Sail

Bucket Brigade Rallying Cry
Roll: Charisma + Sail (difficulty 3)
Duration: One scene
Type: Simple
Minimum Sail: 3
Minimum Heroism: 2
The fire-fighting and bailing efforts of up to 10 crewmembers who are following the hero's orders are increased by 50%. Additional successes increase the number of crewmembers whose efforts are leveraged by 5, to a maximum number of crewmembers equal to the hero's (Heroism x 10). If this Heroic fails, the hero may not attempt to use it on its intended targets again this scene, though she may attempt to activate it again to rally 10 different crewmembers.

Accident-Avoiding Navigation
Roll: Wits + Sail (difficulty 4)
Duration: One scene
Type: Supplemental
Minimum Sail: 4
Minimum Heroism: 2
As long as its crew follows the hero's orders, the ship will not accidentally collide with another sailing vessel. The hero is capable of guiding an imperial dreadnought through an entire harbor of fishing vessels and pleasure boats without incident. This Heroic offers no protection from vessels actively seeking to ram or broadside the hero's vessel. If the hero fails to activate this Heroic, she may not attempt to activate it again this scene.

Evade the Doldrums
Roll: Manipulation + Sail (difficulty 4)
Duration: One day
Type: Reflexive
Minimum Sail: 4
Minimum Heroism: 2
The prevailing winds at sea increase or decrease (the hero's choice) by 2 miles per hour. The direction from which the wind is coming does not change, though if the ship is becalmed, the hero's player chooses the direction in which the wind blows. Each additional success increases or decreases the local wind at sea by 1 mile per hour, but this Heroic cannot alter the speed of the wind by more than his Heroism in miles per hour. If the hero fails to activate this Heroic, she may not attempt to activate it again until 24 hours have passed.

Green Crew Training Technique
Roll: Charisma + Sail (difficulty 4)
Duration: Three weeks
Type: Supplemental
Minimum Sail: 4
Minimum Heroism: 2
The hero can instruct even the driest land-lubber, providing up to 5 targets with rudimentary knowledge of sailing and sea travel so long as they follow the hero's instructions. After spending 24 consecutive hours on the ship with the targets, up to 5 targets without the Sail Ability have an effective Sail rating of 1 so long as they and the hero remain on the ship. Each additional success increases the maximum number of targets by 5, to a maximum number of additional targets equal to the hero's (Heroism x 5). For as long as the Heroic lasts, those under its effects are treated as training in the Sail Ability.

Sailor Rescue Routine
Roll: Wits + Sail (difficulty 4)
Duration: Instant
Type: Simple
Minimum Sail: 4
Minimum Heroism: 2
Provided at least 2 crewmembers or passengers obey the hero's instructions, one seaman or passenger who fell or was swept overboard since the beginning of the scene is automatically rescued, provided they are still alive when this Heroic is activated.

Experience-Earned Mastery
Roll: Intelligence + Sail (difficulty 4)
Duration: One day
Type: Supplemental
Minimum Sail: 4
Minimum Heroism: 3
As long as its crew follows the hero's orders, the ship may navigate any passage the hero has navigated in the past under equal or worse circumstances (crew, ship maneuverability, weather, etc...) without difficulty or danger. This Heroic does not protect against sea monsters, spirits, pirates, or hazards that were not present the last time the hero navigated the passage. If the hero fails to activate this Heroic, she may not attempt to activate it again until 24 hours have passed.

Harbor-Finding Fortune
Roll: Wits + Sail (difficulty 5)
Duration: One scene
Type: Supplemental
Minimum Sail: 5
Minimum Heroism: 3
As long as its crew follows the hero's orders, the ship may dock under any natural conditions. Fog, reefs, rough waters, hurricanes, icebergs - the ship can endure them all provided there is a place for the ship to dock at its destination. This does not protect the ship from coastal defenses (such as submerged rams) or from other ships. If the hero fails to activate this Heroic, he may not attempt to activate it again this scene.

