Monday, February 15, 2016

Star Wars Campaign Fighter Class Abilities


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 

◊Descriptors – Armor, talent, training
◊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

Cautious (personal Enhanced Trait)

◊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.

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.


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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