Adversary |
|
Rank 1 |
Upgrade the difficulty of any combat check targeting this character by ranks in Adversary. |
Tactical Direction |
|
Career |
Tactical Direction: May perform a maneuver to direct one allied minion group within Medium range; the group may perform an immediate free maneuver or add 1 Boost die to its next check. |
Side Step |
|
Rank 2 |
Once per round, as a maneuver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round. |
Toughened |
|
Rank 2 |
Gain +2 wound threshold. |
Commanding Presence |
|
Rank 2 |
Remove 1 Setback die per rank of Commanding Presence from Leadership and Cool checks. |
Swift |
|
Tactician |
Do not suffer usual penalties for moving through difficult terrain. |
Confidence |
|
Rank 1 |
May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. |
Body Guard |
|
Rank 1 |
Once per round, perform a maneuver to guard an engaged ally. Suffer strain up to ranks to upgrade difficulty of attacks against them by that number until the start of next turn. |
Field Commander |
|
Tactician |
Take the Field Commander action; make a 2 Purple Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver. |
Improved Field Commander |
|
Tactician |
Field Commander action affects allies equal to double Presence, and may spend 1 Triumph to allow allies to suffer 1 strain to perform 1 action instead. |
Natural Leader |
|
Tactician |
Once per session, may re-roll any 1 Cool or Leadership check. |
Coordinated Assault |
|
Rank 1 |
Take a maneuver to add 1 Advantage to combat checks for a number of engaged allies equal to Leadership until beginning of next turn. Increase range per rank. |
Dedication - Cunning |
|
Tactician |
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |
Basic Training |
|
Tactician |
Brawl and Ranged (Light) become career skills. |
Second Wind |
|
Rank 3 |
Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind. |
Quick Draw |
|
Tactician |
Once per round, draw or holster a weapon or item as an incidental. |
Grit |
|
Rank 1 |
Gain +1 strain threshold. |
Jump Up |
|
Tactician |
Once per round, may stand from seated or prone as an incidental. |
Dynamic Fire |
|
Tactician |
When making a ranged attack while engaged with an opponent, may suffer 2 strain to reduce the ranged modifier by 1. |
Dedication - Presence |
|
Tactician |
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |