Acrobatic Attack
◊Descriptors –
Acrobatics, skill, talent, training, variable (by weapon)
◊Effect – Damage • 1
point per 2 ranks +4
Acrobatic Attack (close
limited split reach Damage)
◊Modifiers – check required: -1 flat
point, limited: –1/rank, reach: 1 flat point, split: 1 flat point, variable: 1
flat point
◊Action – standard
◊Requirements – Acrobatics check
◊Range – 5-ft reach
◊Duration – instant
◊Results – damage equal
to rank
◊Resist –Toughness
Description
With a sudden flurry of movement you strike at one or two nearby foes,
reaching further than expected.
You can only attempt to
use this power while charging. At the end of your movement, make an Acrobatics
check. For every point by which your result exceeds 10, you may use one rank of
Acrobatic Attack (up to your effect rank). If your check result is 10 or less, your standard action is wasted.
If you choose to split
your attack between two targets, each of which must be within 5 feet of you. Determine
how much damage (up to your Acrobatic Attack power rank) you will assign to each
and make one close attack check. Compare the result against each target’s
defense. Hit target’s take the amount of damage you assigned to them.
You cannot change the
assigned damage after seeing the results of your attack roll.
Armored Defense
◊Effect – Enhanced
Protection • 1 point per 2 ranks -1
Armored Defense (close
limited Enhanced Trait)
◊Modifiers – affects only
objects: +0/rank, affects only others: +0/rank, limited: –1/rank, quirk: -1
flat point
◊Action – standard
◊Requirements – armor
◊Range – close
◊Duration –sustained
◊Results – Protection +1
per rank to armor you wear
Description
Your familiarity with your protective gear affords you greater defense
than it does those who lack your expertise.
By using a standard
action, you can add your ranks in Armored Defense to the Protection effect of
the armor you are wearing (up to the limits determined by your power level).
You must use a free
action every round to sustain this effect.
Blanket Protection
◊Descriptors – Defense,
interaction, skill, tactics, talent, teamwork
◊Effect – Enhanced
Defenses • 4 points per rank -1
Blanket Protection (activated
selective close area burst Enhanced Trait)
◊Modifiers – activation
[move action]: -1 flat point, area: +1/rank, check required: flat -1 point,
selective: +1/rank
◊Action – standard
◊Requirements – Intimidation (or an
appropriate Expertise check)
◊Area – 30-foot radius
sphere
◊Duration –sustained
◊Results – +1 to active
defenses per power rank
◊Resist –Dodge (harmless)
Description
By providing instruction to your allies, you improve everyone’s defensive
posture.
You can provide enhanced
defenses to any allies within 30 feet. Make an Intimidation (or appropriate Expertise
skill such as Tactics) check. For every point by which your result exceeds 10,
you may use one rank of Blanket Protection (up to your effect rank). If your check
result is 10 or less, your standard action is wasted.
If you succeed, you an
all allies within a 30-ft. radius gain a +1 bonus to Dodge and Parry per power rank.
You must use a free
action every round to sustain this effect.
Cautious
◊Descriptors – Luck,
talent, training
◊Effect – Enhanced Defenses
• 2 points per rank
◊Action – free
◊Range – personal
◊Duration –sustained
◊Results – +1 to active defenses
Description
Your training and experience has taught you that recklessness will only
get you killed.
With a free action, you
can improve your Dodge and Parry by your power rank (up to the limits
determined by your power level).
You must use a free
action every round to sustain this effect.
Combat Sense
◊Descriptors – Luck, mental,
tactics, talent, training
◊Effect – Danger Sense
• 1 point
Combat Sense (personal
sustained mental Sense)
◊Modifiers – sustained:
+0/rank
◊Action – free: Perception
DC 10 (see text)
◊Range – personal
◊Duration –sustained
◊Results – not surprised
(one degree) and able to act (two degrees) during surprise round
Description
You have a knack for knowing when trouble is about to go down.
As a free action, you can
activate your Combat Sense.
