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===Support Abilities=== '''Healing''' allows a character to try to revive incapacitated characters and heal injured characters. Healing ability could represent emergency medicine training, fast-acting potions, or miraculous healing powers. A character cannot heal himself with this ability. The difficulty of reviving an incapacitated character is 10. The difficulty of healing an injured character is 10. After being successfully revived a character is still injured, and has only one hit point. After being successfully healed a character is barely healthy, with 1 hit point more than half of his maximum hit points (rounded down.) '''Craftsmanship''' is an ability which allows a character to maintain and improve his allies' equipment. This ability could represent traditional crafts like woodcarving and blacksmithing mastery or high technology like auto mechanics, electrical engineering and robotics. For each level of this ability, a character can give a traveling companion a temporary +1 bonus to an ability which is already at least level 1. He cannot give a second temporary bonus to an ability which has a temporary bonus from himself or someone else. The bonus lasts until he removes it or they are no longer traveling companions. He cannot remove or add bonuses during an encounter. He must make a success roll to add a temporary bonus in a hurry (usually difficulty 10.) If the roll fails he cannot use that temporary bonus until he is no longer in a hurry. '''Command''' is an ability that provides a character with one or two minions. Command could represent charisma to attract followers, rank that provides you with underlings, or teaching ability and students. The total CP of these minions is no greater than the character's command ability level, and they cannot have command ability. A character 4 command could have 1 minion with 4 total ability levels, 2 minions with 2 total ability levels each, or a minion with 1 toughness and another minion with 3 total ability levels. For example: The Boss (10 agility, 11 intelligence, 11 strength, 1 stamina): an enforcer in a white suit 2 shooting: submachine gun 1 detection: street smart 4 command: accompanied by two thugs. 3 toughness Thugs (10 agility, 10 intelligence, 10 strength, 1 stamina): concealing blunt weapons under their long overcoats 2 toughness: big, but not powerfully motivated. Minions can continue fighting even after their leader has escaped or been incapacitated. Minions cannot be healed by using healing ability during an encounter. ''Intimidate'' is an unrepeatable long range psychic attack that requires command ability. Make a command roll versus the target's intelligence or strength, whichever is greater. If the attack is successful, the target is panicked until the end of his next turn. Panicked characters must evade or escape. They cannot attack or heal.
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