Hack the Impossible (3 Intellect points) Action

You can persuade robots, machines, and computers to do your bidding. You can discover an encrypted password, break through security on a website, briefly turn off a machine such as a surveillance camera, or disable a robot with a moment's worth of fiddling.

Hacker (2 Intellect points) Action

You gain quick access to a desired bit of information in a computer or similar device, or you access one of its primary functions. When you're hacking the impossible, the GM will decide if your hack is reasonable and determine its level of difficulty. For comparison, discovering a normal password when you have direct access to the system is a difficulty 2 task for you.

Hand to Eye (2 Speed points) Action

This ability provides an asset to any tasks involving manual dexterity, such as pickpocketing, lockpicking, games involving agility, and so on. Each use lasts up to a minute; a new use (to switch tasks) replaces the previous use

Action to initiate.

Handy Enabler

You work for a living and are trained in tasks related to carpentry, plumbing, and electrical repair. Your knowledge in these realms also gives you an asset to craft entirely new items within your spheres of knowledge and the limits of possibility within the setting.

Hard Choices Enabler

Sometimes, you believe that you've got to lie to those who trust you for their own good. You are specialized in deception tasks.

Hard Target Enabler

If you move a short distance or farther on your turn, all Speed defense rolls are eased.

Hard to Distract Enabler

You are trained in Intellect defense tasks.

Hard to Hit Enabler

You are trained in Speed defense tasks.

Hard to Kill Enabler

You can choose to reroll any defense task you make but never more than once per round.

Hard to See Enabler

When you move, you are a blur. It is impossible to make out your identity as you run past, and in a round where you do nothing but move, stealth tasks and Speed defense tasks are eased.

Hard-Won Resilience Enabler

In your explorations of dark places, you've been exposed to all sorts of terrible things and are developing a general resistance. You gain +1 to Armor and are trained in Might defense tasks.

Hardiness Enabler

You are trained in Might defense tasks.

Have Spacesuit, Will Travel Enabler

Somehow or another, you became the legal owner of a fully functional and advanced spacesuit. The spacesuit provides +1 Armor and, more important, allows you to survive in the vacuum of space using suit reserves for up to twelve hours at a time with enough reaction mass to get around in zero gravity on jets of ionized gas for that same period. After each use, the suit must be recharged, either with already-charged cartridges of air and reaction mass or by allowing the suit to sit idle in an area with breathable atmosphere for at least two hours, during which time it will recharge both air and reaction mass using integrated solid state mechanisms. The suit's power supply is a radioisotope thermoelectric generator, which means it'll function for a few decades before needing to be changed out.

Have Spacesuit, Will Travel is associated with the Loves the Void focus.

Heads-Up Display (2+ Intellect points) Enabler

Your Powered Armor ability comes with systems that help you make sense of, analyze, and use your weapons in your environment. When you trigger this ability, you gain an asset on one attack roll as the suit perfectly outlines foes and steadies your aim, regardless of whether you're making a melee or ranged attack.

Alternatively, you can use the heads-up display to magnify your vision, increasing your vision range to 5 miles (8 km) for two rounds. If you apply one level of Effort, you can also see through mundane materials (such as wood, concrete, plastic, and stone) to a short distance in false color images. If you apply two levels of Effort, you can see through special materials (such as solid lead or other substances) to an immediate distance in false color images; however, the GM might require you to succeed at an Intellect-based task first, depending on the material blocking your armor's sensors.

Healing Pulse (3 Intellect points) Action

You and all targets you choose within immediate range gain the immediate benefits of using one of their recovery rolls (as long as it is not their ten-hour recovery roll) without having to spend an action, ten minutes, or one hour. Targets regain points to their Pools immediately but mark off that recovery use. PCs who have already used up their one-action, ten-minute, and one-hour recovery rolls for the day gain no benefit from this ability. NPCs targeted by this ability regain a number of health points equal to their level.

Healing Touch (1 Intellect point) Action

With a touch, you restore 1d6 points to one stat Pool of any creature. This ability is a difficulty 2 Intellect task. Each time you attempt to heal the same creature, the task is hindered by an additional step. The difficulty returns to 2 after that creature rests for ten hours.

Hedge Magic (1 Intellect point) Action

You can perform small tricks: temporarily change the color or basic appearance of a small object, cause small objects to float through the air, clean a small area, mend a broken object, prepare (but not create) food, and so on. You can't use Hedge Magic to harm another creature or object.

Heightened Skills Enabler

You are trained in two tasks of your choosing (other than attacks or defense). If you choose a task you're already trained in, you instead become specialized in that task. You can't choose a task you're already specialized in.

Hemorrhage (2+ Might points) Action

You make a powerful and precise strike that inflicts additional damage later. On your next turn, the target of this attack takes an additional 3 points of damage (ignores Armor). The target can prevent this additional damage by making a recovery roll, using any ability that heals it, or using its action to attend to the injury. In addition to the normal options for using Effort, you can choose to use Effort to increase this duration by one round.

Heroic Monster Bane Enabler

When you inflict damage to creatures more than twice as large or massive as you, you inflict 3 additional points of damage.

Hidden Closet Enabler

The magic ally from your Bound Magic Creature ability can store items for you within its bound object, including extra sets of clothing, tools, food, and so on. The interior of the object is, in effect, a 10-foot (3 m) square pocket dimension that normally only the magic ally can access.

Hidden Reserves Enabler

When you use an action to make a recovery roll, you also gain +1 to both your Might Edge and your Speed Edge for ten minutes thereafter.

Higher Mathematics Enabler

You are trained in standard and higher mathematics.

Hold Breath Enabler

You can hold your breath for up to five minutes.

Horde Fighting Enabler

When two or more foes attack you at once in melee, you can use them against each other. You gain an asset to Speed defense rolls or attack rolls (your choice each round) against them.

Horde Tactics (7 Might points) Enabler

For up to one hour a day, you and at least three other allies can act like a single creature. Use your stats, but add +8 to your Might Pool, +1 to your Might Edge, +2 to your Speed Pool, +1 to your Speed Edge, and +1 to your Armor.

Hover (2 Intellect points) Action

You float slowly into the air. If you concentrate, you can control your movement to remain motionless in the air or float up to a short distance as your action; otherwise, you drift with the wind or with any momentum you have gained. This effect lasts for up to ten minutes

Action to initiate.

How Others ThinkEnabler

You have a sense of how people think. You're trained in one of the following tasks: persuasion, deception, or detecting falsehoods.

Huge Enabler

When you use Enlarge, you can choose to grow up to 16 feet (5 m) in height. When you do, you add +1 to Armor (a total of +2 to Armor) and deal 2 additional points of damage with melee attacks.

Hunter's Drive (5 Intellect points) Enabler

Through force of will, when you wish it, you grant yourself greater prowess in the hunt for ten minutes. During this time, you gain an asset to all tasks involving your quarry, including attacks. Your quarry is the creature you selected with your Quarry ability.

Hurl Flame (2 Intellect points) Action

While your Shroud of Flame is active, you can reach into your halo and hurl a handful of fire at a target. This is a ranged attack with short range that deals 4 points of fire damage.