
Last One Standing ability tree
Sometimes, when [they] have no other choice, a character must defy the odds and fight against overwhelming opposition.
More information found on page 35 of Dangerous Covenants: A Sourcebook for Hired Guns.
BASE ABILITY[]
Once per game session during a combat encounter, the character may spend two Destiny Points to make a Hard difficulty Resilience check. If [they] succeed, [they] skip [their] next turn and eliminates all enemy minions in the encounter. (The minions are all eliminated immediately, so they do not get to participate further in he combat, but for the sake of the narrative, the PC can spend the next round of combat incapacitating them). The narrative means by which [they] accomplish this is up to the player character, but should be suitably exciting. It must also be approved by the GM.
When making the skill check to activate Last One Standing, the GM can add a boost die or setback die for any situational effects that might affect the difficulty of the check.
UPGRADES[]
Add Boost: When making the skill check to activate Last One Standing, the character adds a boost die.
Destiny: To activate Last One Standing, the character only needs to spend one Destiny Point instead of the normal two.
Increase Effect: When triggering Last One Standing, eliminate one rival per increase effect upgrade in addition to the minions.
Reduce Difficulty: The skill check to activate Last One Standing is Average difficulty instead of Hard.
Reduce Setback: When making the skill check to activate Last One Standing, the character removes a setback die.