When making the Master of Arms action, may choose any number of equipped weapons to increase one of its existing qualities’ rating by 2. Upgrade the check per extra weapon. Each of the chosen qualities cost one less advantage to activate (to a minimum of one).
10 XP
Passive
t Supreme Master of Arms
When making the Master of Arms action, may choose any number of equipped weapons to increase one of its existing qualities’ rating by 2. Upgrade the check per extra weapon. Each of the chosen qualities cost one less advantage to activate (to a minimum of one).
10 XP
Action
† Master of Arms
Once per encounter, may use the Master of Arms action. Make a Hard ( ) Mechanics check. increase a quality's rating (excluding Beach, Concussive, or Linked)) of an engaged weapon by 2 until the end of the encounter On Despair (), an affected weapon malfunctions.
10 XP
Action
† Master of Arms
Once per encounter, may use the Master of Arms action. Make a Hard ( ) Mechanics check. increase a quality's rating (excluding Beach, Concussive, or Linked)) of an engaged weapon by 2 until the end of the encounter On Despair (), an affected weapon malfunctions.
10 XP
Passive
† Improved Target Acquired
When taking the Target Acquired action, add per status effect affecting the target. Spend generated on the check to Stagger an affected adversary.
20 XP
Passive
† Improved Target Acquired
When taking the Target Acquired action, add per status effect affecting the target. Spend generated on the check to Stagger an affected adversary.
20 XP
Passive
Tinkerer
May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.
Ranked
20 XP
Passive
Tinkerer
May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once.
Ranked
20 XP
Action
† Target Acquired
Take the Target Acquired Action, make an opposed Coercion vs Discipline check against an adversary within Medium Range. On Success, immobilize that adversary until the end of the next round. Spend 2x Adv to effect an additional Adversary.
15 XP
Action
† Target Acquired
Take the Target Acquired Action, make an opposed Coercion vs Discipline check against an adversary within Medium Range. On Success, immobilize that adversary until the end of the next round. Spend 2x Adv to effect an additional Adversary.
15 XP
Passive
Toughened
Gain +2 wound threshold.
Ranked
15 XP
Passive
Toughened
Gain +2 wound threshold.
Ranked
15 XP
Passive
Toughened
Gain +2 wound threshold.
Ranked
5 XP
Passive
Toughened
Gain +2 wound threshold.
Ranked
5 XP
Passive
Improved Armor Master
When wearing armor with a soak value of 2 or higher, increase defense by 1.
25 XP
Passive
Improved Armor Master
When wearing armor with a soak value of 2 or higher, increase defense by 1.
25 XP
Passive
† Hot Swap
After changing weapons, add per rank of Hot Swap to the next attack made with weapons not yet used in this encounter.
Ranked
5 XP
Passive
† Hot Swap
After changing weapons, add per rank of Hot Swap to the next attack made with weapons not yet used in this encounter.
Ranked
5 XP
Incidental
Quick Draw
Once per round, draw or holster a weapon or accessible item as an incidental.
10 XP
Incidental
Quick Draw
Once per round, draw or holster a weapon or accessible item as an incidental.
10 XP
Incidental
Intimidating
May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number Strain suffered this way cannot exceed ranks in Intimidating.
Ranked
5 XP
Incidental
Intimidating
May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number Strain suffered this way cannot exceed ranks in Intimidating.
Ranked
5 XP
Passive
Steady Aim
The character does not lose the benefits of the Aim maneuver if they performs other maneuvers (including moving) or actions. They do lose the benefits of the Aim maneuver if the encounter ends.
15 XP
Passive
Steady Aim
The character does not lose the benefits of the Aim maneuver if they performs other maneuvers (including moving) or actions. They do lose the benefits of the Aim maneuver if the encounter ends.
15 XP
Passive
Dedication
Gain + I to a single characteristic. This cannot bring a characteristic above 6.
Ranked
25 XP
Passive
Dedication
Gain + I to a single characteristic. This cannot bring a characteristic above 6.
Ranked
25 XP
Passive
Gearhead
Remove per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments.
Ranked
5 XP
Passive
Gearhead
Remove per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments.
Ranked
5 XP
Passive
† Hot Swap
After changing weapons, add per rank of Hot Swap to the next attack made with weapons not yet used in this encounter.
Ranked
15 XP
Passive
† Hot Swap
After changing weapons, add per rank of Hot Swap to the next attack made with weapons not yet used in this encounter.
Ranked
15 XP
Incidental
Crippling Blow
Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter.
20 XP
Incidental
Crippling Blow
Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter.
20 XP
Incidental
Intimidating
May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number Strain suffered this way cannot exceed ranks in Intimidating.
25 XP
Incidental
Intimidating
May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number Strain suffered this way cannot exceed ranks in Intimidating.
25 XP
Passive
Armor Master
When wearing armor, increase total soak value by 1.
10 XP
Passive
Armor Master
When wearing armor, increase total soak value by 1.
10 XP
Passive
† Improved Master of Arms
May spend or from Master of Arms action to immediately take another action.
20 XP
Passive
† Improved Master of Arms
May spend or from Master of Arms action to immediately take another action.
20 XP
Incidental
† Always Prepared
Once per session, the character may perform the Always Prepared incidental to produce a previously undocumented piece of personal equipment or weapon with a rarity no greater than 4, as if a Destiny Point was spent. If producing a weapon, it must have the Limited Ammo 1 quality.
25 XP
Incidental
† Always Prepared
Once per session, the character may perform the Always Prepared incidental to produce a previously undocumented piece of personal equipment or weapon with a rarity no greater than 4, as if a Destiny Point was spent. If producing a weapon, it must have the Limited Ammo 1 quality.