Path of the Marksman

The Path of the Marksman trains you to steady your aim and strike your target true. This Path is recommended for PER-focused fighters who like to shoot from a distance to deal single-target damage with high Accuracy.

**Requirements:** Aim (Fighter)

**Path Completion Bonus:** +1 Perception

## Core Abilities

**Marked Shots**

**Cost**: 300 XP

Expedited for: Alertness

**Activation**: Passive

At the beginning of every Encounter, gain one **Marked Shot** for every three abilities you've purchased in the Path of the Marksman. You may spend a **Marked Shot** as a Free Action for this buff: your next Attack deals an additional 1d6 damage and cannot be Evaded.

**Poise**

**Cost**: 300 XP

Expedited for: Alertness

**Activation**: Attack, X Vim up to PER

This attack gains a -30X Accuracy penalty but deals +Xd6 damage.

**Dead-Eye**

**Cost**: 300 XP

Expedited for: Alertness

**Activation**: Attack, 2 Vim

*Your adrenaline surges and time seems to slow down as you attack.*

Gain +10 Accuracy for this attack. This ability can stack up to PER times per attack.

**Improved Aim**

**Cost**: 300 XP

**Expedited** **for**: Alertness

**Activation**: 1 Action

*You’ve learned that taking your time on a shot pays off in your accuracy.*

Gain +15 Accuracy and +3 damage on your next attack. This effect can stack up to 3 times. This effect is lost at the end of the Encounter. This ability replaces Aim (Fighter) --- abilities which refer to Aim now refer to this ability.

**Counter**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: 1 Action

*You ready a retaliation.*

If you are attacked before your next turn, Evade the attack as a Free Reaction and make a melee or ranged basic attack against your attacker as a Free Reaction. This attack adds 10 times your Perception to your Accuracy and +PER to your damage rolls. This effect wears off once triggered. After this ability takes effect, it is unusable for the remainder of the Encounter.

**Tracking Aim**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Attack, 2 MP

This attack's effects cannot be Evaded.

**Leading Aim**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Attack, 2 MP

This attack's effects cannot be reduced by Alert.

**Crouching Tiger**

**Cost**: 300 XP

**Expedited for**: Alertness, Alacrity

**Activation**: 1 Reaction

You crouch. While crouched, your Speed is halved but you gain 1 Alert whenever an attack is declared against you. Standing up is a Free Reaction. This ability is usable only on your turn.

**Keen Senses**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Passive

Once per Encounter, you may reroll a Perception check or replace it with your passive Perception as a Free Reaction.

**Scout’s Confidence**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: 1 Reaction

This ability is only usable when you are in front of all of your allies (such as further down a hallway or deeper into enemy territory) by more than 12 meters. Gain PER Speed, +20 Accuracy, and PER Alerts. The bonuses to Speed and Accuracy last while you are more than 12 meters ahead of your allies. This ability is usable once per Rest.

**Critical Strike**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Attack, 1 Vim

Before you attack, choose a number from 1-6. If your damage roll shows doubles of that number, deal an extra 3d6 damage. **Critical Strike** can stack up to three times to the same attack; you may pick the same number (for additional damage) or a different number (for increased chance of triggering the effect).

**Professional Vigilance**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: X Vim, up to 6

Add X to a Perception check.

**Spotter**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: 1 Action, X Vim up to PER

An adjacent ally gains +10X Accuracy to their next attack. This effect is lost if not used by the end of the Encounter. This effect does not stack with itself.

**Focus**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Passive

*In battle, your mastery of the environment, and your understanding of your opponent's movement patterns, allows you an almost precognitive understanding of the battlefield.*

You can use **Aim** multiple times per turn, and the effects stack up to 3 times. Whenever you **Aim**, gain one stack of **Focus**, up to your Perception. Your next attack consumes all of your **Focus** to deal twice that amount in bonus damage.

