|
Quick Draw |
1 |
|
Once per round, draw or holster a weapon or item as an incidental |
|
Rapid Reacton |
2 |
|
Suffer Strain up to ranks in Rapid Reaction to add equal number of success to initiative checks |
|
Quick Strike |
3 |
|
Add Blue per rank of Quick Strike to combat checks against targets that have not acted yet this encounter |
|
Improved Quick Draw |
1 |
|
May use Quick Draw twice per round |
|
Dodge |
2 |
|
May perform dodge incidental, suffer strain no greater than ranks in Dodge to upgrade the difficult of the attack by that number |
|
Gunz Blazing |
1 |
|
As an incidental, suffer 2 strain to avoid increasing the difficulty of a Ranged (light) check to attack with both weapons |
|
Grit |
4 |
|
gain +1 strain threshold |
|
Lethal Blows |
4 |
|
+10 per rank of Lethal Blows to any crit |
|
Selective Detonation |
1 |
|
When using a weapon with the Blast quality, spend advantage to exclude 1 target that would be affected by the explosion. |
|
Toughened |
2 |
|
+2 wound threshold |
|
Steady Nerves |
1 |
|
Remove Black per rank of Steady Nerves from Cool or Skulduggery |
|
Powerful Blast |
1 |
|
Increase Blast damage dealt by explosives, explosive weapons, and grenades by +1 per rank of Powerful blast |
|
Dedicated |
1 |
|
+1 to a single characteristic (agility) |
|
Spitfire |
1 |
|
After a successful combine check with two Ranged (light) weapons additional hits can be allocated to other targets within range of the weapon. |
|
Stalker |
2 |
|
Add blue per rank of Stalker to all Stealth and Coordination checks |
|
Enduring |
1 |
|
+1 Soak |
|
Jump Up |
1 |
|
Once per round may stand from seated or prone as incidental |
|
Natural Marksman |
1 |
|
Reroll any 1 Ranged (light/heavy) per session |
|
Indistinguishable |
1 |
|
Upgrade difficulty of checks to identify character once per rank of indistinguishable |
|
Deadly Accuracy |
1 |
(ranged light) |
When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack made using that skill. |