Archery

Guided Strike Discipline
Roll: Perception + Archery (difficulty 3)
Duration: Instant
Type: Supplemental
Minimum Archery: 3
Minimum Heroism: 2
The hero adds her Heroism in dice to the target Archery attack. Each additional success adds 1 die to the hero's Archery attack, to a maximum number of additional dice equal to the hero's Heroism.

Bone-Penetrating Attack
Roll: Strength + Archery (difficulty 4)
Duration: Instant
Type: Extra Actions
Minimum Archery: 4
Minimum Heroism: 2
The hero can fire one arrow through two or more targets provided one is standing immediately behind the other (within 1 yard). If the initial attack deals at least one health level of damage, the hero may immediately make the second attack using her full dice pool. If this additional attack deals at least one health level of damage, the hero, provided her Heroism is at least 3, may immediately make another attack on a third target standing within 1 yard of the second target. The hero may make a maximum total number of attacks in this fashion equal to her Heroism.

For every additional success the hero scores on Bone-Penetrating Attack, he may attack one additional person by means of this Heroic (provided the attacks meets the conditions above), to a maximum number of additional targets equal to his Heroism. The hero must declare the number of attacks he intends to make by means of this Heroic at the beginning of the his turn, and this number is used to calculate the difficulty of this Heroic. So, if a hero with a Heroism of 2 wished to strike 4 people by means of this Heroic, all the targets would have to be in a line no more than 3 yards long (1 yard between each target), and the hero would need to score 6 successes on the Strength + Archery check. Moreover, the first attack would have to inflict at least 1 health level in order for the hero to make the second attack, the second attack would have to inflict at least 1 health level in order for the hero to make the third attack, and so forth.

Puncturing the Tortoise's Shell
Roll: Perception + Archery (difficulty 4)
Duration: Instant
Type: Supplemental
Minimum Archery: 4
Minimum Heroism: 2
The target's soak against the hero's Archery attack is reduced by the hero's Heroism. Each additional success reduces soak by 1, but this Heroic cannot reduce the target's soak by more than twice the hero's Heroism.

Colliding Missiles Defense
Roll: Perception + Archery (difficulty 3)
Duration: Instant
Type: Reflexive
Minimum Archery: 3
Minimum Heroism: 3
The hero may use her Dexterity + Archery pool to parry incoming missile attacks. If the hero scores more successes than the attacker, the incoming missile is deflected. This is an all or nothing attempt, so if the number of successes the hero rolls is less than the successes rolled on the incoming attack, the hero's successes do not counter the successes of the attack.

Twin Arrows' Path
Roll: Dexterity + Archery (difficulty 5)
Duration: Instant
Type: Extra Actions
Minimum Archery: 5
Minimum Heroism: 3
The hero can fire up to a number of arrows equal to her Heroism simultaneously, either at a single target or two targets standing side-by-side, using her full dice pool.

Athletics

Sure-Footed Wire-Walking Technique
Roll: Dexterity + Athletics (difficulty 3)
Duration: One turn
Type: Reflexive
Minimum Athletics: 3
Minimum Heroism: 2
Until the end of the turn, the hero can walk and stand on surfaces too narrow to normally support her, such as tightropes, clotheslines, and narrow ledges, without fear of losing her balance. This does not insulate the hero from extraordinary outside factors attempting to dislodge him, such as forceful blows or hurricane winds, nor does it preserve him if the surface upon which he is walking breaks or falls. Each additional success increases the duration of this Heroic by 1 turn, to a maximum total number of turns equal to the hero's Heroism or Athletics, whichever is lower.

Superhuman Alacrity
Roll: Wits + Athletics (difficulty 4)
Duration: Instant
Type: Reflexive
Minimum Athletics: 4
Minimum Heroism: 2
The hero can take one extra Athletics action this turn - jumping, running, picking up an item, and so forth.

Hideous Strength Infusion
Roll: Strength + Athletics (difficulty 5)
Duration: One turn
Type: Reflexive
Minimum Athletics: 5
Minimum Heroism: 3
Until the end of the turn, the hero's Strength is increased by her Heroism. The hero suffers one unsoakable level of bashing damage whenever she successfully activates this Heroic.

Moment of Impossible Agility
Roll: Dexterity + Athletics (difficulty 5)
Duration: One turn
Type: Reflexive
Minimum Athletics: 5
Minimum Heroism: 3
Until the end of the turn, the hero's Dexterity is increased by his Heroism.

Lightning Reflexes
Roll: Wits + Athletics (difficulty 5)
Duration: One scene
Type: Reflexive
Minimum Athletics: 5
Minimum Heroism: 3
Until the end of the scene, the hero's Wits is increased by her Heroism.

Awareness

Sand in the Eyes Attack
Roll: Dexterity + Awareness (difficulty 3)
Duration: Instant
Type: Supplemental
Minimum Awareness: 3
Minimum Heroism: 2
The hero must successfully strike an opponent in hand-to-hand combat to activate this Heroic. The victim is blinded for a number of turns equal to the hero's Heroism unless he make a Stamina + Awareness check against a difficulty of 1. Each additional success the hero scores increases the difficulty of this check by 1, to a maximum difficulty equal to her Heroism.

