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Abilities

Level 1

Duck And Cover

You know when it's time to get out of the heat of battle.

Mechanical Notes

Move 5 ft. in any direction as a reaction when attacked. Roll an opposed Dexterity check against your opponent's core attribute, avoiding all damage on a success.

Casting TimeRangeChargesDamage DiceDamage Type
ReactionSelfCM--

Disarming Shot

You fire a shot that dislodges an opponent's weapon from their hands.

Mechanical Notes

Opponent must make a Strength check against your CT or lose their grip on their weapon.

  • Weapons that are part of an opponent cannot be disarmed.
Casting TimeRangeChargesDamage DiceDamage Type
1 Action60 ft.CM--

Stunning Insult

You have a way with words that would make a sailor blush.

Mechanical Notes

Opponent must make a Charm check against your CT or take d4 mental damage and be stunned for one turn.

  • Target must share a language with you and have an Intellect of at least 5.
Casting TimeRangeChargesDamage DiceDamage Type
1 Action40 ft.CMD4Mental

Level 3

Deft Touch

You fire a bullet so perfectly that it can hit a target without damaging it.

Mechanical Notes

The impact of this bullet can move objects, press buttons, and alert individuals without damaging them.

Casting TimeRangeChargesDamage DiceDamage Type
Bonus ActionWeaponCM--

Level 5

Hair Trigger

You are always ready for a fight.

Mechanical Notes

Make a weapon attack against your opponent as a reaction when attacked, without preparing the action.

  • Can be used during surprise rounds but not when incapacitated.
Casting TimeRangeChargesDamage DiceDamage Type
ReactionWeaponCM/2WeaponWeapon

Level 8

Lucky Hitter

Once a day, you have a perfect shot ready.

Mechanical Notes

If your next weapon attack hits, it deals critical damage. If it rolls a critical hit, it deals triple damage instead of double damage.

Casting TimeRangeChargesDamage DiceDamage Type
1 ActionWeaponCM/2WeaponWeapon

Level 12

Gatling Gunner

You ready yourself and fire a barrage of quick-fire shots at up to 3 separate targets.

Mechanical Notes

Fire at up to 3 separate targets using one action. Each attempt requires a unique attack roll.

  • Weapons with capacities lower than 3 can only fire until they need to be reloaded.
Casting TimeRangeChargesDamage DiceDamage Type
1 ActionWeaponCM/2WeaponWeapon

Level 16

Troubled Times

You move like a whip crack, time slows, and you can seemingly act twice as fast.

Mechanical Notes

Gain an additional turn directly after your current turn.

Casting TimeRangeChargesDamage DiceDamage Type
Bonus ActionSelf1 Per Day--