Toughened |
6 |
|
Gain +2 wound threshold. |
Rapid Reaction |
2 |
|
Suffer a number of strain to add an equal number of Successes to initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction. |
Suppressing Fire |
2 |
|
Character and allies in short range may spend an Advantage on failed combat checks once per round to inflict 1 strain per rank of Suppressing Fire on the target. |
Bodyguard |
2 |
|
Once per round, perform the Body Guard maneuver to guard an engaged character. Suffer a number of strain no greater than ranks of Body Guard, then until the beginning of the next turn upgrade the difficulty of combat checks targeting the character by that number. |
Improved Bodyguard |
1 |
|
Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead. |
Conditioned |
1 |
|
Remove a black die per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned. |
Point Blank |
1 |
|
Add 1 damage per rank of Point Blank to damage of one hit of successful attack while using Ranged (Heavy) or Ranged (Light) skills at short range or engaged. |
Rapid Recovery |
1 |
|
When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery. |
Second Wind |
2 |
|
Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind. |
Supreme Bodyguard |
1 |
|
Body Guard maneuver may protect a number of engaged characters up to ranks in Resilience. |
Dedication |
2 |
|
+1 to one characteristic |
Grit |
2 |
|
+1 to Strain |
Resolve |
1 |
|
When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve to a minimum of 1. |
Moving Target |
2 |
|
If the character has already acted this round, increase ranged defense by 1 per rank of Moving Target. |
Seize the Initiative |
1 |
|
Once per session as a maneuver, make a Hard Athletics check. If successful all other allied characters may take their turns immediately. |
Sniper Shot |
1 |
|
Before making a non-thrown ranged attack, may perform a Sniper Shot maneuver to increase the weapon’s range by 1 range band per rank in Sniper Shot. Upgrade the difficulty of the attack by 1 per range band increase. |
Lethal Blows |
2 |
|
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents. |
True Aim |
2 |
|
Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim. |
Deadly Accuracy Ranged: Heavy |
1 |
|
When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of successful attack made using that skill. |
Natural Marksman |
1 |
|
Once per session, may re-roll any 1 Ranged (Light) or Ranged (Heavy) check. |