Invoke the Fair Winds
Roll: Manipulation + Sail (difficulty 5)
Duration: One day
Type: Reflexive
Minimum Sail: 5
Minimum Heroism: 3
The direction of the prevailing winds at sea shifts to the hero's advantage by up to 45 degrees. Each additional success increases the range of the shift by 20 degrees, to a maximum shift equal to the hero's (Heroism x 20). If the hero fails to activate this Heroic, she may not attempt to activate it again until 24 hours have passed.

Storm Rider's Mast
Roll: Strength + Sail (difficulty 5)
Duration: One scene
Type: Reflexive
Minimum Sail: 5
Minimum Heroism: 3
The mast and rigging of the ship upon which the hero is a crewmember will endure almost any natural storm's fury. The sails will hold, the masts will remain firm, and bolts of lightning will not strike the ship. This in no way preserves the hull from damage from high waves or sea monsters.

Socialize

Costume Ball Masquerade
Roll: Manipulation + Socialize (difficulty 3)
Duration: One scene
Type: Simple
Minimum Socialize: 3
Minimum Heroism: 2
The hero projects a completely false expression for the sake of observers. Those using the Socialize Ability to discern the hero's motives do so as normal, but recognize only the emotions, motives, and intentions the hero chooses to project unless they earn at least 2 successes on their attempt to do so, in which case they recognize the hero is being false, but still cannot remove the mask. Additional successes increase the number of successes observers must roll to recognize the hero's emotions as false. This Heroic, like the Edge Face of Stone, is foiled by the Edge Gaze Upon the Heart if the observer's Heroism is higher than the hero's. Successes rolled on this Heroic counter and are countered by the Heroic Heart-Scrutinizing Approach. If the hero fails to activate this Heroic, he may not attempt to activate it again this scene.

Heart-Scrutinizing Approach
Roll: Perception + Socialize (difficulty 4)
Duration: Instant
Type: Supplemental
Minimum Socialize: 4
Minimum Heroism: 2
By interacting with or watching a target for a few minutes, the hero is able to pick up on the subject's current emotional state. Each additional success grants insight into one other emotion at work on the subject, to a maximum number of emotions equal to the hero's Heroism. At 1 additional success, the hero is almost certain not to misinterpret the subject's intended meaning in conversation. No sarcasm is too dry and no intentional mockery is mistaken for humor. At 2 additional successes, the hero can read subtext well enough to tell whether a compliment is genuine or false. At 3 additional successes, the hero can recognize the closeness and nature of a relationship by watching interactions between two or more people (close family, family members in discord, acquaintances, friends, lovers, enemies, ex-lovers, rivals, etc...). At 4 additiional successes, the hero can discern the motives behind her subject's words and actions as long as she observes them personally. This Heroic, like the Edge Gaze Upon the Heart, is foiled by the Edge Face of Stone if the target's Heroism is higher than the hero's. Successes rolled on this Heroic counter and are countered by the Heroic Costume Ball Masquerade.

Friendship-Destroying Insinuation
Roll: Manipulation + Socialize (difficulty 5)
Duration: Special
Type: Supplemental
Minimum Socialize: 5
Minimum Heroism: 3
By spending an hour conversing with the subject, the hero may place doubts about a person in her mind, weakening her friendship with that person, reducing the accumulated Charisma + Presence successes of the individual about whom the hero's words are concerned by 10. Each additional success increases the number of successes negated by 5, to a maximum number of negated successes equal to the hero's (Heroism x 10). The doubt created by this Heroic remains until the subject converses with the person the hero lied about, at which time the slandered friend may roll a Charisma + Presence check to banish his friend's doubts. The difficulty of this check is 1 if the subject still regards the victim as an acquaintance or better, 2 if the number of successes remaining of the friendship is less than 10 but more than -10, 3 if the hero has turned the subject against his slandered friend (-10 successes or worse). The hero cannot turn the subject against a person the target does not know and cannot, in any case, use this Heroic against a target with an Essence greater than her own. If the hero fails to activate this Heroic, she may not attempt to activate it again this scene.