**Instant Focus**

**Prerequisite**: Focus

**Cost**: 400 XP

**Expedited for**: Alertness

**Activation**: 1 Reaction, 3 Vim

*"Overuse of this skill has been known to leave elderly snipers with permanently-bulging eyeballs. It's hilarious."*

Gain PER Focus.

**Targeted Shot**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Attack, 3 Vim

Choose a body part to target. This attack has a -20 penalty to Accuracy, but on a direct hit...:

* Hand/Leg: ...the target loses 10 Vim and takes a -3 Speed debuff.
* Head: ...the attack deals +4d6 damage.

**Piercing Shot**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Ranged Attack, 3 Vim

 *"I like when they line up. It's so convenient..."*

This attack hits all enemies in a line behind the target. Instead of rolling damage for each attack, each subsequent hit deals the damage received of the previous hit + 3.

**Virtues of a Marksman**

**Cost**: 300 XP

**Activation**: Passive

Gain a +2 bonus to checks and Assists made involving any of these virtues: patience, composure, or precision. You may spend 1 MP to double this bonus for a given roll.

**Hold Still!**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Attack, 1 Reaction

If your target did not move on their last turn, gain +20 Accuracy and +4 damage to this attack.

**Careful Strike**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Attack, X Vim up to 3

*You trade power in your attack for precision.*

This attack has +10X Accuracy but -X damage.

**Laming Shot**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Attack, 3 Vim

This attack also applies a -1 \* PER Speed debuff.

**Armor-Piercing Strike**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Attack, X Vim up to 6

*You aim carefully for a weak point in your enemy.*

This attack has -10X Accuracy but ignores 3X Armor (treat the target's Armor value as 3X lower).

**Disarming Shot**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Attack, 2 Vim

*You attempt to shoot your target in the arm or hand to disarm them.*

This attack has -20 Accuracy. On a direct hit, the target gains a -10 Accuracy debuff. If they held a weapon, it falls to the ground in a random adjacent hex or in a hex up to 6 meters away at the GM’s discretion.

**Master Marksman**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Passive

Gain +5 Accuracy to all attacks.

**Sniper’s Aim**

**Prerequisite**: **Focus**

**Cost**: 400 XP

**Expedited for**: Alertness

**Activation**: Passive

*You’ve trained to hold your breath and make the most of your weaponry.*

Your maximum **Focus** is doubled. Whenever you gain **Focus**, gain twice as much. Single-target attacks that have maximum ranges are increased by 3 for you.

**Absolute Precision**

**Prerequisite**: **Sniper’s Aim**

**Cost**: 500 XP

**Expedited for**: Alertness

**Activation**: 3 Actions

*You take aim, fixating your weapon on your target.*

You must be able to see the hex you are attacking to use this ability. If the next action you take other than **Absolute Precision** is a ranged attack, you gain +30 Accuracy and +3 to damage rolls for this action. This ability can stack up to three times.

**Sniper's Comfort**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Passive

*You take aim casually, knowing you can keep your distance.*

Whenever you are at least 9 meters away from all enemies, add PER damage to all of your ranged attacks.

**Sniper's Mark**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Passive

Gain a cumulative +5 Accuracy when attacking the last enemy you targeted.

**Hold Breath**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Free Action, 2 Vim

Gain +10 Accuracy to your next attack. This ability can stack up to STR times (min. 1).

**Sniper's Assurance**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Passive

*I **don't** miss.*

When attacking with a ranged weapon, if your Accuracy is at least double the target's Vim, this attack cannot be Evaded.

**Tripod**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: Passive

Bonuses you gain from **Aim** and **Absolute Precision** and are considered a buff that persists throughout the Encounter. This buff is lost when you move or are moved.

