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Enduring x2 |
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+1 SOAK |
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Quickdraw (Improved) |
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Twice per round draw weapon as incidental |
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Grit x2 |
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+2 Strain threshold |
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Rapid Reaction x2 |
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Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of success to initiative checks |
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Quick Strike x3 |
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Add boost per rank of Quick Strike to attack at enemies who haven't acted yet |
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Deep Pockets |
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3 Automatically Successes made to hide objects on his person |
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Lethal Blows x3 |
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Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents |
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Toughened |
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+2 Wound threshold |
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Call 'Em |
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Do not add setback to combat checks due to the use of the Aim maneuver |
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Dodge |
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When targeted in combat, may perform a Dodge as an incidental. Suffer strain no greater than ranks in Dodgeto upgrade the difficulty of the attack by that number |
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Sorry about the mess |
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Decrease the Critical Rating of a weapon by 1 (minimum of 1) against targets that have not yet acted in this encounter |
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Guns Blazing |
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As an incident, suffer 2 strain to avoid increasing the difficulty of a Ranged [Light] to attack with both weapons |
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Who Shot First? |
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If you draw, fire, and stow a weapon all within the same turn, you can make a Coordination check contested by the target's Perception check. On a success, you moved quickly enough that they couldn't detect it was you |
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Dedication |
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Gain +1 to a single characteristic |
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Spitfire |
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After a successful combine check with two [Light] Ranged weapons, additional hits can be allocated to other targets within range of the weapon |
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Natural Marksman |
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Once per session, may reroll any 1 ranged [Light] or [Heavy] check |
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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 a successful attack made using that skill |
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Stalker |
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Add boost per rank of Stalker to all stealth and coordination checks |