While your Combat Sense
is active, if you would normally be surprised in combat, make a Perception
check (DC 10): One degree of success means you’re not surprised, but can’t act
during the surprise round (so you don’t suffer any conditions of being
surprised), while two or more degrees of success means you are not surprised
and may act during the surprise round (if any).
Failure means you are
surprised. The gamemaster may raise the DC of this Perception check in some
circumstances.
Sensory effects which target
mental senses also affect your Combat Sense and may “blind” it.
You must use a free
action every round to sustain this effect.
Controlled Burst
◊Descriptors – Talent,
training, variable (by weapon)
◊Effect – Ranged
Damage • 3 points per rank -2
Controlled Burst (activated
ranged multiattack variable Damage)
◊Modifiers – activation
[standard action]: -2 flat points, multiattack: +1/rank, quirk: -2 flat points,
ranged: +1/rank, variable descriptor: 2 flat points
◊Action – standard
◊Requirements –
activation [standard]; ranged weapon
◊Range –S/M/L 25/50/100
feet per rank or by weapon (see text)
◊Duration – instant
◊Results – damage
◊Resist –Toughness
Description
After priming your weapon, you unleash a torrent of hostile fire.
You must be wielding a
firearm capable of automatic fire to use this power.
Priming the weapon
requires a standard action and usually causes an audible “whine” or “whirr”
sound which persists until you cease fire and cool the weapon down. Once
primed, you may make ranged attacks with the weapon using your Controlled Burst
power rank to determine damage. The weapon’s autofire ability provides you with
the following options:
•You can fire multiple shots and a single target to
increase the effective damage rank of the attack against that target by +2 for
two degrees of success, and +5 for three or more. This circumstance bonus does
not count against power level limits.
•You can spray fire against multiple targets across a
firing arc. Roll one attack check per target in the arc. You suffer a penalty
to each check equal to the total number of targets. If you miss one target, you
may still attempt to hit the others.
•You can choose to provide cover to an ally in your line
of sight. Your ally receives the benefits of cover against enemies that are
also within your line of sight and in range of your Controlled Burst power or
the range of your weapon (whichever
is less). You cannot lay down a covering attack for an ally engaged in close
combat. An opponent can choose to ignore the cover provided by your covering
attack at the cost of being automatically attacked by it; make a normal attack check to hit that opponent.
Using a weapon to make
controlled bursts may cause it to overheat, particularly if you prime the
weapon and delay for an extended period before firing.
The effective range of
these effects is the lesser of your Controlled Burst range or the weapon’s
range.
Countervail
◊Descriptors – Talent,
training
◊Effect – Weaken
Strength • number of points per rank
Countervail (close limited Weaken)
◊Modifiers – limited:
-1/rank, quirk: -1 flat point
◊Action – standard: check
required?
◊Requirement – target no
more than one size rank greater than yours
◊Range – close
◊Duration – instant
◊Results – target loses
points in Strength
◊Resist – Fortitude
Description
Your sense of equilibrium offsets your opponent’s strength giving you the
upper hand.
A target you hit with
Countervail must make a Fortitude resistance check (DC 10 + your Countervail
ranks). If this check fails, target’s effective Strength rank is reduced when
attacking you or when resisting your attempts to drag, grab or otherwise grapple
with the target. The target’s Strength rank is recalculated as if it had lost
one character point from for each point by which their resistance check failed
(failure by 1 or 2 equates to a -1 penalty, failure by 3 or 4 equates to a -2
penalty, and so on).
Additional uses of
Countervail are cumulative; however the maximum number of character points lost
by the target may not exceed your ranks in Countervail.
These character points
return at a rate of 1 per round.
Note: Typically 1 rank of Strength costs 2 character points.
Cover Fire
◊Descriptors – Talent,
training, variable (by weapon)
◊Effect – Ranged
Damage • 5 points per 2 ranks +1
Cover Fire (ranged variable
Damage)
◊Modifiers – limited multiattack:
+1/2 rank, quirk: - 1 flat point, ranged: +1/rank, variable: 2 flat points
◊Action – standard
◊Requirements – ranged
weapon
◊Area/Range –S/M/L
25/50/100 feet per rank or by weapon (see text)
◊Duration – instant
◊Results – cover or
damage (see text)
◊Resist –Toughness
Description
You take rapid fire shots over the enemy to give your ally a chance to
escape.
