Side Effects & Distinctions
Side Effects & Distinctions
Extra Distinctions
● All Rounder (Prerequisites: Have at least one Attacker Trigger loaded and at
least one Gunner or Shooter Trigger loaded)
○ Once per Round, When you have to make a Parry or Mobility check while
you have an Attacker, shooter, or gunner trigger equipped, you gain a +2
bonus to that roll
○ When you attack, if you use a different weapon trigger type then your last
attack on the same turn, your attack deals additional damage equal to
your skill stat
○ When attacking a target within 5ft with a Gunner or Shooter Trigger, ignore
the minimum range debuff.
● Bomber (Prerequisites: Have at least one meteor shooter or gunner trigger
loaded)
○ Your explosions deal double damage against shields & escudo.
○ When you use a explosive trigger, you can target a number of people
equal to your command; those people have +5 to mobility checks to avoid
your attack(s).
● Bullet Interception - (Prerequisites: Have Egret or Lightning Trigger equipped.)
○ If you see a Shooter Trigger before it fires or a Grenade Launcher shot, as
a Reaction, you can make an Attack roll against the target’s. If you
succeed, their bullet cube or grenade shot is destroyed, and in the case of
Meteor, it will explode, dealing damage as if they were targeted.
● Butcher -
○ When you roll a 20 on an Attack roll, roll a d10, on a 1-6 nothing happens,
on a 7-8 your target’s leg is severed, on a 9+ the arm is severed instead.
Bonuses to Lethality rolls affect this.
● Composite Creator - (Prerequisites: Must have two Shooter Triggers equipped.)
○ Creating a Composite Bullet only takes you 5 seconds (1 Turn).
○ Due to your shifted attention, you automatically fail Evasion tests.
● Dual Wielder - (Prerequisites: Have two Attacker Triggers equipped)
○ Once per Round, before you make a Parry/Mobility/defense check, you
can declare using both or only one of your Attacker Triggers to parry. If
you use both, you gain a +5 bonus to that Parry roll but cannot make any
checks other than parry checks until the start of your next turn.
○ Additionally, when you hit with your attacks using an attacker trigger, they
deal additional damage equal to your Skill stat.
○ Lastly, you can summon, change the shape or change the mode of both
Attacker Triggers as part of the same action. Different Triggers can be
summoned and the shape or mode the Triggers change into can be
different.
● Escudo Expertise - (Prerequisites: Have the Escudo Trigger loaded.)
○ Escudo Catapult - When you place Escudo(s), you can place one under
your or another object’s feet, launching them a distance based on the
Escudo’s size (20 feet for a 2x2, 40 feet for a 5x5 and 60 feet for a 10x10).
If you attempt to launch an unwilling target, they must succeed a Mobility
check against your Trap DC to avoid being launched.
○ Escudo Weight - You can now place Escudo on other people’s bodies by
making a Melee attack (d20 + Skill) roll against the target. If you succeed,
a 2x2 Escudo is placed on one of their body parts of your choice. Until it is
removed, their Mobility stat is reduced by 1. This reduction can stack.
○ Defense checks made with escudo gain a +3.
● Final Effort -
○ Immediately before you Bail Out, you can use your Reaction to take one
action, this Distinction can interrupt the current player’s turn.
● Grasshopper - (Prerequisites: Have the Grasshopper Trigger loaded)
○ If you use Grasshopper before or while you attack, you gain a bonus to
Mobility checks and melee attacks equal to the number of Grasshoppers
you have used since the start of your current turn, up to 3.
○ As a Reaction, you can place a Grasshopper underneath an opponent
within range. They must succeed on a Mobility check (DC 15) or be
launched 20 feet in a direction of your choice.
● Group Fighter -
○ You gain a +2 bonus when you attack multiple targets in one turn.
○ You gain a cumulative -2 penalty to Defense/Mobility/Parry checks each
time you are attacked in a round instead of -3.