**Sight Line**

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: 1 Action

Mark a 12-meter line (or less, if an obstacle blocks your line of sight) extending from you as your **Sight Line**. Until you move, are moved, or turn around, enemies you see who attempt to move into your **Sight Line** must succeed a DL 11 + PER Charisma check to gain the bravery to do so. If they fail this check, they cannot move into your **Sight Line** during this Move action and may resolve the rest of their movement elsewhere; if they succeed, make a ranged skill strike at them as a Free Reaction before resolving their movement. You can have one active **Sight Line** at a time.

**Sitting Ducks**

**Prerequisite**: **Sight Line**

**Cost**: 400 XP

**Expedited for**: Alertness

**Activation**: Passive

Whenever an enemy ends their turn in your **Sight Line** and has not moved during their turn, make a ranged skill strike at them as a Free Reaction.

**Extended Sights**

**Prerequisite**: **Sight Line**

**Cost**: 400 XP

**Expedited for**: Alertness

**Activation**: 1 Action

You extend your **Sight Line**, either increasing its length to 60 meters or its width to a 2-wide cone. You may use this ability a second time to extend your **Sight Line** further, gaining the benefit you did not select the first time.

**Long Distance Professional**

**Prerequisite**: **Sniper's Comfort**

**Cost**: 400 XP

**Expedited for**: Alertness

**Activation**: Passive

All weapon ranges at least 30 meters are tripled for you. When you attack from more than 30 meters away, deal an additional PER damage.

**Long Distance Natural**

**Prerequisite**: **Long Distance Professional**

**Cost**: 500 XP

**Expedited for**: Alertness

**Activation**: Passive

All weapon ranges at least 30 meters are considered infinite for you. When you attack from more than 30 meters away, deal an additional 2 \* PER damage. This ability replaces **Long Distance Professional**.

**The Perfect Shot**

**Prerequisite**: **Long Distance Natural**

**Cost**: 600 XP

**Expedited for**: Alertness

**Activation**: Attack, 5 Vim

This ability is usable once per Rest. This attack gains +30 Accuracy, cannot be Evaded, and cannot be reduced by Alert.

## Gift Exclusives

**Critical Dead-Eye**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Gift of Alertness, **Dead-Eye**, **Critical Strike**

**Cost**: 300 XP

**Activation**: Passive

Whenever you use **Dead-Eye**, your attack gains the effects of **Critical Strike** as if you had paid 1 Vim for that ability. This ability may allow **Critical Strike** to stack more than 3 times.

**High Noon**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Critical Dead-Eye

**Cost**: 400 XP

**Activation**: Free Action

This ability is usable is usable once per Rest. Until the end of your turn, Dead-Eye costs no Vim and its Accuracy bonus is doubled.

**Perfect Stillness**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Gift of Alertness

**Cost**: 300 XP

**Activation**: Free Action

*You stop your breathing and concentrate deeply on your senses.*

This ability is usable once per Rest. For the next 15 seconds (or until the end of your combat turn), your Perception is doubled for all purposes.

## Course of Heroism

**Supported Aim**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Heroism, **Improved Aim**

**Cost**: 400 XP

**Expedited** **for**: Alertness

**Activation**: Passive

For each time you are Supported when you use **Improved Aim**, its effects occur again.

**Impressive Critical Strike**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Heroism, **Critical Strike**

**Cost**: 400 XP

**Expedited** **for**: Alertness

**Activation**: Attack, 6 Vim

If your damage roll shows double 1s, 2s, or 3s, deal an extra 4d6 damage, or 8d6 if you are Supported. If your damage dice shows doubles of 4s, 5s, or 6s, deal an extra 2d6 damage, or 4d6 if you are Supported. This ability can be applied once per attack and cannot be used with **Critical Strike**.

**Bullet Time**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited** **for**: Alertness

**Activation**: Free Reaction, 5 Vim

*Your adrenaline rushes and time seems to slow down as attacks come at you.*

Gain 1 Alert and gain +10 Accuracy until your next turn. For each time you are Supported when you use this ability, gain these effects again. This ability is usable once per Encounter.

