Once per round, as a maneuver, guard an Engaged ally. Suffer Strain up to ranks in Body Guard to upgrade the difficulty of attacks against that ally by that number until the start of next turn.
Remove :eK: per rank of Conditioned from all Athletics and Coordination checks. Reduce the damage and Strain suffered from falling by 1 per rank of Conditioned.
Gain +2 Wound Threshold
Suffer a number of Strain up to ranks in Rapid Reaction to add an equal number of :*: to initiative checks.
If the character has already acted this round, increase Ranged Defense by 1 per rank of Moving Target.
Add 1 damage per rank of Point Blank to one hit of successful Ranged (Heavy) or (Light) attacks made while at Short range or Engaged.
Character and allies in Short range may spend :e^: on failed combat checks once per round to inflict 1 Strain per rank of Suppressing Fire on the target.
Once per round, as a maneuver, guard an Engaged ally. Suffer Strain up to ranks in Body Guard to upgrade the difficulty of attacks against that ally by that number until the start of next turn
Once per session, when an ally protected by the Body Guard maneuver suffers a hit, may take the hit instead.
Gain +1 to a single Characteristic. This cannot bring a characteristic above 6.
Body Guard maneuver may be protect a number of Engaged characters up to ranks in Resilience.
When making a ranged attack while Engaged with an opponent, may suffer 2 Strain to reduce the range modifier by 1.
Seize the Initiative active Once per session as a maneuver, may make a :eD: :eD: :eD: Athletics check. On success, other PCs may take their turns immediately.
Career skills: Athletics, Medicine, Survival, Knowledge 9Warfare), Brawl, Melee, Ranged (Light), Ranged (Heavy)
Spec skills: Athletics, Cool, Resilience, Vigilance