● Guardian - (Prerequisites: Have the Shield, Escudo, or an Attacker Trigger
loaded)
○ Gain a +3 bonus to Defense or Parry checks.
● Hound Prowess - (Prerequisites: Must have the Hound trigger)
○ You can increase the time taken for Hound to land after it is fired, up to 3
turns later.
○ You can, as part of the same action, fire Hound bullets that land
immediately and Hound bullets that are delayed by splitting your bullets.
● Idaten master - (prerequisites: have both an attacker trigger and idaten loaded.)
○ When you use idaten, you can make an additional attack.
○ Melee attacks made against you with a readied action must roll above a
20 to hit.
● Kogetsu Training - (Prerequisites: Have the Kogetsu Trigger equipped)
○ On your turn, you can use your Reaction to assume a parrying stance.
Until your next turn or until your Kogetsu is no longer equipped, you have
a +3 bonus to parry checks.
○ You have a +3 bonus on all attacks of opportunity. On your turn you can
use your Reaction to enter a readied stance. While readied, you gain a +2
bonus to your Lethality rolls preceded by attacks of opportunity, while in
this stance you can make attacks of opportunity when an enemy enters or
exits your attack range.
● Precision Targeting - (You can take this distinction up to 3 times.)
○ You gain a +1 bonus to Lethality rolls.
● Quick - (Prerequisites: Mobility: 3+)
○ You gain +5 feet of movement speed.
● Recon Expertise - (Prerequisites: Have Bagworm equipped)
○ While under the hidden condition you can take the Sprint action twice.
○ While under the hidden condition, treat your relevant stats as 2 points
higher only when using Spider, Escudo, Switchbox, or Grasshopper to a
maximum of 15.
● Scorpion Prowess - (Prerequisites: Have the Scorpion Trigger loaded)
○ You learn two extra Scorpion skills.
● Seamless Strikes - (Prerequisites: Ability to make multiple attacks in one turn)
○ When attacking a target more than once in a turn you can force the target
to use the same type of defensive maneuver (Parry, Evasion or Defense)
as they did for the first attack.
● Strategic Mind - (Prerequisites: Command:5+)
○ When you attack a single target, you can roll a d20 + Command, if you roll
above 20, they suffer a -5 penalty to their Defense/Mobility/Parry checks
against that attack.
● Thruster Crash - (Prerequisites: Must have the Thruster Trigger loaded.)
○ While using Thruster, you gain a +3 bonus to Attack rolls made against
any targets in your path, in addition, all targets in your path that you hit
must make a DC 15 mobility check or fall prone.
○ You can now hit multiple targets while using Thruster and moving through
a target's space does not provoke attacks of opportunity. If a target
succeeds with a parry or defense check, they can choose to stop you from
moving further.
● Viper Prowess - (Prerequisites: Must have the Viper trigger.)
○ You learn two extra Viper paths
● Wire Movement - (Prerequisites: Mobility: 5+, knowledge of where wires are)
While in a Wired Zone, you gain the following benefits:
○ You gain a +5 bonus to your Mobility checks.
○ Your movement speed is increased by 10 feet.
○ If you move on your turn before attacking, you gain a +3 bonus to Attack
rolls made with an Attacker Trigger.
○ Moving away from an enemy does not provoke attacks of opportunity
○ When making a Mobility check to dodge, you can move up to 15 feet
(instead of 5 ft.) within the Wired Zone or to a connected Wire Zone.
(Does not affect the roll)
Trouble Distinctions
● Benign -
○ You suffer a -2 penalty to Lethality rolls.
● Bloodlust -
○ When you make an Attack, you must target the most injured Target (Most
limbs missing, followed by most Hit Points missing) within your Attack’s
range.
● Careless -
○ You suffer a -5 Penalty on Checks made against Trap DCs. You cannot
benefit from Wired Zones.
● Dependent -
○ You suffer a -2 Penalty on Actions you take unless they contribute to a
Team Action.
● Duelist -
○ You cannot refuse duels when requested for one. You can only leave the
duel when your opponent(s) break(s) the duel’s rule(s) first or the duel is
completed.
