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Ambush |
|
Trailblazer |
Once per round while benefiting from cover, may make the Ambush maneuver. Add damage ewual to Stealth skill to one hit of next successful combat check against a target within short range before the end of the turn. |
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Armor Master |
|
Death Watch Warrior |
When wearing armor, increase total soak value by 1. |
|
Armor Master (Improved) |
|
DWW |
When wearing armor with a soak value of 2 or higher, increase defense by 1. |
|
Blind Spot |
|
Trailblazer |
The character and allies within short range ad automatic advantage to combat checks they make while benefiting from cover. |
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Conditioned |
2 |
DWW |
Remove setback per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned. |
|
Death from Above |
1 |
DWW |
|
|
Dedication |
2 |
Trailblazer, DWW, Crusader |
Agility, Agility, Cunning |
|
Disorient |
2 |
Trailblazer |
After hitting with a combat check, may spend 2 advantage to disorient the target for number of rounds equal to ranks in Disorient. |
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Dodge |
2 |
Trailblazer |
When targeted by a combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks in Dodge, then upgrade the difficulty of the check by that number. |
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Expert Tracker |
1 |
T |
Remove 1 setback per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half. |
|
Grit |
3 |
T, DWW, Crusader |
Gain +1 Strain Threshold |
|
Hit and Run |
|
DWW |
After the character completes an attack targeting an opponent they are engaged with, they may immediately move to short range using a jetpack. |
|
Jetpack Expertise |
|
DWW |
The character may spend advantage from their checks to remove 1 system strain from their jetpack. They may choose this effect multiple times when spending advantage. |
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Jump Up |
|
DWW |
Once per round, may stand from seated or prone as an incidental. |
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One With Nature |
|
T |
When in the wilderness, the character may make a Simple Survival check instead of Discipline or Cool to recover strain at the end of an encounter. |
|
Outdoorsman |
2 |
T |
The character removes a setback dice per rank of Outdoorsman from [their] checks to move through terrain or to manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with additional ranks of Outdoorsman). |
|
Point Blank |
4 |
DWW, Crusader |
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 short range or engaged. |
|
Prey on the Weak |
2 |
T |
Add 1 damage to one hit of successful combat checks against disoriented targets per rank of Prey on the Weak. |
|
Prime Positions |
1 |
T |
When this character or an ally in short range takes cover, he increases soak by one per rank of Prime Positions until he leaves that cover. |
|
Side Step |
1 |
DWW |
Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number for the next round. Strain suffered this way cannot exceed ranks in Side Step. |
|
Stalker |
1 |
T |
Add boost per rank of Stalker to all Stealth and Coordination checks. |
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To the Death |
|
DWW |
|
|
Toughened |
5 |
T, DWW, Crusader |
Gain +2 wound threshold. |
|
Combat Veteran |
2 |
Crusader |
Add boost to Brawl and Discipline checks equal to ranks in Combat Veteran. |
|
Quick Strike |
1 |
Crusader |
Add boost per rank of Quick Strike to combat checks against targets that have not acted yet this encounter. |
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Confidence |
1 |
Crusader |
May decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. |
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Durable |
1 |
Crusader |
May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1. |
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Moving Target |
|
Crusader |
If the character has already acted this round, increase ranged defense by 1 per rank of Moving Target. |
|
Darasuum Kote |
|
Crusader |
Once per encounter after suffering wounds from a combat check, may spend 1 Destiny Point to inflict one hit with a weapon they are wielding. |
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Heroic Fortitude |
|
Crusader |
May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility until the end of the encounter. |