Dedication |
3 |
|
+1 Willpower, +1 Agility, +1 Intellect |
Toughened |
6 |
|
+2 wounds |
Grit |
2 |
|
+1 Strain |
Intimidating |
4 |
|
May suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number |
Jury rigged |
2 |
|
Choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use. |
Point Blank |
4 |
|
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. |
Spare Clip |
1 |
|
Cannot run out of ammo due to (Despair). Items with Limited Ammo quality run out of ammo as normal. |
Tinkerer |
1 |
|
May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once. |
Deadly Accuracy |
1 |
|
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. |
Armor Master |
3 |
|
When wearing armor, increase total soak value by 1. |
Improved Armor Master |
1 |
|
When wearing armor with a soak value of 2 or higher, increase defense by 1. |
Natural Enforcer |
1 |
|
Once per session, may re-roll any 1 Coercion or Streetwise check. |
Defensive Stance |
1 |
|
Once per round, as a maneuver suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round. |
Disorient |
1 |
|
After hitting with a combat check, may spend (2 Advantage) to disorient target for a number of rounds equal to ranks in Disorient. |
Stunning Blow |
1 |
|
When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak. |
Improved Stunning Blow |
1 |
|
When dealing strain damage with Melee or Brawl checks, may spend (Triumph) to stagger target for 1 round per (Triumph). |
Crippling Blow |
1 |
|
Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter. |
Physical Training |
2 |
|
Add □ per rank of Physical Training to Athletics and Resilience checks. |
Durable |
2 |
|
May reduce any Critical Injury suffered by 10 per rank of Durable |
Strong Arm |
1 |
|
Treat thrown weapons as if they had 1 greater range. |
Heroic Fortitude |
1 |
|
May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter. |
Unstoppable |
1 |
|
If a Critical Injury roll is 1 or reduced to 1, do not received the Critical Injury. |
Side Step |
2 |
|
Once per round, as a maneuver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round. |
Improved Side Step |
1 |
|
When the Character performs a Side Step maneuver, until the start of their next turn they may spend 3 Threat or Despair from an attacker's check to inflict one hit with a ranged weapon they are wielding |
Jump Up |
1 |
|
Once oer round, may stand from seated or prone as an incidental |
Jetpack Expertise |
1 |
|
The character may spend 1 Advantage from their checks to remove 1 system strain from their jetpack. (They may choose this effect multiple times when spending 1 Advantage) |
Death From Above |
1 |
|
Once per encounter, inflict 1 system strain on jetpack and make a hard (◆◆◆) Piloting check. For each success. One Adversary in short range is knocked prone. May spend 1 Triumph to stagger one affected target. |
Momentum |
1 |
|
The character deals additional damage with their first hit equal to the number of range bands they moved during the current encounter |
To The Death |
1 |
|
Once per session, suffer strain up to willpower and add +10 per strain suffered to critical rolls the character inflicts or suffers until the end of the encounter |
Hit and Run |
1 |
|
After the character completes an attack targeting an opponent they are engaged with, they may immediately move to short range using a jetpack. |
Conditioned II |
1 |
|
Remove ■ per rank of Conditioned from Athletics and Coordination checks. Reduce damage and strain suffered from falling by 1 per rank of Conditioned. |