**You Have My Eye**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Heroism

**Cost**: 400 XP

**Expedited** **for**: Alertness

**Activation**: 1 Action, 5 Vim

Choose an ally in sight. They are Supported and gain +30 Accuracy to their next attack.

## Course of Combat

**Long Shot**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 300 XP

**Expedited for**: Alertness

**Activation**: 3 Actions, 1 Reaction

Make a Rifle or Bow basic attack at a target at least 12 hexes away. Deal double damage.

**Low Fighter**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited** **for**: Alertness

**Activation**: Passive

At the end of each of your turns, if you are prone, gain 1 Alert. If you are not within 6 meters of any allies, instead gain 2 Alert. These Alerts are lost if not spent at the start of your next turn.

**Prone Aim**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited** **for**: Alertness

**Activation**: Passive

While prone, gain +15 Accuracy.

**Covering Fire**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited for**: Alertness

**Activation**: 1 Action, 3 Vim

You fire off a few pot shots down a 2-wide cone, 2 \* PER meters long. As a Free Action, enemies within this area may move behind any Cover within their Speed. If they can't or choose not to, make two ranged skill strikes against them with a -60 Accuracy penalty.

**Under Threat of Death**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Combat

**Cost**: 400 XP

**Expedited for**: Alertness

**Activation**: 1 Action, 2 Vim

*The would-be thief looked down at their chest and saw the unmistakable red dot. Now was the time to flee.*

Choose an enemy within Range of your ranged attacks. If they fail a Charisma check DL 11 + your PER, they move as a Free Action to the nearest Cover from your line of sight within 12 meters, if one exists.

## Course of Conditions

**Staggering Shot**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Conditions

**Cost**: 400 XP

**Expedited for**: Alertness

**Activation**: Attack, 4 Vim

On success, this attack staggers the target.

## Course of Damages

**Sitting Duck**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Damages

**Cost**: 400 XP

**Expedited for**: Alertness

**Activation**: Passive

Your attacks against stunned or paralyzed targets deal an additional 2d6+PER damage.

**Calculated Shot**

*This ability is not required for the Path Completion Bonus.*

**Prerequisites**: Course of Damages, **Targeted Shot**

**Cost**: 500 XP

**Expedited for**: Alertness

**Activation**: Attack, 4 Vim

Choose a body part to target. This attack has a -40 penalty to Accuracy, but on a direct hit...:

* Ear: ...the target takes 2 AGI damage.
* Face: ...the target takes 2 CHA damage.
* Finger: ...the target takes 2 DEX damage.
* Eye: ...the target takes 2 PER damage.
* Heart: ...the target takes 3d6 bleed damage.
* Head: ...the target takes 6d6 damage.

## Course of Surroundings

**Sniff Out the Powder Keg**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Alertness

**Activation**: 1 Action, 3 Vim

You look around for an explosive to shoot. The GM declares the surroundings to be poor, moderate, or plentiful in objects which could be explosives. Based on this result, you discover 0, 1, or 3 Explosive environmental objects which the GM places within 60 meters of you. If the surroundings have plentiful explosives, you may declare one of the placed objects to be a large explosive or a powerful explosive. All explosives placed using this ability have twice as much HP and damage as normal (set by the GM according to the Environmental Object rules). This ability cannot be used if Explosive environmental objects already exist in the Scene.

**Look for Cover**

*This ability is not required for the Path Completion Bonus.*

**Prerequisite**: Course of Surroundings

**Cost**: 400 XP

**Expedited for**: Alertness

**Activation**: 1 Reaction, 2 Vim

You look around for a place to take cover. The GM declares the surroundings to be poor, moderate, or plentiful in cover. Based on this result, you discover 1, 2, or 4 hexes of Cover, which the GM places within 12 meters of you. The GM may declare any Cover created by this ability to be Thin or Low. If the surroundings have poor Cover, the GM may additionally make the Cover Very Low or apply a Terrain Feature Modifier. This ability cannot be used if there is Cover already within 12 meters of you.