You can use a ranged
weapon to provide cover to an ally in your line of sight. Your ally receives
the benefits of cover against enemies that are also within your line of sight
and within range of your Cover Fire power or your weapon’s range (whichever is
less). You cannot lay down a covering attack for an ally engaged in close
combat. An opponent can choose to ignore the cover provided by your covering
attack at the cost of being automatically attacked by it; make a normal attack
check to hit that opponent.
You may also use your
ranks in Cover Fire in place of your weapon’s damage rank to make ranged
attacks with that weapon. The effective range of these attacks is the lesser of
your Cover Fire range or the weapon’s range.
Deadly Strike
◊Descriptors – Lethal, talent,
training, variable (by weapon)
◊Effect – Deadly
Affliction • 1 point per rank +1
Deadly Strike (close
limited cumulative variable Affliction)
◊Modifiers – cumulative:
+1/rank, limited: -1/rank, quirk: -1 flat point, variable: 2 flat points
◊Action – standard
◊Requirements – lethal
weapon; target is vulnerable or defenseless
◊Range – close
◊Duration – instant
◊Results – target
impaired (one degree), stunned (two degrees), or dying (three degrees)
◊Resist –Fortitude
Description
Your opponent left you an opening. You don’t intend to let him live to
regret it.
You can make a
potentially lethal attack against a vulnerable or defenseless target using a
melee weapon. If your Deadly Strike hits, the target must make a Fortitude
check (DC 10 + your Deadly Strike ranks) or become impaired (failure by one
degree), stunned (failure by two degrees), or dying (failure by three or more
degrees).
Furthermore, each time an
afflicted target fails to resist a subsequent successful Deadly Strike, add
the degree of failure to any existing degrees on the target. For example, if
you succeed in a second Deadly Strike while the target is already impaired,
they become stunned if they fail to resist by one degree or begins dying if they fail by two degrees.
In order to attempt a
Deadly Strike, your target must be vulnerable or defenseless and you must be
wielding a lethal weapon. Martial artists can spend 1 character point to treat
their unarmed attacks as lethal.
Debilitating Shot
◊Descriptors – Talent,
training, variable (by weapon)
◊Effect – Linked Affliction
and Damage • 2 points per rank +3
Debilitating Shot (ranged
limited degree limited variable Affliction extra condition and linked
variable Damage)
◊Modifiers – extra
condition: +1/rank, limited: -1/rank, limited degree: –2/rank, quirk: -1 flat
point, ranged: +2/rank, variable: 4 flat points
◊Action – standard
◊Requirements – aim;
ranged weapon
◊Range – S/M/L 25/50/100
feet per rank
◊Duration – instant
◊Results – damage and
target impaired
◊Resist – Dodge and
Toughness
◊Overcome – Fortitude
Description
You carefully line up a shot to wound your target.
After taking a standard action to aim, you may attempt to make a Debilitating Shot with a ranged weapon. If you hit, the target takes damage equal to your ranks in Debilitating Shot and must make a Dodge check (DC 10 + your Debilitating Shot ranks) or become hindered and impaired.
After taking a standard action to aim, you may attempt to make a Debilitating Shot with a ranged weapon. If you hit, the target takes damage equal to your ranks in Debilitating Shot and must make a Dodge check (DC 10 + your Debilitating Shot ranks) or become hindered and impaired.
The target makes a Fortitude
resistance check at the end of each of his turns to overcome each condition.
The effective range of
your attack is the lesser of your Debilitating Shot range or the weapon’s
range.
Decoy
◊Descriptors –
Interaction, talent, training, skill
◊Effect – Enhanced
Deception • 1 point per rank -2
Decoy (personal Enhanced
Trait)
◊Modifiers – limited:
-1/rank, quirks: -2 flat points
◊Action – free
◊Requirement –
familiarity with the subject
◊Range – personal
◊Duration –sustained
◊Results – Deception +3
Description
You can disguise yourself to perfectly resemble your charge and duplicate
her mannerisms.