Smell the Assassin's Sweat
Roll: Wits + Awareness (difficulty 4)
Duration: Instant
Type: Reflexive
Minimum Awareness: 4
Minimum Heroism: 2
The hero can hear the hiss of an incoming arrow, smell the scent of an assassin's sweat, or otherwise recognize when he is about to come under attack. The result of this is the hero cannot be struck by an attack she is not aware of. This does not allow the hero to see the invisible, spot hidden enemies, or warn others of an incoming attack. Whenever an opponent makes an attack against the hero from a blind angle, the hero may activate this Heroic to identify the attack in time to take a normal action against it (dodge or parry) if he has one available or can purchase one with another Heroic.

Uncanny Clarity of Vision
Roll: Perception + Awareness (difficulty 5)
Duration: Instant
Type: Reflexive
Minimum Awareness: 5
Minimum Heroism: 2
The hero adds a number of automatic successes to one Awareness check equal to her Heroism.

Taking in the Sensations Technique
Roll: Perception + Awareness (difficulty 5)
Duration: One scene
Type: Reflexive
Minimum Awareness: 5
Minimum Heroism: 3
Until the end of the scene, the hero's Perception is increased by her Heroism.

Brawl

Lead Fist Strike
Roll: Strength + Brawl (difficulty 3)
Duration: Instant
Type: Supplemental
Minimum Brawl: 3
Minimum Heroism: 2
The damage from the hero's Brawl attack is increased by his Heroism or Brawl, whichever is lower. Each additional success increases this damage by 1, to a maximum damage bonus equal to twice the hero's Heroism or Brawl, whichever is lower.

Grasp the Improvised Weapon
Roll: Wits + Brawl (difficulty 4)
Duration: Instant
Type: Simple
Minimum Brawl: 4
Minimum Heroism: 2
The hero chances upon a improvised weapon at an opportune moment - a nail, a piece of broken wood, a sizeable rock, or anything else that might be found in the hero's vicinity. If there is even the smallest chance of finding a sharp or heavy object in the area, the hero may attempt to use this Heroic. This weapon has Speed, Accuracy, and Defense of +0 and inflicts a base damage of +1L. It may be used as a throwing weapon with a range of 10 and a rate of 2, but suffers a -1 Accuracy bonus when used in this way. Additional successes each add 1L to the damage, to a maximum damage bonus equal to the hero's Heroism.

Squeeze Out the Life
Roll: Strength + Brawl (difficulty 4)
Duration: Instant
Type: Supplemental
Minimum Brawl: 4
Minimum Heroism: 2
The hero may activate this Heroic if she successfully clinches using her Brawl or is clinched by an opponent. Each turn, the damage the hero may inflict with her clinch is increased by her Heroism. So long as the hero maintains the clinch and continues successfully activating this Heroic each turn, this extra damage is increased by 1 each turn, to a maximum additional damage equal to the hero's Heroism. For example, a hero with a Heroism of 2 who successfully maintains this Heroic for 4 turns inflicts 2 additional damage the first turn, 3 additional damage the second turn, 4 additional damage on the third turn, and 4 additional damage the fourth turn, for a total of 11 additional damage over the four turns.

Inexorable Grasp
Roll: Strength + Brawl (difficulty 3)
Duration: Instant
Type: Supplemental
Minimum Brawl: 3
Minimum Heroism: 3
If the hero successfully clinches or holds an opponent using his Brawl Ability, he may activate this Heroic. Each turn, the victim's roll to escape the hero's grasp suffers a cumulative 1 die penalty until the victim escapes or the hero fails to activate this Heroic in a turn.

Helmet-Spinning Hook
Roll: Strength + Brawl (Difficulty 4)
Duration: Instant
Type: Supplemental
Minimum Brawl: 4
Minimum Heroism: 3
Armor soak against the hero's Brawl attack is halved.

Bone-Shattering Blow
Roll: Strength + Brawl (Difficulty 5)
Duration: Instant
Type: Supplemental
Minimum Brawl: 5
Minimum Heroism: 3
If the hero's Brawl attack hits, its target subtracts 1 die from all his dice pools next turn. Each additional success increases the duration of this penalty by 1 turn, to a maximum number of turns equal to the hero's Heroism. No opponent may be affected by this Heroic more than once in a turn, but penalties resulting from overlapping durations of multiple uses of this Heroic, in this case, stack, so an enemy struck by a Bone-Shattering Blow that results in a duration of 2 turns during the first turn and who is then successfully struck with another Bone-Shattering Blow suffers a 2-die penalty to all actions on the third turn of combat. The Storyteller may rule that certain types of opponents (mechanical constructs, shambling corpses, or man-eating trees, for example) are too sturdy or insensible to be affected by Bone-Shattering Blow.

