Marksman
Feats
- Exert Authority: Type: Core Level: 1 Source: Martial Spend 1 AP and 1 SP to authoritatively command an ally that can see and hear you clearly to perform a specific 1 AP action of your choice. The ally can choose to perform the action immediately without spending any AP if they wish.
- Refined Aiming: Type: Core Level: 1 Source: Ranged When using the Aim action, you can increase the base range of your Ranged Weapon by your Finesse modifier.
- Distributed Shifts: Type: Major Level: 2 Source: Martial When you would inflict additional damage through a Basic Melee Strike to an enemy via Crit Shifts, you can instead attempt to distribute that additional Shift damage to any other adjacent creatures that would have been valid targets for this attack; they have to resist as if they were the target of the attack, but Shifts are not considered for this second roll.
- Pinning Shot: Type: Major Level: 2 Source: Ranged You can perform the Stun action with Ranged Attacks.
- Rapid Fire: Type: Major Level: 3 Source: Ranged Spend 2 SP (and the AP that it would cost) to use a Strike action for Basic Ranged Attack as a reaction; it loses the Concentrate trait.
- Quick Draw: Type: Minor Level: 3 Source: Ranged If you have at least one hand free, you can spend 1 FP to draw a Light Melee Weapon without spending an action.
- Weapon Honing: Type: Minor Level: 3 Source: Martial You can spend a few hours and 1 SP to hone and carefully refine your weapon to your personal style, preferences and needs, creating a unique connection between you and it. This connection will last until the end of the day, as it fades away in your memory, but while it lasts, the weapon will concede an additional
+1
Equipment Modifier bonus to your Strike actions. - Double Shot: Type: Major Level: 4 Source: Ranged You can spend 3 SP to shoot two projectiles with a single Strike action. Roll for each separately, one after the other.