You gain a +3 bonus per
Decoy rank to Deception checks made to disguise yourself as or impersonate a
particular individual for the purpose of defending them. You must spend at
least one hour with the individual you wish to impersonate before you can apply
your Decoy bonus. You can maintain your familiarity with a number of
individuals equal to your Intellect (minimum of 1). To use this ability on a
new subject beyond this limit, you must first ‘lose’ familiarity with another
individual.
Regaining familiarity
with a subject after previously ‘losing’ it also requires one hour of study.
Defensive Strike
◊Descriptors – Talent,
training, variable (by weapon)
◊Effect – Damage •
number of 1 point per two ranks +3
Defensive Strike (close
limited accurate variable Damage)
◊Modifiers – accurate: 1
flat point, limited: –1/rank, variable: 2 flat points
◊Action – standard
◊Requirement – the target
missed you with an attack
◊Range – close
◊Duration – instant
◊Results – damage
◊Resist –Toughness
Description
You are prepared to take advantage of your opponent’s failure.
You can use your
Defensive Strike on your turn immediately following a failed attack against you
by the target.
Deflect Attack
◊Descriptors – Talent,
training
◊Effect – Close Deflect
• 1 point per 2 ranks
Deflect Attack (close Deflect)
◊Modifiers – reduced
range: -1/rank
◊Action – standard
◊Range – close
◊Duration – instant
◊Results – use your ranks
in Deflect Attack in place of an active defense
Description
You stand guard, ready to defend an adjacent ally from harm.
As a standard action, you
can defend yourself or a close ally. Each time the subject of this effect is
attacked, you can oppose the attack roll. Make a d20 roll and add +10 to any
roll of 10 or less, then add your ranks in Deflect Attack. If the result is
higher than the attack roll total, you successfully deflect the attack.
Delayed Strike
◊Descriptors – Talent,
training, variable (by weapon)
◊Effect – Close Damage
• 1 point per 2 ranks +3
Power Name (close limited
variable Damage)
◊Modifiers – accurate: 1
flat point, limited: –1/rank, variable: 2 flat points
◊Action – standard
◊Requirement – delay
action; attacked by the target
◊Range – close
◊Duration – instant
◊Results – damage
◊Resist – Toughness
Description
You wait for just the right moment before striking a deadly blow.
You must choose to delay
your turn until after you have been attacked to use this effect.
Devastating Attack
◊Descriptors – Talent,
training, variable (by weapon)
◊Effect – Weaken
Toughness • 1 point per rank +2
Power Name (close
variable Weaken)
◊Modifiers – variable: 2
flat points
◊Action – standard
◊ Range – close
◊Duration – instant
◊Results – target loses points
in Toughness
◊Resist – Fortitude
Description
Your attack quickly wears down your foe. She won’t last much longer.
A target you hit with
your Devastating Attack must make a Fortitude resistance check (DC 10 + your
Devastating Attack ranks). The target loses 1 character point from their
Toughness trait for each point by which their resistance check failed. These
character points return at a rate of 1 per round. Additional uses of Devastating
Attack are cumulative; however the maximum number of character points lost by
the target may not exceed your ranks in Devastating Attack.
Note: Typically 1 rank of Toughness costs 1 character point regardless of the
source of that rank (for example: a character’s Toughness from Stamina does
need to lose 2 character points per Toughness rank). However, impervious
Toughness does cost 2 character points per rank and is therefore less seriously
affected by this power.
Dodge Blasters
◊Descriptors – Luck
◊Effect – Blaster
Immunity • 9 points
Power Name (personal
sustained Immunity)
◊Modifiers – check
required: –1 flat point per rank, sustained: +0/rank
◊Action – free
◊Requirement – Acrobatics
DC 20
◊Range – personal
◊Duration –sustained
◊Results – immune to
effects with the blaster descriptor
Description
Somehow, you manage to evade blaster bolts with a timely dodge.
When you would be
subjected to an effect with the blaster descriptor, you may make an Acrobatics
check (DC 20). If you succeed, you are immune to the effect.
