Potentials
Reflex: Determines the number of Twitches you can take per Turn.
Roll for: Running, shooting, feats of manual dexterity
Tactics: Determines how much equipment you can carry per Mission. (beyond the "free" slots for sidearm and primary weapon).
Roll for: Anything using advanced equipment, feats of perception, intelligence or awareness
Tradecraft (optional 'RPG Mode'): Determines the number of Assets you can tap per Mission.
Roll for: Stealth, infiltration, or social skills
Valor: Determines the number of Grazes you get per Mission.
Roll for: Resisting injury or Sanity loss
Agents can assign four points at Outset (five if in 'RPG Mode' and using Tradecraft), assigning them as they like but with a maximum of 3 points in any one score. The absolute maximum for any Potential is 5.
This message was last edited by the GM at 00:33, Wed 17 Apr 2019.