Dedication II |
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+1 Agility, +1 Cunning |
Toughened I |
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+2 wounds |
Grit II |
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+2 Strain |
Precise Aim I |
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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. |
Stalker III |
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Add □ per rank of Stalker to all Stealth and Coordination checks. |
Lethal Blows II |
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Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents. |
Sniper Shot |
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Before making a nonthrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase. |
Conditioned II |
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Remove ■ per rank of Conditioned from Athletics and Coordination checks. Reduce damage and strain suffered from falling by 1 per rank of Conditioned. |
Deadly Accuracy (Ranged Light) |
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When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of a successful attack with that skill. |
Side Step II |
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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. |
Improved Side Step |
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When the Character performs a Side Step maneuver, until the start of their next turn they may spend 3 Threat or Despair from an attacker's check to inflict one hit with a ranged weapon they are wielding |
Dodge II |
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When targeted in combat, may perform a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number. |
Quick Draw |
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Once per round, draw or holster a weapon or item as an incidental. |
Point Blank II |
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Add 1 damage per rank of Point Blank to damage of one hit of successful Ranged (Heavy) or (Light) attacks made while at short range or engaged. |
Jetpack Expertise |
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The character may spend 1 Advantage from their checks to remove 1 system strain from their jetpack. (They may choose this effect multiple times when spending 1 Advantage) |
Death From Above |
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Once per encounter, inflict 1 system strain on jetpack and make a hard (◆◆◆) Piloting check. For each success. One Adversary in short range is knocked prone. May spend 1 Triumph to stagger one affected target. |
Momentum |
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The character deals additional damage with their first hit equal to the number of range bands they moved during the current encounter |
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. |
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 |
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. |
Quick Strike I |
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Add □ per rank of Quick Strike to combat checks against targets that have not acted yet this encounter. C |