Watch Out for the Traps! |
1 |
|
Make a Hard Vigilance check, if successful, all character within Short range suffer 2 Wounds plus 1 additional Wound per Net Failure. GM May spend Despair or Three Threat to have targets who succeed become immobilised, disoriented or staggered. |
Adversary |
2 |
|
Upgrade All Checks Against this character by ranks in Adversary |
Steady Nerves |
2 |
|
Remove 1 Black Die per rank of Steady Nerves from Cool or Skulduggery checks. |
Powerful Blast |
2 |
|
Increase Blast damage dealt by explosives, explosive weapons, and grenades by +1 per rank of Powerful Blast. |
Grit |
3 |
|
Gain +1 strain threshold. |
Toughened |
1 |
|
Gain +2 Wound Threshold |
Time to Go |
1 |
|
The character may spend 1 Destiny Point to perform a Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion |
Improved Time to Go |
1 |
|
When activating Time to Go, allow 1 engaged ally to also perform an out of turn Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion. |
Selective Detonation |
1 |
|
When using a weapon with the Blast quality, spend Advantage to exclude 1 target that would be affected by the explosion, up to ranks in Selective Detonation. |
Master Grenadier |
1 |
|
Decrease the Advantage cost to activate the Blast quality on any weapon used by 1 to a minimum of 1. |
Riptire |
1 |
|
Once per session Medium Range, Target one character, that character & all within Short Range make a Hard Athletics Check, all characters that fail take 5 wounds ignoring soak. |