Sustaining this effect
requires a free action each turn and you must make an Acrobatics check
separately against each effect.
Draw Fire
◊Descriptors –
Interaction, skill, talent, training
◊Effect – Deflect • 1
point per rank -1
Power Name (close area burst
Deflect)
◊Modifiers – area:
+1/rank, check required: -1 flat point, redirect: -1/rank, reduced range: –1/rank,
selective: +1/rank
◊Action – standard
◊Requirement – Deception or Intimidation
(or appropriate Expertise skill) check
◊Area – close 30-foot
radius sphere
◊Duration – instant
◊Results – ranged attacks
against selected subjects are redirected towards you
◊Resist –Dodge (harmless)
Description
You convince your enemies that you are a more attractive target than your
allies, putting your life on the line to make them safer.
As a standard action, you
can attempt to defend any number of allies within the effect area using your
Deception or Intimidation skill. At the gamemaster’s discretion, you may also
elect to use an appropriate Expertise skill such as Tactics. Choose one of
those options when you gain this ability. If you succeed your skill check, you
may be able to convince attackers that you are a more appealing (Deception) or
more dangerous (Intimidation) target.
Make a roll using your chosen interaction skill or each point by which the result exceeds 10, you may use one rank of Draw Fire (up to your power rank). Each time the subject(s) of the effect is attacked, you oppose the attack roll by making a power check. Add +10 to any roll of 10 or less. If the result is higher than the attack roll total, you successfully redirect the attack to you. Compare the original attack roll total to your Dodge defense to determine whether or not you are hit.
Make a roll using your chosen interaction skill or each point by which the result exceeds 10, you may use one rank of Draw Fire (up to your power rank). Each time the subject(s) of the effect is attacked, you oppose the attack roll by making a power check. Add +10 to any roll of 10 or less. If the result is higher than the attack roll total, you successfully redirect the attack to you. Compare the original attack roll total to your Dodge defense to determine whether or not you are hit.
Expert Grappler
◊Descriptors – Talent,
training
◊Effect – Linked Enhanced
Advantages, Strength and Unarmed Attack • 4 points per 3 ranks +2
Expert Grappler (personal
sustained linked Enhanced Traits)
◊Modifiers – limited:
–1/rank, linked: +0/rank, reach: 1 flat point
◊Action – free
◊Range – personal (see
text)
◊Duration – sustained
◊Results – +1 to Close
Attack: Unarmed per rank
Description
You lunge at your opponent and hold them fast.
You gain +1 per rank in
Expert Grappler on your Close Attack: Unarmed skill to grab a target or to
disarm a target while you are unarmed. You also add +1 per rank to routine
Strength checks when a target you have grabbed makes an Athletics or Acrobatics
check to escape. Furthermore, your grab and unarmed disarm attempts have a 5
foot reach. Finally, you gain either Enhanced Grabbing Finesse or Enhanced
Improved Grab when you acquire this power.
Guts
◊Descriptors – Courage,
luck, talent
◊Effect – Impervious Protection
• 2 points per rank
Power Name (range/area Effect)
◊Modifiers – impervious:
+1/rank, sustained: +0/rank
◊Action – free
◊Range – personal
◊Duration – sustained
◊Results – Toughness
+1/rank
Description
You gain +1 to Toughness
per rank. Any damage effect equal to or less than half of your ranks in this
power have no effect.
Ignore Pain
◊Descriptors – Talent,
training, willpower
◊Effect – Healing • 3 points
per rank +1
Power Name (personal
limited temporary persistent Healing)
◊Modifiers – limited: –1/rank,
persistent: 1 flat point, reaction: +3/rank, temporary: -1/rank
◊Action – reaction (to
damage)
◊Requirement – DC 10
power check
◊Range – personal
◊Duration – instant
◊Results –you remove one
Damage condition per degree of success
Description
You can fight through pain when you need to.
Once per turn, you may
attempt to heal yourself as a reaction. Make a DC 10 Ignore Pain check. Each
degree of success heals one Damage condition, starting with the worst
condition, and working down. If the check fails, you must wait one minute or
use extra effort in order to try again.
Damage conditions return
one hour after they are healed.