● Faith is My Armor -
○ You cannot load nor equip Defensive Triggers (Shield, Escudo, etc). You
automatically fail Defense rolls.
● Favorites - (Prerequisites: Must always have a shooter or gunner trigger loaded.)
○ Choose one of Viper, Hound, Meteor or Asteroid. You can only use the
Bullet of your chosen type.
● Fragile -
○ Lethality rolls against you gain a +1 bonus.
● Heavy-Handed -
○ You can only load or equip Handle type and Additional Triggers.
● Honour-Bound -
○ You cannot directly inflict negative modifiers on other creatures.
● Ignored -
○ You only gain 100 PP for participating in Training. You gain 1% less PP
(cumulative) when winning against the same agent in Solo Rank Wars. PP
obtained through other sources is unaffected.
● Impatient -
○ You cannot Ready an Action. When using a Shooter Trigger, you must fire
your Bullets on the same turn you make them, or they disperse. Lastly, if
Allies wish to take their turn before yours, they must succeed a Command
Check against your Command DC.
● Inaccurate -
○ Rolls you make to hit a Target suffer a -3 penalty.
● Light-Handed -
○ You can only load or equip Projection type and Additional Triggers
● Lone Wolf -
○ You cannot participate in nor contribute to Team Actions.
● Map-Blind -
○ You cannot use Radar.
● Optional Means No -
○ You cannot load nor equip Optional Triggers (Excluding Shield and
Escudo).
● Pacifist -
○ You cannot directly deal Hit Point damage to others.
● Panic -
○ You suffer a -3 penalty to Defense, Mobility and Parry Checks.
● Simple is Gold -
○ You cannot load nor equip Additional Triggers.
● Slow -
○ Your movement speed is decreased by 10 feet, to a minimum of 5 feet.
● Sluggish -
○ You suffer a -5 penalty to Attack Rolls made after your first on each turn.
● Stubborn -
○ You cannot willingly bailout.
● Unmoving Fortress -
○ You cannot load nor equip Mobility Triggers (Grasshopper, Teleport, etc).
You automatically fail Mobility rolls made to dodge Attacks.
● Vindictive -
○ When you are Attacked, you can only target Creatures who attacked you
on your next turn.
Side Effects
● Beast Speech -
○ You can communicate with beasts. They can understand the meaning of
your words, and you also understand their manner of communication. You
have a +3 bonus to all rolls you make to influence them.
● Danger Sense -
○ Whenever you will fall into harm’s way, roll a d100. On a number equal to
your Trion stat or lower, or at the GM’s discretion if it’s narrative, you gain
one detail on how you will be harmed. E.g. Knowing the path of the Viper
used against you, negating bonuses of Surprise Attacks and others at the
discretion of the GM.
● Dual Processing -
○ You have 1 Dual Processing Point (DPP), which refreshes at the end of
your every turn.
○ By expending 1 DPP, you can ignore penalties you suffer to Mobility rolls
when creating Composite Bullets.
○ By expending 1 DPP, you gain a +3 bonus to a Command check you
make in that turn for Team Actions.
○ By expending 1 DPP, you regain your expended Reaction.
○ By expending 1 DPP, you ignore penalties you suffer to Mobility, Defense
and Parry rolls due to being hit by multiple attacks for that turn. You can
spend after knowing you will be hit by multiple attacks, but before any rolls
are made.
○ While you do not have a DPP (excluding the turn you expend it), you
suffer a -5 penalty to all rolls until you regain it.
● Emotion Perception -
○ You can sense the presence of emotions, including feelings, moods and
their affects of creatures who look at you. Indirectly, you can tell the
number of creatures looking at you.
○ As an action, you can gain a detailed understanding of the emotions they
are sensing, including the amount/size of emotion they are sensing.
○ If a surprise attack is made against you, the attacker must succeed a
Command check (DC = 10 + your Trion) or lose all bonuses gained from
the surprise attack.
