You may spend a Fate point to take initiative from whoever has it before they act in the current exchange as long as you have not already acted.
On your first mild consequence, you get a free invoke you can use on an attack using you severed limb.
Once per session you can ask any character a single question and they will answer honestly.
You may spend a Fate point to automatically overcome a situation where you could simply buy your way out of trouble.
You gain an extra mild consequence.
+1 to all social rolls on any character with whom you make a contract.
+1 to all combat maneuvers or overcome actions that require carefully aimed shots.
You may swap Stealth for Fight if the opponent is not expecting you to attack.
Once per session you may reveal a mundane object from your pockets which is useful in the current situation.
You may use Physique instead of Athletics to defend against any attacks you could reasonably shrug off.
Spend a FP to gain a skill at +2 for the rest of the scene.
You get +2 to attack on your first Shoot in a conflict if you initiate the fight.
If you succeed with style on a Defend action using you rapier, you make inflict 2 stress on the attacker instead of taking a boost.
Opponents do not get a free invoke on your mild consequence slot.
You gain the fleeting aspect “rage” with a free invoke whenever you take a mild or major consequence.