Toughened |
2 |
Bounty Hunter: Gadgeteer |
Gain +2 to wound threshold. |
Brace |
1 |
Bounty Hunter: Gadgeteer |
As a maneuver, the character may Brace themself. This allows the character to remove setback dice per rank of Brace from their next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, heavy gravity, or other physical obstacles that would make a skill check more difficult. |
Intimidating |
1 |
Bounty Hunter: Gadgeteer |
When attempting a Coercion check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed [their] ranks in Intimidating. When the character is the target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed [their] ranks in Intimidating. |
Defensive Stance |
1 |
Bounty Hunter: Gadgeteer |
Once per round on the character's turn, the character may perform a Defensive Stance maneuver to defend against incoming melee attacks. [They] then suffer a number of strain no greater than [their] ranks in Defensive Stance. Until the start of the character's next turn, upgrade the difficulty of all melee combat checks targeting the character a number of times equal to the strain suffered by the character this way. |
Disorient |
1 |
Bounty Hunter: Gadgeteer |
After hitting with a combat check, the character may spend two advantage results to disorient their foe. Disoriented targets add a setback dice to all skill checks. The target is disoriented for a number of rounds equal to the character's ranks in Disorient. |
Jury Rigged |
1 |
Bounty Hunter: Gadgeteer |
The character chooses one personal weapon or piece of armor per rank of Jury Rigged. [They] may increase the damage of the weapon by one; decrease the advantage cost on its Critical, or any single other effect by one to a minimum of one; or increase armor's ranged or melee defense by one. Alternatively, [they] can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece or amour. |
Point Blank |
1 |
Bounty Hunter: Gadgeteer |
The character adds one damage per rank of Point Blank to one hit of successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged. |
Armor Master |
1 |
Bounty Hunter: Gadgeteer |
While wearing armor, the character increases their total soak value by one. |
Tinkerer |
1 |
Bounty Hunter: Gadgeteer |
The character makes one piece of equipment more modifiable. They choose one piece of equipment and increases its number of hard points by one. They can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to their ranks in Tinkerer. If they lose a modified piece of equipment, they may apply Tinkerer to a new one. |
Jury Rigged |
1 |
Bounty Hunter: Gadgeteer |
The character chooses one personal weapon or piece of armor per rank of Jury Rigged. [They] may increase the damage of the weapon by one; decrease the advantage cost on its Critical, or any single other effect by one to a minimum of one; or increase armor's ranged or melee defense by one. Alternatively, [they] can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece or amour. |
Improved Armor Master |
1 |
Bounty Hunter: Gadgeteer |
When wearing armor with a soak value of 2 or higher increase defense by 1. |
Grit |
1 |
Bounty Hunter: Assassin |
Gain +1 to strain threshold. |
Lethal Blows |
1 |
Bounty Hunter: Assassin |
Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents. |
Stalker |
1 |
Bounty Hunter: Assassin |
Add a Boost Die per rank of Stalker to all Stealth and Coordination checks. |
Precise Aim |
1 |
Bounty Hunter: Assassin |
Once per round on the character’s turn, the character may perform a Precise Aim maneuver before attempting a combat check and suffer a number of strain. The number of strain cannot exceed their ranks in Precise Aim. They then decreases the target’s defense (ranged and melee) by one per strain suffered for that combat check. |