 | K2 | Swordplay | 1 act | 1 action. Costs 1 Panache point. Your next attack with a Slashing type weapon will deal an extra die of damage. Perform. |
| 3 | J3 | Duelist | Passive | Passive. While you are next to your target, with no one else within 2 spaces of you, you may add up to 4 of your Reflex as Fortitude. You also gain +2 to Light Attack and Finesse Attack. Reflex. |
| 3 | L3 | Captain | Passive | Passive. Gain +3 Piloting/Driving and Survival when working with naval or spacecraft, as well as a critical success on a roll of 19-20. Upgrades:
|
| 4 | I4 | Avast Ye | 1 act | 1 action. Costs 1 Panache point. You may take the higher of 2d20 Aggression rolls. Intimidation vs Will. |
| 4 | K4 | Grape Shot | X | X actions. Costs 1 Panache point. You gain +10 Finesse attack with the intent to Disarm a target next to you. If successful, the target's main-hand weapon flies 2 spaces away. Finesse Attack vs Fortitude. |
| 4 | M4 | Knockdown | 2 act | 2 actions. Knock a target next to you on their back for 1d4 damage, reducing them to 1 Move action and preventing them from using melee attacks. If they attempt to get up, you may instantly use a Panache point to keep them down. Finesse Attack vs Fortitude. |
| 5 | K5 | Crew | 60 act | 60 actions. You engage a target from your past travels to persuade them to join your crew. As a crewmember, your target's highest priority is acquisition and maintenance of a ship. You may have up to 10 people in your crew. The higher level (or more hostile) they are, the more difficult your Persuasion roll will be. Persuasion vs Will. |
| 6 | I6 | Run A Rig | X | X actions. Costs 1 Panache point. You deal 1W damage to a target next to you. Your allies (but not yourself) gain +3 to all attacks against that target. Lasts for the rest of the battle. Deception vs Will. |
| 6 | K6 | All Hands On Deck | 6 act | 6 actions. Costs 1 Panache point. You summon a crewmember to battle alongside you from any location. Lasts until their death or the end of battle. Your crewmember will take on the role of:
Boarder: Will consistently use Aggression rolls to keep enemy fire on themselves.
Musketeer: Will use Ranged attacks to pick out weaker enemies.
Shiprat: Will attempt to steal, disarm, and otherwise disadvantage enemies instead of engaging them in direct combat.
Stitcher: Will use a Medikit to keep nearby allies alive and well.
--------------------------------------- Upgrades:
|
| 6 | M6 | Riposte | Reactive | Reaction. If a target next to you misses you with their attack, you may spend a Panache point to instantly attack them for 1W. Weapon Attack vs Fortitude. Upgrades:
|
| 7 | J7 | Sealegs | 2 act | 2 actions. For everyone you move next to this turn, you gain +1 Move action. Acrobatics. |
| 7 | L7 | Grappler | 1 act | 1 action. Costs 1 Panache point. You gain +10 Athletics to grapple a target next to you. You may keep using this ability (spending Panache points) to keep hold of your target. Lasts until target breaks free or is released. Athletics vs Fortitude. |
| 8 | J8 | Scatter Bomb | 4 act | 4 actions. You toss scatter powder within 3 spaces of you. When it lands, it explodes and knocks everyone within 2 spaces of it 5 spaces away. Finesse Attack vs Reflex. |
| 8 | L8 | King Of The High Seas | 1 act | 1 action. Costs 2 Panache points. You may reroll any attack. This can be done as many times as you have the Panache points to spend. Perform vs Fortitude. |
| 9 | K9 | Swashbuckler | Passive | Passive. While you wield 1 melee weapon, its attack range is doubled. While you wield 2 melee weapons, you gain +3 Fortitude. |