Stealth

Pass the Distracted Watcher
Roll: Manipulation + Stealth (difficulty 3)
Duration: One turn
Type: Reflexive
Minimum Stealth: 3
Minium Heroism: 2
This Heroic briefly prevents a target within the hero's sight from turning or looking in the hero's direction unless given a pressing reason to do so, such as a noise, an attack, or an ally's warning. This allows the hero to slip by a distracted guard, one who is walking a circuit, or even one walking past the corridor in which the hero is standing. It also provides an excellent opportunity for the hero to make a surprise attack, though the victim still receives the usual Wits + Awareness check to overcome surprise. Each additional success increases the duration of this Heroic by 1 turn, to a maximum number of turns equal to the hero's Heroism.

Creep Like a Whisper
Roll: Charisma + Stealth (difficulty 4)
Duration: One scene
Type: Supplemental
Minimum Stealth: 4
Minimum Heroism: 3
The hero tends to disappear into the background. He tends to be the last person anyone notices and the one they are the least likely to remember. In diplomatic or social situations, the hero is likely to be dismissed as a faceless servant or bodyguard. The hero can sit in a room and eavesdrop without anyone even remembering he was there. So long as the character remains still and does nothing to attract attention to herself, those who are not actively looking for him must make a Perception + Awareness check against a difficulty of 3 to actually perceive the hero instead of ignoring him. This Heroic's effects end immediately if the hero attacks, speaks, or otherwise draws attention to himself. It also ends if he is pointed out by someone who notices him, either directly ("Look at that man on the roof!") or indirectly (onlookers wondering why the guards are drawing their swords). Each additional success increases the difficulty of the Perception + Awareness check by 1, to a maximum difficulty equal to the hero's Heroism. This Heroic has no effect on those whose Heroism or Essence is higher than the hero's.

Sentry-Incapacitating Strike
Roll: Dexterity + Stealth (Difficulty 5)
Duration: Instant
Type: Supplemental
Minimum Stealth: 5
Minimum Heroism: 3
The hero must successfully touch or strike the target to activate this Heroic, either from a position of surprise or by defeating her initiative and striking in the first turn of combat before the victim has had a chance to act. The victim makes a Stamina + Resistance check against a difficulty of 2. If this check fails, the subject is rendered unconscious until the end of the scene, after which she wakes up none the worse for the wear. Each additional success increases the difficulty to resist this attack by 1, to a maximum difficulty equal to the hero's Heroism. This Heroic has no effect on targets whose Essence or Heroism is greater than the hero's.

Survival

Water-Finding Intuition
Roll: Intelligence + Survival (difficulty 3)
Duration: Instant
Type: One day
Minimum Survival: 3
Minimum Heroism: 2
The hero finds a fresh water source in any environment in which a feasible water source is likely to exist (forest, plain, valley, mountain, etc...). For the duration of this Heroic, the hero may sustain any number of people in water-rich environments such as rain forests or near rivers, a number of adults equal to her (Heroism x 10) in temperate environments such as forests or grasslands, her (Heroism x 5) in semi-arid or drought-blighted lands, or her Heroism in desert enviroments. This water source might be anything from a spring or stream to pulpy plants or a forgotten well to a brief rainstorm or heavy dew. Additional successes allow the hero to find a source of fresh water in increasingly hostile environments. At 1 additional success, provided her Heroism is at least 3, the hero may find fresh water in all but deep deserts, pack ice, or at sea. At 2 additional successes, provided her Heroism is at least 4, the hero may glean fresh water at sea (provided she is on board a boat or ship) or from pack ice. At 3 additional successes, provided her Heroism is at least 5, the hero may glean fresh water even in the deepest sandy deserts or while clinging to a piece of driftwood on the open ocean.