Indomitable
◊Descriptors – Talent,
training, willpower
◊Effect – Linked Healing
and Immunity • 5 points per rank +1
Power Name (unreliable personal
limited restorative resurrection Healing and linked unreliable sustained
Immunity)
◊Modifiers – activation
[move action]: -1 flat point, limited: –1/rank, quirk: -1 flat point, reaction:
+3/rank restorative: +1/rank, resurrection: +1/rank, sustained: +0/rank,
unreliable: -1/rank
◊Action – reaction (when
hurt)
◊Requirement – move
action; DC 10 or DC 20 power check (see text)
◊Range – personal
◊Duration – instant and
sustained (up to 5 rounds; see text)
◊Results –you gain
immunity to fatigue effects and remove one Damage condition per degree of
success when hurt for 5 rounds
Description
Through sheer determination you shrug off pain and injury. Even death
must wait until your task is done!
You can activate
Indomitable as a move action on your turn. Once activated, Indomitable grants
you immunity to fatigue affects and the ability to attempt to heal yourself as
a reaction once per turn for 5 rounds. You can use Indomitable in the flowing
ways:
•Heal Damage: Make a DC 10 Indomitable power
check. Each degree of success heals one Damage condition, starting with the worst
condition, and working down. If the check fails, you must use extra effort in
order to try again.
•Recovery: You restore points equal to
your Indomitable rank to any traits affected by a Weaken effect described as
disease, injury or poison.
•Resist Death: If you would die, make a DC
20 Indomitable check. If the check succeeds you are incapacitated, not dead.
You regain the use of
this power after one hour of rest, but only if your condition is normal at the
start of that rest.
Melee Smash
◊Descriptors – Talent,
training, variable (by weapon)
◊Effect – Close Damage
• 1 point per 2 ranks +2
Melee Smash (close
variable distracting strength-based Damage)
◊Modifiers – distracting:
-1/rank, variable: 2 flat points
◊Action – standard
◊Range – close
◊Duration – instant
◊Results – damage
◊Resist – Toughness
Description
You are equally dangerous with any melee weapon or even your bare hands! Once
you find something that works, your enemy is finished.
You can use Melee Smash
to deal damage equal to your power rank with any weapon or with unarmed
attacks. The weapon you use determines the damage descriptor. When you make a
Melee Smash, you become vulnerable until the start of your next turn.
Remain Conscious
◊Descriptors – Talent,
training, willpower
◊Effect – Healing • 1
point per rank +2
Power Name (personal
limited triggered persistent Healing)
◊Modifiers – limited: –1/rank,
triggered: 1 flat point, persistent: 1 flat point
◊Action – standard
◊Requirement – DC 10
power check
◊Range – personal
◊Duration – instant
◊Results – you recover
from being incapacitated
Description
You get knocked down but still keep coming.
If you are incapacitated you
may immediately make a DC 10 Remain Conscious check. Each degree of success
heals one Damage condition, starting with the worst condition (likely the
incapacitated condition), and working down.
You may not use this
power again until you have a few moments to rest and use a standard action to
reset it.
Second Skin
◊Descriptors – Armor,
talent, training
◊Effect – Protection •
1 point per rank -1
Second Skin (personal Protection)
◊Modifiers – quirk: -1
flat point
◊Action – none
◊Requirements – armor
◊Range – personal
◊Duration – permanent
◊Results – Toughness +1
per rank
Description
Your armor is like a part of you.
Your Toughness is determined
by your ranks in Second Skin or the Protection effect of the armor you are
wearing, whichever is higher (up to the limits determined by your power level).
Shielding Strike
◊Descriptors – Talent,
training, variable (by weapon)
◊Effect – Close Damage
• 1 point per rank +3
Shielding Strike (close
variable strength-based Damage)
◊Modifiers – triggered: 1
flat point, variable: 2 flat points
◊Action – standard
◊Range – close
◊Duration – instant
◊Results – damage
◊Resist – Toughness
Description
You are ready to react suddenly and decisively if anyone attempts to harm
your ally.
