Cherries

Athletics

  • Your Hit Threshold is 4, instead of 3.
  • You can use the Parkour option and a few of the Thriller Combat and Chase rules.

Conceal

  • Almost perfectly hiding a small object.

Cover

  • None. You start with 10 in it, though.

Digital Intrusion

  • A free point in Cryptography, also you can almost perfectly encrypt communications.

Disguise

  • You can use the Cover skill to make identities that know specific NPCs.

Driving

  • Perfectly steal any non-military/highly secure vehicle.
  • Use of Thriller Chase rules.

Explosive Devices

  • You can spend three points to roll an extra die of damge, up to 2.

Filch

  • You can spend from your pool after rolling at 2-1, if you are undistracted and unobserved.

Gambling

  • You get a die roll at the start of every session that you can sub in for one ally or enemy result.

Hand-to-Hand

  • You can spend a point to see how tough an opponent’s Hand-to-Hand rating makes him.
  • You can use several of the Thriller Combat rules.

Health

  • None. You start with 4 in it, though.

Infiltration

  • You can perfectly pick normal locks.

Mechanics

  • With a rational, you can spend Mechanics points as Preparedness points.

Network

  • None. You start with 15 in it, though.

Piloting

  • Perfectly steal any non-military/highly secure vehicle.
  • Use of Thriller Chase rules.

Preparedness

  • You can retroactively have prepared more elaborate actions in advance with a roll.

Sense Trouble

  • You use your Sense Trouble rating for initiative always.

Shooting

  • Access to the Thriller Combat rules.

Shrink

  • A free point in Bullshit Detector, Flattery, Interrogation, or Reassurance.

Stability

  • None. You begin with 4 in it and it is capped at 12.

Surveillance

  • A free point in Electronic Surveillance.

Weapons

  • You can throw balanced weapons out to Near range.
  • Access to the Thriller Combat rules.

Cherries

Night's Black Agents danwonbyrne danwonbyrne