Your training allows you a bonus to any Melee or Martial Arts attack or use of a Martial Arts technique. Add +1 to your attack roll for each two points allocated, up to a maximum bonus of +3 for six points.
You apply a toxin to a Melee Weapon. It requires your expertise to utilize this effectively and thus you can’t prepare someone else’s weapon like this. When you attack someone and penetrate their SP at all, they must make a BODY + Endurance (or Combat #) check against a DV equal to 12 + the number of points allocated. On a failure, they take an additional 1d6 directly to HP.
When your target is unaware of an attack from you, it’s deadlier. Add 1d6 if you allocate three points to this ability, or 2d6 if you allocate six points, or 3d6 if you allocate nine points.
By allocating two points to this ability, you increase your possibility of recovering from detection. Add +5 to your Initiative, but your first turn can only focus on hiding or retreating. This includes things like using a smoke grenade to get away.
Each point allocated gives you +1 to any Stealth checks you make.
You have enhanced situational awareness. Each point adds +1 to Perception checks. This doesn’t stack with the same ability from the Solo role ability if you have both.
If the target’s armor’s current SP, or their cover’s current HP, is lower than three times the points allocated to this ability, you may choose to completely bypass that protection with your first attack on your turn. This, naturally, doesn’t ablate the armor. You may allocate no more than five points
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