Bureaucracy

Lost in the Shuffle
Roll: Manipulation + Bureaucracy (difficulty 3+)
Duration: Instant
Type: Simple
Minimum Bureaucracy: 3
Minimum Heroism: 2
By fortune, skill, or connections, the hero eliminates a record, missive, or order from the target bureaucracy, making it more difficult to study, incriminate, or follow her or an associate, or making it more difficult for an enemy to recieve permission for a task. The difficulty to destroy a pertinent document varies by its profile and apparent importance. Destroying a letter mentioning a mysterious figure in an inn's common room or a form requesting the renewel of a craftsman's license would be require the normal number of successes. Eliminating the city watch's written description of a cat burglar or the tax record for an unremarkable merchant increases the difficulty by 1. Destroying a request for reinforcements a hundred miles away from the bureaucracy or the incriminating journal of an infamous pirate would require 2 additional successes. The document must actually exist, though the hero may target a document that he is reasonably certain exists ("the watch's file concerning the robbery at the Prefect's Manse last week," for example). This Heroic cannot target the same document twice, though if a new copy of the document is drawn up after the first is destroyed, the Heroic may target the copy. This Heroic only affects bureaucrats who do not have a stake in the individuals whose records are being eliminated, such as a city watch that must deal with several murders and thefts each year or a company of soldiers that has better things to do than track down deserters. If the courier who brought the request for reinforcements wonders about the delay and goes to the Satrap to inform him of the situation, this Heroic cannot prevent the flow of information.

Official's Darling
Roll: Manipulation + Bureaucracy (difficulty 3+)
Duration: Instant
Type: Simple
Minimum Bureaucracy: 3
Minimum Heroism: 2
By fortune, skill, or connections, the hero brings a record, missive, or order to the attention of a target bureaucracy, making it more likely it will act on the information presented in the document. The difficulty to destroy a pertinent document varies by its profile and apparent importance. Shuffling a letter that casually mentions the location of a pirate king's lair to the top of the pile would be at the usual difficulty. Drawing attention to the tax record of a minor merchant that reveals her efforts to conceal her true income would increase the difficulty by 1. Guaranteeing a bureaucrat will notice that the signature at the bottom of a certificate of credit doesn't quite match that of the person whose signature is supposed to be on the certificate would increase the difficulty by 2. This Heroic cannot target the same document more than once a month.

Find the Seller
Roll: Perception + Bureaucracy (difficulty 4)
Duration: Special
Type: Simple
Minimum Bureaucracy: 4
Minimum Heroism: 2
The hero's skill or good fortune leads him to someone willing to sell him an item or service he desires if it is available within his Heroism in miles. Depending on the value and scarcity of the item or service sought, the price might be higher than the hero is willing to pay, but the Heroic will always find the nearest negotiable item or service, if it is in range. The hero must search a number of hours equal to 3 times the Resources value of the item. This Heroic may not be used to find magical devices of any kind, including First Age wonders or Hearthstones, nor can it be used to find wholely abstract goods, such as youth, beauty, or the next masterpiece of an artist. Each additional success reduces the length of the search by 1 hour, to a minimum of 1 hour.

Find the Buyer
Roll: Perception + Bureaucracy (difficulty 4)
Duration: Special
Type: Simple
Minimum Bureaucracy: 4
Minimum Heroism: 3
The hero's skill or good fortune leads her to someone willing to buy an item or service she wishes to sell if its Resource value is equal to or less than her Heroism. Depending on the value of the item or service to be sold and the number of potential buyers in the area, the price might be lower than the hero wishes, but the hero will always find the nearest willing buyer, if one normally inclined to purchase an item of that nature is within the hero's Heroism in miles. The hero must actively search for a buyer for a number of hours equal to 3 times the item's Resources value before finding a buyer. Each additional success reduces the length of the search by 1 hour, to a minimum of 1 hour.

Shelter of Authority Coincidence
Roll: Charisma + Bureaucracy (difficulty 4)
Duration: Instant
Type: Simple
Minimum Bureaucracy: 4
Minimum Heroism: 3
If it is feasible that some figure of authority would happen upon the scene, one does so. This individual is not automatically at the command of the hero, but will generally act in accordance with the law and her nature to deal with the situation as she sees it. Each additional success increases the number or power of authority figures that arrive on the scene. Usually, these will be part of the same group - a patrol of watchmen, for example.

No One Can Hear You Scream Happenstance
Roll: Manipulation + Bureaucracy (difficulty 5)
Duration: Special
Type: Simple
Minimum Bureaucracy: 5
Minimum Heroism: 3
If no figures of authority are actively interested in the current situation, none will arrive on the scene for a number of turns equal to the hero's Heroism even if someone cries for help or otherwise attempts to attract attention to the situation. Active interest includes such matters as observing the area, the hero, or those with whom the hero is interacting. A pair of bodyguards standing a few feet away will not be affected by this Heroic, but the guards on duty in the room down the hall are subject to its effects. Each additional success increases the number of turns before anyone of authority will arrive by 1 turn, to a maximum number of additional turns equal to the hero's Heroism.