As a standard action, you
may ready a Shielding Strike to trigger when one of your adjacent allies
(chosen when you ready this power) becomes the target of an attack. Your Shielding
Strike interrupts that attack and is resolved first. You must be aware of the
attack and not surprised to make a Shielding Strike. If a triggering attack
takes place while you are unaware or unable to act, your Shielding Strike
cannot be used but remains ready should another triggering attack take place
later.
Enemies can notice that
your Shielding Strike is ready with a Perception check (DC 10 + your Shielding
Strike ranks) and can make attempt a feint with a Deception check against the
same DC. If the feint succeeds, you are mislead into believing that your foe
while take some other action and your Shielding Strike will not trigger (but
remains ready).
You may only have one
Shielding Strike ready to trigger at a time but may use a standard action to
reset it to protect a different adjacent ally.
Stunning Strike
◊Descriptors – Talent,
training, variable (by weapon)
◊Effect – Linked Affliction
and Damage • 2 points per 3 ranks +4
Stunning Strike (close
limited degree limited variable Affliction and linked variable Damage)
◊Modifiers – limited
degree: -1/rank, linked: +0, variable: 4 flat points
◊Action – standard
◊Range – close
◊Duration – instant
◊Results – target vulnerable
(one degree) or stunned (two degrees)
◊Resist – Dodge and Toughness
◊Overcome – Fortitude
Description
Your resounding strike momentarily stuns your foe.
You may make a Stunning
Strike unarmed or with a melee weapon. If you hit, the target takes damage
equal to your ranks in Stunning Strike and must make a Dodge check (DC 10 +
your Stunning Strike ranks) or become vulnerable (one degree) or stunned (two
degrees).
The target makes a Fortitude
resistance check at the end of each of his turns to overcome the condition.
Surprising Vigor
◊Descriptors – Talent,
training
◊Effect – Healing • 1
point per rank
Surprising Vigor (personal
Healing)
◊Modifiers – action
[move]: +1/rank, limited: -1/rank, unreliable: -1/rank
◊Action – move
◊Range – personal
◊Requirement – DC 10
power check
◊Duration – instant
◊Results – you recover
from one damage condition for each degree of success
Description
Your fortitude amazes friend and foe alike.
Once per turn as a move
action you may make DC 10 Surprising Vigor check. Each degree of success heals
one Damage condition, starting with the worst condition, and working down. If
the check fails, you must wait one minute or use extra effort in order to try
again.
You may use this power up
to five times. You regain the use of this power after one hour of rest, but
only if your condition is normal at the start of that rest.
Trigger Work
◊Descriptors – Talent,
training, variable (by weapon)
◊Effect – Weapon Multiattack
• 1 points per rank +1
Trigger Work (range/area Multiattack)
◊Modifiers – variable: 1
flat point
◊Action – standard
◊Requirement – personal
firearm
◊ Range – by weapon
◊Duration – instant
◊Results – damage or by
weapon
◊Resist –by weapon
Description
With some fast trigger work you launch a volley of shots at your foes.
You are able to hit to
hit multiple targets, or a single target multiple times while wielding personal
firearms not normally capable of Multiattack fire. You can use any such weapon
with a Damage rank equal to or less than your Trigger Work rank.
Note: Personal firearms exclude anti-vehicle weapons, siege weapons and
vehicle mounted weapons.
True Strike
◊Descriptors – Talent,
training, variable (by weapon)
◊Effect – Weapon Close
Perception • 1 point per 2 ranks +2
Power Name (range/area
distraction limited Perception attack)
◊Modifiers – distracting:
-1/rank, increased range: +2/rank, limited: -1/rank, variable: 2 flat points
◊Action – standard
◊Requirement – melee
weapon
◊Range – close
◊Duration – instant
concentration sustained permanent
◊Results – by weapon
◊Resist – by weapon
Description
You give all of your focus to your attack and strike true.
You can make a True
Strike with any melee weapon or unarmed attack that has a Damage rank equal to
or less than your True Strike rank. Your attack hits automatically; you do not
make an attack roll and cannot score a critical hit.
When you make a True Strike,
you become vulnerable until the start of your next turn.
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