kyuzo jump |
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kyuzo racial |
Suffer 3 Strain as a maneuver to jump anywhere in medium range |
Grit 5 |
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Each rank of Grit increases a character’s strain threshold by one. |
Toughened 1 |
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The character increases his wound threshold by two per rank of Toughened. |
Quick strike 4 |
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The character adds ⬛ per rank of Quick Strike to his combat checks made against any target that has not yet acted in the encounter. |
Lethal blows 5 |
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The character adds + 10 per rank of Lethal Blows to any Critical Hit rolls inflicted on opponents. |
Precise aim 2 |
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Once per round on the character's turn. the character may perform a Precise Aim maneuver before attempting a combat-related skill check to reduce a target's defense by one. |
Dodge 3 |
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When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge. |
Stalker 3 |
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The character grants ⬛ per rank of Stalker to his/her Coordination and Stealth Checks |
Sniper shot 1 |
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Once per round before making a ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximum range of his ranged weapon up to one range band per rank For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range) |
Deadly accuracy 1 (melee) |
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Each time the character gains a rank of Deadly Accuracy, he must choose one combat skill. The character may add his basic training ranks in that combat skill to any damage inflicted while using it. He may not choose the same combat skill twice. |
Jump up |
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Once per round on the character’s turn, the character may stand up from prone or a seated position as an incidental. |
Quick draw |
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Once per round on the character’s turn, he may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver. |
Targeted blow |
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On a successful ranged attack during combat with a nonstarship/vehicle weapon. the character may spend one Destiny Point to add damage equal to his Agility to the attack. |
Anatomy lessons |
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After a successful attack with a personal (non-starship/vehicle) weapon, the character may spend one Destiny Point to add damage equal to his Intellect to one hit of the attack. |
Dedication |
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willpower +1 |
Master of shadows |
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Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy (d). |
Improved quick draw |
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The character may activate the Quick Draw talent twice per round (instead of just once per round). |
Sorry about the mess |
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The character decreases the critical rating of any nonstarship weapon he wields by 1 (to a minimum of 1) against targets that have not yet acted this encounter. |
Hunters quarry |
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The character may take the Hunter's Quarry action against an opponent within long range making a Hard (ddd) Survival Check, if the check succeeds, upgrade the ability of all attacks made against the target by one until the end of the characters turn. |
Improved hunters quarry |
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The Character can choose to suffer 2 strain to perform the Hunter's Quarry action as a maneuver instead. |