|
Call 'Em |
1 |
|
Ignore Setbacks if aiming |
|
Convincing Demeanor |
1 |
|
Remove one Setback from Deception/Skulduggery |
|
Deadly Accuracy |
1 |
|
+5 damage to Ranged - Light attacks |
|
Dedication |
2 |
|
+2 Agi |
|
Double or Nothing |
1 |
|
+2 strain to increase difficulty of next check, double any remaining advantages |
|
Improved Double or Nothing |
1 |
|
Double successes as well |
|
Supreme Double or Nothing |
1 |
|
Double triumphs and despairs as well |
|
Enduring |
1 |
|
+1 soak |
|
Grit |
4 |
|
+1 strain |
|
Guns Blazing |
1 |
|
Incidental 2 strain to avoid increasing difficulty for two weapon attacks |
|
Lethal Blows |
2 |
|
+10 to crits |
|
Natural Marksman |
1 |
|
Once per session reroll any 1 Ranged Light or Heavy check |
|
Natural Negotiator |
1 |
|
Once per session may reroll any 1 Cool or Negotiation check |
|
Natural Rogue |
1 |
|
Once per session may reroll any 1 Skulduggery or Stealth check |
|
Quick Draw |
1 |
|
Once per round draw or holster weapon or accessible item as an incidental |
|
Improved Quick Draw |
1 |
|
Can use Quick Draw twice per round |
|
Rapid Reaction |
1 |
|
Suffer strain = ranks to add equal number of successes to initiative |
|
Second Chances |
3 |
|
Once per encounter, choose a number of positive dice equal to ranks in Second Chances and reroll them |
|
Smooth Talker |
1 |
|
Deception checks can spend triumph to add success |
|
Sorry About the Mess |
1 |
|
Decrease crit rating by 1 against targets that have not acted in an encounter |
|
Spitfire |
1 |
|
After a successful two Ranged (Light) weapon attack, extra hits can be against other targets in range |
|
Up the Ante |
1 |
|
Win 10% more credits when gambling |
|
Toughened |
2 |
|
+2 wound |