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Toughened |
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+2 to Wound |
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Toughened |
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+2 to Wound |
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Jury Rigged |
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Choose 1 item and give it 1 permanent improvement |
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Jury Rigged |
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Choose 1 item and give it 1 permanent improvement |
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Armor Master |
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Increase Soak Value by 1 |
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Tinkerer |
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Add 1 HP to item |
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Dedication |
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Add 1 to Ag |
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Spare Clip |
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Cannot run out of ammo due to despair. Items with Limited Ammo quality run out of ammo as normal. |
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Intimidating |
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May suffer a number of strain to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number. Strain suffered this way cannot exceed ranks in Intimidating. |
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Point Blank |
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Add 1 damage per rank of Point Blank to damage of one hit of successful attack while using Ranged (Heavy) or Ranged (Light) skills at close range or engaged. |
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Deadly Accuracy |
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When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of successful attack made using that skill. |
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Armor Master |
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When wearing armor with 2 soak, add 1 defense |
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Natural Enforcer |
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Once per session, may reroll any 1 coercion or streetwise check |
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Dodge |
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When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number. |
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Quick Draw |
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Once per round, draw a weapon or holster a weapon or accessible item as an incidental |
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Lethal Blows |
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Add + 10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents. |
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Quick Strike |
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Add Blue Die per rank of Quick Strike to combat checks against targets that have not acted yet this encounter. |
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Lethal Blows |
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Add + 10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents. |
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Dodge |
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When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number. |
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Dedication |
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+1 to Will |
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Anatomy Lesson |
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After a making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit. |
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Lethal Blows |
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Add + 10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents. |
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Master of Shadows |
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Once per round suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by one. |
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Grit |
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Gain +1 to strain threshold. |
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Precise Aim |
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Once per round, may per form 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. |
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Targeted Blow |
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After making a successful attack, may spend 1 Destiny Point to add damage equal to Agility to one hit. |
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Stalker |
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Add a blue die per rank of Stalker to all Stealth and Coordination checks. |
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Precise Aim |
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Once per round, may per form 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. |
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Stalker |
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Add a blue die per rank of Stalker to all Stealth and Coordination checks. |
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Jump Up |
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Once per round may stand up from seated or prone as an incidental. |
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Stalker |
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Add a blue die per rank of Stalker to all Stealth and Coordination checks. |