Command 2 |
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Add BLUE per rank of Command when making Leadership checks. Affected targets add BLUE to Discipline checks for next 24 hours. |
Confidence 1 |
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May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. |
Deadly Accuracy 1 |
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When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of successful attack made using that skill. Selected Skill: Ranged - Heavy |
Point Blank 2 |
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Add 1 damage per rank of Point Blank to damage of one hit of successful attack while using Ranged (Heavy) or Ranged (Light) skills at short range or engaged. |
Precise Aim 2 |
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Once per round, may perform Precise Aim maneuver. Suffer a number of strain no greater than ranks in Precise Aim, then reduce target's melee and ranged defense by that number. |
Quick Draw |
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Once per round, draw or holster a weapon or accessible item as an incidental. |
Second Wind 2 |
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Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind. |
Side Step 3 |
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Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number for the next round. Strain suffered this way cannot exceed ranks in Side Step. |
True Aim 1 |
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Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim. |
Armor Master |
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When wearing armor, Increase total soak value by 1. |
Armor Master (Improved) |
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When wearing armor with a soak value of 2 or higher, increase defense by 1. |
Hit and Run |
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After the character completes an attack targeting an opponent they are engaged with, they may immediately move to Short range using a jetpack. |
Intimidating 1 |
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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. |
Jetpack Expertise |
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The character nay spend ADVANTAGE from their checks to remove 1 System Strain from their jetpack. (They may choose this multiple times when spending ADVANTAGE.) |
Jump Up |
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Once per round, may stand from seated or prone as an incidental. |
To The Death |
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Once per session, suffer Strain up to Willpower and add +10 per Strain suffered to critical rolls the character inflicts or suffers until the end of the encounter. |