Beastmaster's Pet-Summoning Whistle
Roll: Charisma + Survival (difficulty 4)
Duration: Instant
Type: Reflexive
Minimum Survival: 4
Minimum Heroism: 3
Through some intuitive reaction or coincidence, a creature the hero has domesticated comes to her aid provided it is within her (Heroism x 5) miles. The animal's arrival will not be swifter than it could normally move, nor does it improve its ability to overcome obstacles, though the animals will answer this summons to the best of their abilities unless prevented from doing so. Each additional success increases the number of animals that answer the hero's need by 1, to a maximum number of personally domesticated animals equal to the hero's Heroism.

Stalwart Campsite Insulation Method
Roll: Intelligence + Survival (difficulty 5)
Duration: One scene
Type: Supplemental
Minimum Survival: 5
Minimum Heroism: 3
The hero spends ten minutes preparing a shelter in order to activate this Heroic. While its effects persist, the hero and all creatures within 5 feet of the immobile centerpoint chosen at the time this Heroic is activated are rendered immune to the effects of hostile natural environments short of the most intense, such as active volcanoes, underwater environments, and the surface of the sea. It provides no protection from the extreme elemental effects near the elemental poles, nor does it provide protection from large predators, spirits, or magic. Those who leave the area of protection lose all benefits of this Heroic until they return, and creatures entering the area after the Heroic has been activated may benefit from this protection. Each additional success increases the radius of the protected area by 5 feet, to a maximum radius equal to the hero's (Heroism x 5) feet.

Thrown

Blood of the Spear Hunters
Roll: Perception + Thrown (difficulty 3)
Duration: Instant
Type: Supplemental
Minimum Thrown: 3
Minimum Heroism: 2
The Thrown attack enhanced by this Heroic is generally more accurate. The target number of the attack is reduced by 1, and a botch results in a simple failure. If the hero scores 1 additional sucess and has a Heroism of at least 3, the target number of the attack is reduced by 2. If the hero scores 2 additional successes and has a Heroism of at least 4, the target number of the attack is reduced by 3. The target number may never be reduced below 4.

Dancing Chakram Technique
Roll: Dexterity + Thrown (difficulty 4)
Duration: Instant
Type: Supplemental
Minimum Thrown: 4
Minimum Heroism: 2
It is more difficult to dodge the Thrown attack enhanced by this Heroic. Against this attack, the target number of the target's dodge attempt is increased by 1. If the hero scores 2 additional sucesses and has a Heroism of at least 3, the target number of the dodge is increased by 2. The target number may never be increased above 9.

Wind-Whistling Knives Attack
Roll: Dexterity + Thrown (difficulty 4)
Duration: Instant
Type: Supplemental
Minimum Thrown: 4
Minimum Heroism: 2
It is more difficult to parry the Thrown attack enhanced by this Heroic. Against this attack, the target number of the target's parry attempt is increased by 1. If the hero scores 2 additional sucesses and has a Heroism of at least 3, the target number of the parry is increased by 2. The target number may never be increased above 9.

Ricocheting Blade Technique
Roll: Dexterity + Thrown (difficulty 4)
Duration: Instant
Type: Extra Actions
Minimum Thrown: 4
Minimum Heroism: 3
If the hero's Thrown attack hits (is not dodged or parried) its target, the hero may make another attack against another opponent in range using the same dice pool. If this attack also hits, the hero may make another attack. And so forth until an attack misses, the hero has made an attack against all valid targets, or the hero has made a number of extra attacks equal to her Heroism. The hero may not attack the same target more than once with this Heroic. If any attack enhanced by this Heroic misses its target, the weapon stops acquiring new targets.

Seeking Dragonfly Technique
Roll: Dexterity + Thrown (difficulty 5)
Duration: Instant
Type: Supplemental
Minimum Thrown: 5
Minimum Heroism: 3
The hero's Thrown attack weaves around obstacles, seeking its target. The attack may still be dodged or parried, but it renders shields and most cover useless. In addition, the hero can attack opponents around corners of which he is aware as though they were in a straight line-of-sight, though he subtracts 2 successes on any attack against a target he cannot see. The weapon will make multiple turns in pursuit of its target provided the total distance it travels does not exceed its range.