Miruna Voltanescu/Abilities

Miruna VoltanescuCharacter SheetAbilitiesInventoriesQuests

 You regain half of the arrows you fired at the end of an engagement, provided that you are in control of the ground where the engagement took place.

### Aimed Shot

 Take your time to aim and fire on your next turn with +4 dice and advantage. Requires you to stand still and concentrate until your next turn. You are able to move at a walk, but if you are forced to defend yourself in melee or are injured in any way between your turns, the shot cancels.

### Rapid Fire

 As your action, fire two shots during your turn. These do not have to be the same target. Make the roll with -2 to your dice roll. At Bows 5, you can make three shots using this skill.

### Trick Shot

 Make an attack with +2 guaranteed dice. You may sacrifice your movement to gain advantage on this shot.

### Aim for the Head

 Make an attack with +5 dice. You must get 5 over the target's defense roll for this shot to land.

### Marksman's Aura

 While you are using a bow, all allies using bows your party roll their attacks with +1 guaranteed dice. Your unit benefits from this.

## Athletics

### Recuperate

 Pass on your turn to recover 1 energy.

### Sprint

 As your movement, move an extra range during your turn. All ranged attacks made against you have disadvantage until your next turn and you defend with athletics. Costs 1 more energy for every level of encumbrance.

### Jump

 Jump over or scale an obstacle without need for an athletics or acrobatics roll.

## Melee Weapons

### Charge

 You expend your movement and a considerable amount of energy to close with a target within short or medium range. There must be open ground between you. They cannot evade you so long as they are on the ground. If you start at medium range with your opponent, if they see you coming, and if they have not otherwise taken an action, they may take an action before you close with them, such as bracing or attacking you with a ranged weapon. If you start at short range, you close with them immediately. When you close with your opponent, whoever has the greater reflex takes the first action. If you started at medium range, any attack which you make strikes with +6 dice. If you started at short range, you strike with +4 dice.

### Brace

 You expend your movement, your action, and a considerable amount of energy to brace yourself for an oncoming charge. You subtract 4 from their charge bonus. If you have a weapon which longer than your charging opponent, you attack first when they close with you, regardless of your Reflex.

### Shove

 Force the target back 5 feet. Interrupts spellcasting. Requires a weapon the same length or longer than that of your opponent, or a shield.

### Adrenaline

 Spend energy to make an enhanced attack against a target with 2 guaranteed wins, to make a strength-based skill roll with 2 guaranteed wins, or to block an attack using a shield or a weapon with 2 guaranteed wins.

### Protect

 If you are standing within melee range of someone else, you may expend energy step in front of them to block the attack yourself. You defend against the attack with your weapon or shield dice. If you fail, the attack strikes you instead of them.

### Cleave

 As your action, you wind back your weapon and make a melee attack with 5 more dice. If the attack lands, it also cleaves through to an adjacent target. Make a normal attack against that second target.