You are not affected by [Darkness] or other similar unwanted effects. In addition, while in [Darkness] or similar, you gain a +1 bonus to [Dodge Checks].
Archetype - Weapons
Economize[General]
1
Refer
None
Single
20 Sq.
-
2/Scenario
Use this skill just after the target rolls on [Exhaustion Table: Energy, Money]. The result of the roll becomes 0.
(Bonus): You gain +1 Starting Fate Points.
Archetype - Weapons
Exceptional Blow[Combat]
1
Damage Roll
None
Self
Close
Hate 2
1/Scenario
Your [Weapon Attack] and [Special Attack] damage rolls gain a +[(CRx2) + 10] bonus.
Archetype - Weapons
Explorer[General]
2
Constant
None
Self
Close
-
-
You gain a +2 bonus to [Detect Unusual], [Prop Analyze], and [Prop Disable] checks.
(SR2): The bonus is +1D instead of +2.
Archetype - Weapons
Fencer Style[Combat] [Style]
2
Constant
None
Self
Close
-
-
This skill only produces an effect when you have only a single [One-Handed] melee weapon equipped to a [Hand Slot]. Your [Attack Power] becomes [Weapon's (Attack Power) x2]. During the first round of a scene, you gain a +1 bonus to [Speed].
(SR2): The bonus to speed becomes permanent, not just during the first scene.
Archetype - Weapons
Hiding Entry[General] [Preparation]
3
Refer
None
Self
Close
-
(SR)/Scenario
Use this skill when you appear in a scene. You appear in that scene with [Hidden]. While [Hidden] as a result of this skill, [Normal Move] and [Safe Move] will not remove [Hidden]. This skill may not be used if the GM rules that it is not possible to make a hidden entry into the scene.
Archetype - Weapons
Infiltration[Combat]
3
Setup
None
Self
Close
-
(SR)/Scenario
You cannot be the target of [Hinder]. This effect lasts until the end of the round.
Archetype - Weapons
Instant Focus[Combat]
1
Instant
None
Self
Close
-
1/Scene
During this Main Process, you gain a +1D bonus to [Hit Checks]. In addition, (Extra) conditions on attacks you make automatically succeed.
Archetype - Weapons
Pinpoint[Combat]
5
Minor
None
Self
Close
-
-
During this Main Process, you gain a +[SRx3] bonus to [Weapon Attack] damage rolls.
Archetype - Weapons
Quick Assault[Combat] [Weapon Attack]
5
Major
Opposed (Accuracy vs Evasion)
Single
Weapon
Hate 1
-
Deal [(SR)D + (Attack Power)] physical damage to the target.
(Success): During the Initiative Process for the next Round, you are treated as the character with the highest [Initiative].
Archetype - Weapons
Razor Edge[Combat] [Weapon Attack]
5
Major
Opposed (Accuracy vs Evasion)
Single
Weapon
Hate 1
-
Deal [1D + (Attack Power)] physical damage to the target.
(Success): The target takes a -[SRx2] penalty to [Physical Defense]. Treat this effect as a Bad Status.
Archetype - Weapons
Risk Management[General] [Training]
1
Constant
None
Wide 20 (P)
Close
-
-
When the target rolls on the [Exhaustion Table: Energy, Money], reduce the result of that roll by -1.
(Bonus): You gain +10 [Max HP].
Archetype - Weapons
Scouting[General] [Scout]
1
Briefing
Basic (Athletics vs. Refer)
Refer
Refer
-
-
This skill targets the next scene. Make your [Athletics Check] once. Compare the result to every enemy appearing in the next scene's [Identification Difficulty]. For each success, you learn that enemy's name, appearance, rank, and tags. You take [Fatigue: (Base STR)].
(Fumble): The enemy notices your scouting.
Archetype - Weapons
Shake Off[Combat]
1
Initiative
None
Single
20 Sq.
-
2/Scenario
You may only target allies with this skill. Your [Hate] becomes [Target's (Hate) - 2].
Archetype - Weapons
Sharp Blade[Combat]
1
Minor
None
Self
Close
-
-
During this Main Process, you gain a +1D bonus to [Weapon Attack] [Hit Checks].
(Fate 1): The bonus changes to +3D.
Archetype - Weapons
Six Fingers[General]
1
Constant
None
Self
Close
-
-
You gain a +1D bonus to [Disable Checks].
Archetype - Weapons
Speedy Walk[General]
1
Minor
None
Self
Close
-
-
You may immediately perform «Prop Analyze» or «Prop Disable».
Archetype - Weapons
Stealth Blade[Combat] [Melee Attack]
5
Major
Opposed (Accuracy vs Evasion)
Single
Weapon
Hate 2
-
Deal [3D + (Attack Power)] physical damage to the target.
(Hate Under): Increase the damage by +[SRx4].
Archetype - Weapons
Trick Step[General] [Movement]
3
Move
None
Self
Close
-
(SR)/Scene
You may make a [Safe Move] up to 2 Sq.
(Minor): If you have reached your Limit for this skill, you may pay this cost to use it again.
Archetype - Weapons
Trinket Walk[Combat]
1
Move
None
Self
Close
-
1/Scene
During this Main Process, reduce the [Hate] cost of your [Timing: Major] actions to 0.
Archetype - Weapons
Twin Arm Style[Combat] [Style]
3
Constant
None
Self
Close
-
-
This skill only produces an effect when you have two [One-Handed] melee weapons equipped. You gain the [Dual Wield] condition, and your [Attack Power] becomes [Both Weapons' (Attack Power) combined].
(SR2): Increase your [Attack Power] by +3.
(SR3): The bonus to [Attack Power] changes to +6.