FND D.O.C.

== Character Description ==
Appearance: 
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Greatest Strength: 
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Greatest Weakness: 
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Distinguishing Features: 
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Details: 
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Description Summary: 
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== Abilities ==
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[Bluff]
(Requires Level 1 Hero)
Major Action - Speechcraft
N/A - Speech Ability
Convince a character of a lie, as if it were a truth.
This ability can't be used on the same turn damage is taken, after being the target of an offensive skill, or on a turn after breaking stealth or using this ability.
A specific bluff must be made.
Make a skill check of CHA+5, to successfully coerce the target the character must roll higher than a CHA skill check made by the target.
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[Roll Into Cover]
Major Action <Interrupt> - Marksmanship
N/A - Self-Targeting Ability
<This ability can be used as an interrupt, when receiving damage; using this ability as an interrupt reserves a Major Action in the specialist's next turn.>
Move up to 2 spaces behind cover, or out of range of an attacking enemy, causing their attack to deal 50% damage; requires appropriate terrain or range.
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[Critical Shot]
(Requires Level 1 Specialist) (Requires an equipped ranged, artillery, or arblast weapon and ammunition)
Major Action - Marksmanship
2 FP - Attack Ability
Make an attack roll.
+1d8 Critical Rolls for the attack.
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[Accuracy Tactics]
(Requires Level 1) (Requires Ranger
Rank 2+
Passive Effect - War Tactics
Increases the hero's Accuracy by +2.
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[Charisma Tactics]
(Requires Level 1)
Rank 1+
Passive Effect - War Tactics
Increases the hero's Charisma by +2.
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[Lock & Load]
(Requires Level 5 Specialist) (Requires Sharpshooter) (Requires an equipped ranged or artillery weapon and ammunition)
Major Action - Sharpshooter
3 FP - Self-Targeting Ability
Any attacks made in the next turn receive overwhelming advantage.
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[Endurance Tactics]
(Requires Level 1)
Rank 2
Passive Effect - War Tactics
Increases the hero's Endurance by +2.
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[Snaiperskaya]
(Requires Level 1 Specialist) (Requires Sharpshooter)
Passive Effect - Sharpshooter
Any attack made by the specialist from 8 range or greater receives Advantage.
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[Security Hacking] (Rank 3)
Passive Effect - Espionage
Allows the specialist to unlock security locks using a hacking interface.
Make a skill check of CHA+INT to determine the specialist's hacking ability, to successfully hack the lock the specialist must roll at least 5x the level of the lock.
Every additional rank in this ability, after the first, adds +5 to all security hacking attempts; therefore making rolls unnecessary for any locks of a level below the rank of this ability.
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[Stealth]
(Requires Level 1 Specialist) (Requires equipped Unarmored or Light Armor)
Minor Action - Espionage
1 FP - Self-Targeting Ability
Make a skill check of CHA+DEX to determine the the character's stealthiness, to successfully become or maintain stealth the character must roll higher than the perception of any nearby enemies or unsuspecting targets.
While in stealth, the specialist may not be targeted by abilities if the abilities' users can't perceive the stealth specialist.
When making an attack from stealth, the specialist gains an additional Advantage.
To maintain stealth, a specialist must use this ability each turn while within 8 range of enemy or unsuspecting targets.
This ability can't be used on the same turn damage is taken, after being the target of an offensive skill, while in melee range of an enemy, or on a turn after breaking stealth.
Making any action that targets another character or being targeted by the action of another character breaks stealth, unless explicitly stated.
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[Exploit]
(Requires Level 5 Specialist)
Minor Action - Marksmanship
3 FP - Self-Targeting Ability
Adds an additional level of Advantage for attacks made this turn against enemies when their is already a level of Advantage against them.
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[Meditation]
Rank 1+
Major Action - Hero
No Cost - Self-Targeting Ability
This ability can only be used immediately after combat resolves; this ability can only be used per combat resolution.
Restores 2d3 fatigue, plus an additional 1d3 fatigue at 10, 30, 50, 70 etc INT.
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[Sprint]
Major Action - Hero
1 FP - Self-Targeting Ability
Moves 2 spaces, plus an additional space at 10, 30, 50, 70, etc DEX.
This ability costs an additional +1 FP for each turn it is used after being used in the previous turn; this effect stacks.
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== Inventory ==
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[GRADIENT RECON SELARMOR]
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[Golden Lambent Shield Layer]
(Requires 18 INT)
LE Defense - Shield
720 Credits - 1 Itemslot - Uncommon Rarity
+50 SP 
Provides advantage against LE attacks, if the shield is intact; vulnerable to DE attacks.
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[Chemical Rounds]
Unlimited Ammo
Chemical Bullets – Ammunition
5 Credits - Common Rarity
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[Rusty Pocketknife]
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1x Minor Shield Regenerators
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    Consumable - Other Equip 
    120 Credits - Common Rarity 
    Restores +10 Shield when used; one flask is consumed when used. 
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[Mark II Health Stimpak] x 2
Restores +30 HP when used; one stim is permanently consumed when used.
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[Minor Health Stimpaks] x 4
  Consumable - Other Equip 
  15x3 Credits - Common Rarity 
  Restores 10 Health when used; one flask is consumed when used.
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[Mark II Health Stimpak] x 1
Restores +30 HP when used; one stim is permanently consumed when used.
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[Mark II Shield Stimpak] x 3
Restores +30 FP when used; one stim is permanently consumed when used.
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[Mark II Fatigue Stimpak] x 3
Restores +30 FP when used; one stim is permanently consumed when used.
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Pyro Grenades
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    Bundle of 2 Grenades 
    Grenade - Left/Right Hand or Other Equip 
    15x5 Credits - 1 Itemslot - Common Rarity 
    5d8/2 
    Deals CE Damage with a splash radius of 2 range. 
   Deals an additional turn of damage to any targets hit by its 
original explosion.
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1x Nuvoplastic Rounds
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    (Requires an equipped PE artillery weapon) 
    PE Weapon - Ammunition 
    90 Credits - 1 Itemslot - Common Rarity 
    +3 Damage
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[Hacking Interface]
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[Hideaway Avenpistol]
(Requires 3 ACC) (Requires PE or CE ammo)
.5H Artillery Weapon - Left/Right Hand 
30 Credits - 1 Itemslot - Common Rarity
+2 Damage
(5 Range)
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[Mystery Meat Shrunkhead]
.5H Artillery Weapon - Quest Item
No Value - 1 Itemslot - Common Rarity
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[Perfect Form Genero Teeth]