Dedication I |
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+1 Cunning |
Toughened II |
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+4 wounds |
Stalker I |
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Add □ per rank of Stalker to all Stealth and Coordination checks. |
Outdoorsman II |
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Remove ■ per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half. |
Prime Position I |
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When this character or an ally in short range takes cover, he increases soak against ranged attacks by 1 per rank of Prime Positions until he leaves that cover |
Disorient I |
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After hitting with a combat check, may spend 2 Advantage to disorient target for a number of rounds equal to ranks in Disorient. |
Expert Tracker |
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Remove ■ per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half |
Cunning Snare |
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Once per Encounter as an action, may create a trap. Any other character who moves to engaged range of the trap must make an Opposed Vigilance Vs. Survival check to avoid harm and ill effect. |
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. |
Prey on the Weak |
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Add +1 damage to one hit of successful combat checks against disoriented targets per rank of Prey on the Weak |
Ambush |
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Once per round while benefiting from cover, may make the Ambush maneuver. Add damage equal to Stealth skill to one hit of next successful combat check against a target within short range before the end of the turn. |
One with Nature |
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When in the wilderness, the character may make a Simple (-) Survival check (Instead of discipline or Cool) to recover strain at the end of the encounter |