Indistinguishable |
2 |
|
Upgrade difficulty of checks to identify character once per rank of Indistinguishable. |
Short Cut |
2 |
|
|
Swift |
1 |
|
|
Freerunning |
1 |
|
Suffer 1 strain when making a Move maneuver to move to any location within short range. |
Lose Them |
1 |
|
When being followed or chased, the character may perform the Lose Them action and make a Hard ( :eD: :eD: :eD: ) Stealth check. If successful, add :eK: :eK: to checks to follow him for the remainder of the encounter and may spend :e!: to indicate his pursuers have lost him completely. |
Incite Distraction |
1 |
|
While in a crowd, may perform the Incite Distraction action to make an Average ( :eD: :eD: ) Deception check. If successful, enemies treat the area as difficult terrain. The character may spend :e!: to make the location impassable terrain to them instead. |
Powerful Blast |
4 |
|
Increase the Blast damage dealt by explosives, explosive weapons, and grenades by +1 per rank of Powerful Blast. |
Time to Go |
1 |
|
May spend a 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 using Time to Go, allow one Engaged ally to perform an out of turn Move maneuver as an incidental to move into cover or out of the blast range of a weapon or explosion. |
Selective Detonation |
2 |
|
When using a weapon with the Blast quality, spend :e^: to exclude 1 target that would be affected by the explosion, up to ranks in Selective Detonation. |
Master Grenadier |
1 |
|
Decrease the :e^: cost to activate Blast quality on any weapon used by 1 to a minimum of 1. |
Master Demolitionist |
1 |
|
When resolving an attack from a personal explosive or ordnance weapon, may spend :e^: or :e!: to have the weapon's Blast quality act at short range, or medium if it already acts at short. |
Strong Arm |
1 |
|
Treat thrown weapons as if they had 1 greater range. |