True Aim |
1 |
Cultural |
Once per round, before the character makes a ranged attack, he may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also upgrades his attack roll once per rank of True Aim. |
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. |
Strong Arm |
1 |
|
Treat thrown weapons as if they had 1 greater rang |
Natural Marksman |
1 |
|
Once per session, may re- roll any 1 Ranged (Light) or Ranged (Heavy) check |
Lethal Blows |
1 |
|
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents. |
Sniper Shot |
1 |
|
Before making a non- thrown ranged attack, as a maneuver increase the weapon’s range by up to 1 band per rank. Upgrade the attack’s difficulty by 1 per range increase |
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 skil |
Jump Up |
1 |
|
Move from sitting/prone to standing as an incidental |
Side Step |
1 |
|
As a manuever, suffer Ranks to increase difficulty of all incoming attacks |
Hit and Run |
1 |
|
After attacking someone at Engaged, move to Short as an Incidental with your jetpack |
Death From Above |
1 |
|
Make a Hard Piloting check. For each success, an opponent within Short is knocked prone. May spend Triumph to stagger an affected target. |
Improved Side Step |
1 |
|
When use Side Step, may spend enemy's 3 threat/1 despair to inflict an attack with a Ranged weapon |
Improved Armor Master |
1 |
|
When wearing armor with Soak of 2 or more, increase Defense by 1 |
Second Wind |
2 |
|
Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind |
Toughened |
1 |
|
Take -10 to Criticals |