Lethal Blows 2 |
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Add +20 per rank of Le thal Blows to any Critical Injury results inflicted on opponents. |
Toughened 3 |
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+6 WT |
Confidence 3 |
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May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. |
Call em |
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Do not add ■ to combat checks due to the use of the Aim maneuver. |
Quick Strike 2 |
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Add □ per rank of Quick Strike to combat checks against targets that have not acted yet this encounter |
Rapid Reaction 2 |
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Suffer a number of strain to add an equal number of successes to initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction. |
Quick Draw |
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Once per round, draw or holster a weapon or accessible item as an incidental. |
Improved Quick Draw |
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May use Quick Draw twice per round. |
Dodge |
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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. |
Sorry about the Mess |
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Decrease the Critical Rating of a weapon by 1 (to a minimum of 1) against tar gets that have not yet acted this encounter. |
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. |
Spitfire |
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After the character makes a successful combined check with two Ranged (Light) weapons, each additional hit generated as part of the attack can be allocated to any other target within range of the weapon. |
Natural Marksmen |
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Once per session, may re roll any 1 Ranged (Light) or Ranged (Heavy) check. |
Deadly Accuracy |
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When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of successful attack made using that skill. |
Outdoorsman 2 |
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Remove • per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half. |
Commanding Presence 2 |
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Remove • per rank of Commanding Presence from Leadership and Cool checks. |
Body Guard 2 |
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Once per round, perform the Body Guard maneuver to guard an engaged character. Suffer a number of strain no greater than ranks o f Body Guard, then until the beginning of the next turn upgrade the difficulty of combat checks targeting the character by that number. |
Sidestep 2 |
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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 w a y cannot exceed ranks in Side Step. |
Natural Leader |
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Once per session, may reroll any 1 Cool or Leadership check. |
Field Commander |
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Take the Field Commander action; make an Average Leadership check. A number of allies equal to Presence may immediately suffer strain to perform 1 free maneuver. |
Improved Field Commander |
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Field Commander action affects allies equal to double Presence, and may spend Triumph to allow one ally to suffer 1 strain and perform1 free action instead |
Coordinated Assualt |
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Take the Coordinated Assault maneuver; a number of engaged allies equal to Leadership ranks add advantage to combat checks until beginning of next turn Range increases per rank of Coordinated Assault. |
Dedication +2 |
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+2 to a characteristic |
Adversary 2 |
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Upgrade checks against this NPC 2 times |
Nemisis |
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if fighting against him, roll a second initiative slot |