○ While 4 or more creatures look at you, you suffer a -2 to all rolls as your
mind is overloaded with various foreign emotions.
● Enhanced Hearing -
○ You know the location and density of objects making noise within 50 feet.
You know the AT and LT of Trion soldiers, along with the health of shields
and constructs.
○ Surprise attacks made from up to 50 feet away from you gain no additional
bonuses against you.
○ If you share this information with allies you get a migraine, you suffer a -3
penalty to all rolls except lethality until you stop sharing the information.
● Enhanced Sight -
○ You can see from 20 feet what others have to see from 5 feet.
○ You can see in complete darkness.
○ You have a +3 bonus to rolls made to detect locations of wires in a Wired
Zone. This bonus can also apply to other objects that can be perceived
through the naked eye at the discretion of the GM.
○ You suffer a -3 penalty to rolls that require sight while looking at bright light
sources.
● Enhanced Sleep Learning -
○ For penalties and bonuses to be removed and applied respectively, you
must have at least slept for 1 hour after fighting said creature.
○ After fighting a creature (If a Trion Soldier, the type), you can replace one
of your existing Trigger Proficiencies, High Distinction or Extra Distinctions
with one of theirs provided you meet the prerequisites.
○ When fighting a creature (If a Trion Soldier, the type) you have fought
before, you gain a +1 bonus on all rolls made against it.
○ When fighting a creature (If a Trion Soldier, the type) for the first time, you
suffer a -2 penalty on all rolls made against it.
● Enhanced Smell -
○ You know the location of objects that smell within 30 feet.
○ Surprise attacks up to 30 feet away from you gain no additional bonuses
against you.
○ While exposed to strong smells (at GM’s discretion), you suffer a -2
penalty to all rolls except lethality as you get a migraine.
● Enhanced Taste -
○ You can tell every component of anything that you taste.
○ You can tell if what you tasted is poisoned.
○ Other taste-related abilities at the discretion of the GM.
● Enhanced Touch -
○ While touching a surface, you know the location and weight of objects
within 50 feet that are moving on the surface you touch through vibrations.
○ You can learn a Person’s remaining Trion by touching them.
○ Due to your sensitivity to touch, you suffer a -3 penalty to rolls when strong
forces are applied directly to you or what you are directly supporting with
physical strength. This includes but is not limited to, parry checks, and
meteor blasts.
● Foresight -
○ This Side Effect only triggers at the discretion of the GM.
○ You see the most probable future of the person you are looking at under
current circumstances.
● Lie Detection -
○ When someone lies you see black smoke pour out of their mouth, if it is a
half-truth there is less smoke than normal.
● Perfect Balance -
○ Your vestibular system is extremely sensitive, allowing you to have
near-perfect balance.
○ You can control how far Grasshopper sends you.
○ You automatically use your reaction to negate any modifiers that
negatively affect your mobility by disrupting your balance.
● Radio Wave Perception -
○ You can estimate the location of objects that are transmitting or receiving
radio waves (Most likely in the form of communicating with fellow Agents
or to their Operator through a radio) within sight.
○ You can share radio waves you perceive with your Operator so they may
decipher it but this causes you to have a migraine, you suffer a -3 penalty
to all rolls except lethality until the end of your next turn.
● Trion Sniffer -
○ You can smell Trion.
○ Within a range of 100 feet, you know the location of anyone using a
Bagworm, Chameleon, a Shooter trigger, or firing bullets. This can be
fooled by Dummy Beacon. This counts as ‘Seeing’ them.
○ You can track someone’s trail, and know the path they took within the last
2 turns. If they are wearing Bagworm, it is reduced to 1 turn.
○ You can tell people’s Trion apart and know whose Trion you are smelling.
○ When 4 or more people are within 100 feet, you have -3 to all rolls as the
smells are overwhelming. In everyday life this presents itself as migraines,
and on rare occasions, blacking out. Allies can have their Trion body
modified so that they all release the same scent. All allies count as 1
person for this effect.