Grit |
1 |
5 XP |
Gain +1 Strain Threshold |
Precise Aim |
2 |
10 XP + 25 XP |
Once per round, may perform Precise Aim maneuver. Suffer a number of strain no greater than ranks in Precise Aim, and reduce target's melee and ranged defense by that number. |
Targeted Blow |
1 |
15 XP |
After making a successful attack, may spend 1 Destiny Point to add damage equal to Agility to one hit. |
Stalker |
3 |
20 XP + 15 XP + 5 XP |
Add [b] per rank of Stalker to all Stealth and Coordination checks. |
Sniper Shot |
2 |
20 XP + 15 XP |
Before making a non-thrown ranged attack, may perform a Sniper Shot to increase the weapon's range by 1 range band per rank in Sniper Shot. Upgrade the difficulty of the attack by 1 per range band increase. |
Deadly Accuracy |
3 |
25 XP + 20 XP + 25 XP |
[Ranged (light), Ranged (heavy), Melee] When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of successful check made using that skill |
Lethal Blows |
3 |
5 XP + 15 XP + 20 XP |
Add +10 per rank of Lethal Blows to any critical injury results inflicted. |
Jump up |
1 |
10 XP |
Once per round, may stand from seated or prone as an incidental |
Quick Strike |
1 |
10 XP |
Add [b] per rank of Quick Strike to combat checks against targets that have not yet acted this encounter. |
Dodge |
1 |
20 XP + 5 XP |
When targeted by a combat check, may perform a Dodge incidental and suffer strain no greater than ranks in Dodge, then upgrade the difficulty of the check by that number |
Dedication |
3 |
25 XP + 25 XP + 25 XP |
Increase chosen attribute by 1 (Agility) (Presence) |
Quick Draw |
1 |
10 XP |
Once per round can draw or holster 1 weapon or accessible item as an incidental |
Toughened |
3 |
5 XP + 15 XP + 20 XP |
Gain +2 Wound Threshold per rank in Toughened |
Jury-rigged |
1 |
10 XP + 20 XP |
Choose one weapon, armor, or other item and give it a permanent improvement while it remains in use. |
Spare Clip |
1 |
10 XP |
Cannot run out of ammo due to [Despair] results. |
Armor Master |
1 |
15 XP |
When wearing armor, increase total soak value by 1 |
Natural Enforcer |
1 |
15 XP |
Once per session, may reroll any one Coercion or Streetwise check one time. |
Tinkerer |
1 |
20 XP |
May add 1 additional Hard Point to a number of items equal to ranks in Tinkerer. Each item may only be modified once. |
Improved Armor Master |
1 |
25 XP |
When wearing armor with a soak value of 2 or higher, increase defense by 1 |
Intimidating |
2 |
5 + 25 XP |
May suffer a number of strain to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number. Strain suffered this way cannot exceed ranks in Intimidating. |
Point Blank |
3 |
10 XP + 5 XP + 10 XP |
Add 1 damage per rank of Point Blank to one hit of successful attack while using Ranged (Heavy) or Ranged (Light) skills at close range or engaged |
Strong Arm |
1 |
10 XP |
Treat thrown weapons as if they had 1 greater range |
Second Wind |
2 |
5 XP + 10 XP |
Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind. |
Confidence |
1 |
10 XP |
May decrease difficulty of Discipline checks to avoid fear by 1 per rank in Confidence |
Natural Marksman |
1 |
15 XP |
Once per session, may reroll any 1 Ranged (Light) or Ranged (Heavy) check. |
True Aim |
2 |
25 XP + 25 XP |
Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim |