Brindele Vesci/Cogent 0.9

Brindele VesciCogent Sheet

Kommando cargo:

 Two HandedPrimary+ ▢ 9 when fully proficient+  1 Psionics▢  Empty Socket▢  Empty Socket
* *May attack once in melee range.*
* *Up to **+9 dice bonus** when fully proficient.*
* ***Blunt damage:*** This weapon can inflict blunt damage. The wounds inflicted are incapacitating and do not put characters into the dying state. Characters fully recover from non-lethal wounds after one day. Getting 5 over or more on an opponent may be lethal if the attacker so chooses.
* ***Psionic Focus:*** This weapon counts as having two free hands for the purpose of psionics.A *Shillelagh*, or war-stick, carved by Brindele during his stay on Lessos.

## Abilities

### Athletics Skills

#### Recuperate

 Pass on your turn to recover 2 energy.

#### Jump

 Jump over or scale an obstacle without need for an **Athletics** roll.

### Ranged Skills

#### Hunker Down

 If behind cover or a shield, give up your movement and action to be invulnerable to frontal ranged attacks for that turn.

#### Steady Shot

 At the cost of your movement, gain advantage on your next shot.

#### Suppression

 Use your action this turn to suppress a target or group of targets closely clumped together. Instead of directly attacking the target(s), you use your ranged attacks to attempt to drive them into cover and gain a psychological advantage over them. Roll your ranged attacks and add them together. Your allies may join you in your suppression attempt, contributing their own ranged attacks. Add their totals to yours. The adversary may choose to contest your suppression attempt, attempting to suppress you instead, in which case compare your totals to theirs. If they do not contest or are unable to, they are automatically suppressed. One side wins the suppression attempt and the other side gains the following:
* Members of the group within the field of fire roll their attacks with all weapons with a -2 malnus until the end of the following turn.
* Affected members of the group are pinned and unable to advance. They need to remain in cover, in concealment, in a prone position, behind a shield, or behind someone who has a shield. They can shuffle laterally, move backward, and move up to the position of their most advanced member, but no further. Members of the group with a shield may advance at half their speed.
* The group may choose to retreat from the engagement at any time. This is an organized action involving some members of the group withdrawing while others provide covering fire. A full turn's worth of ammunition is expended by everyone in the group taking this action. This necessarily cedes the terrain to the other force.

#### Salvage Arrows

 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 +2 and advantage. Requires you to stand still and concentrate. 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, make your normal number of attacks plus one. These do not have to be the same target. Make all of these rolls with -2 to your attack dice. You cannot gain advantage on these shots. This does not work with cone attacks.

#### Trick Shot

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