Toughened(x3) |
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Gain +2 wound threshold |
Grit(x6) |
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Gain +1 Strain Threshold |
Good Cop |
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Spend 2 advantages from a Charm or Negotiation check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Good Cop. |
Unrelenting Skeptic |
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When targeted by a Deception check, the character automatically adds failiures to the check equal to ranks in Vigilance. |
Unrelenting Skeptic(Improved) |
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When targeted by a Deception check that fails, may spend 1 Destiny Point to add a despair to results. |
Quick Draw |
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Once per round, draw or holster a weapon or item as an incidental. |
Quick Strike(x2) |
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Add a boost per rank of Quick Strike to combat checks against targets that have not acted yet this encounter |
Call 'em |
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Do not add setback to combat checks due to the use of the Aim maneuver. |
Rapid Reaction(x2) |
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The character may suffer a number of strain to add an equal number of Successes to any Vigilance or Cool check to determine initiative order. The number may not exceed his ranks in Rapid Reaction. |
Dedication(Agility) |
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You all already know, i'm too lazy to add a description |
Quick Draw(Improved) |
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May use Quick Draw twice per round. |
Lethal Blows(x2) |
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LETHAL BLOWS Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents. |
Sorry About The Mess |
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Decrease the Critical Rating of a weapon by 1 (minimum 1) against targets that have not yet acted this encounter. |
Bad Cop |
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Spend 2 advantages from a Deception or Coercion check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Bad Cop |
Point Blank(x2) |
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Add 1 damage per rank of Point Blank to damage of one hit of successful Ranged (Heavy) or (Light) attacks made while at short range or engaged. |
Natural Marksman |
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Once per session, may reroll any 1 Ranged(Light) or Ranged(Heavy) check. |
Spitfire |
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After a succesful combined check with two Ranged(Light) weapons, additional hits can be allocated to other targets within range of the weapon. |
Dedication(Brawn) |
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You all already know, i'm too lazy to add a description |
Guns Blazing |
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As an incidental, suffer 2 strain to avoid increasing the difficulty of a Ranged(Light) check to attack with two weapons. |
Deadly Accuracy(Ranged-Light) |
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When aquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of successful attack made using that skill. |
Second Chance(x3) |
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Once per encounter choose a number of positive dice equal to ranks in Second Changes and reroll them. |
Convincing Demeanor |
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Remove a setback per rank of Convincing Demeanor from any Deception or Skulduggery checks. |
Up The Ante |
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When gambling win 10% more credits per rank of Up the Ante |
Double or Nothing |
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Suffer 2 strain to perform the Double or Nothing incidental to increase the difficulty of the next check by one. Then, after cancelling opposing symbols, double the remaining advantages. |
Smooth Talker(Charm) |
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When making checks with Charm skill spend triumph to gain additional successe equal to ranks in Smooth Talker |
Natural Negotiator |
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Once per session, may reroll any 1 Cool or Negotiation check. |
Double Or Nothing(Improved) |
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When performing the Double or Nothing incidental, after cancelling opposing symbols, also double the amount of remaining Successes. |
Natural Rogue |
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Once per session, may reroll any 1 Skulduggery or Stealth check. |
Double Or Nothing (Supreme) |
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When performing the Double or Nothing incidental, also double the number of Triumphs and Despairs. |
Dedication(Brawn) |
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Distracting Behaviour |
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As a maneuver, suffer strain up to ranks in Cunning. Until start of next turn, equal number of engaged NPCs suffer t on checks. Ranks increase range. |
Dodge(x2) |
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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. |
Jump Up |
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Once per round, may stand from seated or prone as an incidental. |
Natural Athlete |
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Once per session, reroll any 1 Athletic or Coordination check. |
Second Wind |
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Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind |