To use advancement points, you spend them on advancement trees. There are six ranks of abilities in each, and higher ranks require more points to take. You may take as many abilities in a rank as you like (provided you have the points to spend), but you must have at least 1 ability of a given rank before you can take an ability from the next rank. You could have a hundred Rank I abilities, but you would not be able to purchase a Rank III ability until you had first bought a Rank II ability.
You may save advancement points as your GM awards them in order to buy more expensive abilities.
It is important to note that advancement points are not experience points, a common advancement method in many role-playing games. Though they serve a similar purpose in describing a character's personal improvement, some things are much harder to learn than others. It's a lot harder to figure out how to kill someone with your brain than it is to run faster, but they both cost a similar amount of points.
Also, advancement points come and go situationally. Illnesses can dampen trained abilities. Equipment of all types can be stolen. Magic can be hampered. Implants can be tampered with. The Game Master should take care not to be capricious with advancement points, but players should be aware of their impermanence.
Advancement TreesAcrobatics:Rank I:Reactionary: As a secondary action, you may improve your reaction by 1.
Sprinter: Your sprint increases by 1.
Tumbler: You can convert half of your damage from a fall into spirit damage. This ability does not work if you have a spirit of 0.
Rank II:Artful Dodger: As a secondary action, you can increase your evasion for a full round by 1.
Leapfrog: You may vertically jump half of your sprint distance.
Quick-Witted: You can act in a hostile surprise round.
Rank III:Charging Thunder: You can charge and melee attack in the same deft movement. As a full action, you may move up to your sprint distance and then make a melee attack in the same phase. Unlike most full actions, this ability triggers in the phase that you use it, not in the next phase. Using Charging Thunder reduces your reaction to 0.
Fleet of Foot: Your sprint increases by 3. Requires Sprinter.
Stuntman: You can convert all of your damage from a fall into spirit damage. This ability does not work if you have a spirit of 0. Requires Tumbler.
Rank IV:Double Time: As a primary action, you can sprint 5 spaces.
Evasive: Your evasion increases by 1.
Expect the Unexpected: You cannot be surprise attacked.
In a Single Bound: You may vertically jump your full sprint distance. Requires Leapfrog.
Roll With It: When you use Artful Dodger, your reaction increases by 1. Requires Reactionary and Artful Dodger.
Running Bull: When you use Charging Thunder, you gain a +1 bonus to accuracy. Requires Charging Thunder.
Rank V:Daredevil: You only take half the normal damage from a fall. Requires Tumbler.
Speed Demon: Your sprint increases by 7. Requires Fleet of Foot.
Speed of Thought: As a primary action, you can increase your evasion by 3 for a full round. Speed of Thought requires 1 spirit to use.
Turnabout Trump: When you act in a hostile surprise round, your attacks are surprise attacks. Requires Expect the Unexpected.
Rank VI:Aerial Leap: When you leap upwards, you may use a point of spirit to remain suspended in air instead of falling this round. Additionally, you may jump in mid-air.
Wildfire: When you use Running Bull, you may use 2 points of spirit to declare the attack a Wildfire attack and increase the bonus to accuracy to +3. Additionally, you may sprint both before and after your attack, provided that your total distance moved does not exceed your normal sprint. After using Wildfire, your reaction does not drop to 0. Requires Running Bull.
Endurance:Rank I:Catch My Breath: As a full action, you can recover 1 spirit. You may only perform this ability once an hour.
Surprising Fortitude: You shrug off diseases and most poisons with ease. You have a chance of surviving the most deadly and lethal toxins in reasonable amounts.
Tough Guy: You can use a secondary action to ready yourself for a blow. For the next full round, 1 damage you take is delivered to spirit instead of life. This ability doesn't function if you have a spirit of 0.
Vigorous: Your maximum spirit increases to 11.
Rank II:Healthy: Your maximum life increases to 11.
Hemophobia: You stop bleeding after you've taken damage from it three times.
Just Getting Started: You do not become tired until your spirit reaches 3 or below.
Resilient: You ignore the first 1 physical damage you take each round.
Weight Watcher: As far as anyone can tell, you don't need to eat food. You may occasionally need to drink water.
Rank III:Energetic: Your maximum spirit increases to 14. Requires Vigorous.
Feed Your Rage: After you've defeated someone who has damaged you within the last minute, you gain a point of spirit. This effect can only occur once a minute.
Punching Bag: You can use a secondary action to ready yourself for a blow. For the next full round, 2 damage you take is delivered to spirit instead of life. This ability doesn't function if you have a spirit of 0. Requires Tough Guy.
Rank IV:Constant Commotion: You do not become tired. You can still become very tired, however. Requires Just Getting Started.
Fast Regeneration: You heal 1 point of life every day instead of every week. (Robotic creatures that previously did not regenerate still gain this benefit.) You regain 1 point of spirit every minute instead of every ten.
Tough Skin: You ignore the first 2 physical damage you take each round.
Toughness: Your maximum life increases to 14. Requires Healthy.
Rank V:Inch of Life: You can use a secondary action to ready yourself for a blow. For the next full round, 3 damage you take is delivered to spirit instead of life. This ability doesn't function if you have a spirit of 0. Requires Punching Bag.
No Time to Bleed: You can use a point of spirit to instantly cease bleeding and become immune to bleed effects for the next minute. Requires Hemophobia.
Spirited: Your maximum spirit increases to 17. Requires Energetic.
Rank VI:Sanguine: Your maximum life increases to 17. Requires Toughness.
Second Chance: If you are at 2 life or above, an attack that would bring you down to 0 life brings you to 1 life instead.
Kinetics:This tree is meant to equally represent those who shoot a variety of attacks or those who specialize in one type of matter or energy control.
Rank I:Barrier: You can add the Barrier ability to your arsenal. As a primary action, you can make a Barrier of energy or loose matter to defend yourself for one round. This barrier deals 1 energy damage to anyone who comes adjacent to you this round. Using Barrier requires 1 point of spirit.
Kinetic Attacks: You gain access to Kinetic versions of any melee (including unarmed) or ranged attacks you possess; these attacks deal an additional 1 energy damage. Kinetic Attacks are considered and selected as separate abilities in your arsenal from their mundane counterparts (even unarmed attacks), and require 1 point of spirit to use.
Energy Healing: When placed near a plentiful but non-lethal source of your chosen energy or matter (such as pure water in a calm lake, or near a bonfire) you regain 1 additional point of life a day and one additional point of spirit every minute.
Rank II:Absorb: As a secondary action, you can ready yourself to negate 1 point of energy damage per attack for the next full round. If you do absorb such an attack, you gain spirit equal to the damage negated. Absorb requires 1 point of spirit to use. Using this ability lowers your reaction by 1.
Kinetic Barrier: Your Barrier ability grants cover, giving a +1 bonus to evasion but a -1 penalty to accuracy. This ability requires Barrier.
Projected Barrier: You can target your Barrier on a square within 10 spaces. The barrier is 2 squares high and 1 square wide, and does not harm a creature inside that fits, but does hurt anyone that passes through the square. This ability requires Barrier.
Retaliatory Barrier: At your option, your Barrier ability deals damage to anyone who makes a melee or ranged attack at or through its occupants. A Retaliatory Barrier does not deal damage to merely adjacent targets, or to someone on the inside attacking the outside. This ability requires Barrier.
Shove: When you successfully damage someone with energy, you may use a point of spirit to shove them up to two spaces in one direction of your choice.
Rank III:Energy Blast: You gain access to Pure Energy versions of any Melee or Ranged attacks you posses; these attacks deal an additional 2 damage, and all damage done is energy. Pure Energy Attacks are considered and selected as separate abilities in your arsenal from their mundane counterparts (even unarmed attacks), and require 2 points of spirit to use.
Energy Wave: You can add the Energy Wave attack to your arsenal. Energy Wave requires 2 points of spirit to use.
Kinetic Shove: When you successfully damage someone with energy, you may use a point of spirit to shove them up to ten spaces in one direction of your choice. If shoved upwards, they do not fall this round, but on the next round. This ability requires Shove.
Kinetic Stop: When you successfully damage someone with energy, you may use a point of spirit to hold them in place; they cannot sprint, fall or be shoved for the next full round. Other abilities that can be performed as a sprint action can still be used. This ability requires Energy Shove.
Multi Barrier: As a secondary action, you may create one additional barrier this round. You may use points of spirit on a 1 for 1 basis to control more. This ability requires Barrier and Projected Barrier.
Solid Barrier: As a secondary action that costs 2 points of spirit, you may make your barrier of solid energy or packed matter. It is an impregnable wall for one full round and does not deal damage. A solid barrier cannot be placed in an area already being occupied unless at least one of the occupants is you. This ability requires Barrier.
Wide Barrier: As a secondary action, you may increase the size of your barrier this round to Cube 2. You may use points of spirit on a 1 for 1 basis to enlarge the cube. This ability requires Barrier.
Rank IV:Consume: Your Absorb ability can negate 3 points of damage per attack. Requires Absorb.
Fast Healing: When placed near a plentiful but non-lethal source of your chosen energy or matter (such as pure water in a calm lake, or near a bonfire) you regain 1 additional point of life an hour. Requires Energy Healing.
Kinetic Suspension: Your Kinetic Shove and Kinetic Stop abilities do not need to damage their subject to work, just successfully hit; you may suppress the damage freely. You may target yourself with these abilities as a sprint action that requires 1 point of spirit. Kinetic Suspension requires Kinetic Shove or Kinetic Stop.
Lingering Barrier: You may use a point of spirit to make your Barriers last longer; lingering barriers last every round after the first that you use a secondary action to maintain the barrier, up to one minute. This ability requires Barrier.
Lingering Strike: You deal an additional 1 energy damage to a target the round after you successfully damage them with an energy attack.
Rank V:Deadly Barrier: Your Barrier deals an additional 1 damage to anyone who comes in contact with it. This ability requires Barrier.
Deflect: As a primary action, you can prepare to ricochet the first ranged attack fired at you for the next full round. If the attack would ordinarily hit, you can instead redirect it at another target within range as though you were the attack's originator. Deflect requires 2 spirit to use.
Energy Flash: You can add the Energy Flash attack to your arsenal. Energy Flash requires 2 points of spirit to use.
Mixed Barrier: You may use any two of the following abilities at once, provided that you already know them: Multi Barrier, Solid Barrier, Wide Barrier.
Rank VI:Conservation: Your Kinetics abilities take 1 less spirit to use.
Overdrive: You can drastically overpower a Kinetics attack in your arsenal by focusing on it for the next minute. When the attack is fired, a targeted attack completely destroys 1 cube of matter in its targeted square, plus another adjacent cube per point of damage. An area attack completely destroys all cubes of matter in its area. Anyone in the destroyed cubes is killed, utterly, unless they are somehow immune to damage. Using Overdrive requires 5 points of spirit in addition to the attack's normal cost.
Geomancy:This tree is most closely tied to the druidic and wizardly traditions.
Rank I:Glyph: You can add the Glyph to your arsenal. A Glyph is a mark of arcane power that can be placed as a full action on something within 10 spaces. When placed on a creature or object, the subject is marked as magical, and can thus be located more easily. At your option, the Glyph may be visible to those who cannot detect magic. A Glyph lasts for a week ordinarily. Using Glyph requires 1 point of spirit.
Additionally, you gain the ability to remove adjacent Glyphs placed by someone with equal or lower ranks in Geomancy. Erasing a Glyph takes a full action.
You may not have any of your Glyphs within 5 spaces of each other. Should this happen for any reason, all of the Glyphs within range simultaneously disappear.
Gust: As a secondary action, you can create a gust of wind that shoves the target 1 space in any direction. Your subject must be within 10 spaces.
Light and Sound: As a primary action, you can amplify or muffle ambient light and sound by a factor of 1000. This is enough to create bright light from starlight, daylight from lamp light, or shift a sound about 100 decibels. You cannot actually create or destroy either, however.
See Magic: As a secondary action, you are immediately aware of all sources of magic - including fey - within 10 spaces. If you spend a point of spirit, you can identify each magic source uniquely. Exceptionally powerful magic may be detected well beyond that range.
Tricks of the Trade: You can spontaneously produce small animals and handkerchiefs from your person.
Rank II:Gloom: Living creatures become extremely uncomfortable and anxious within the presence of your glyphs (at your option.) As long as they are adjacent to a Gloom Glyph, they take a -1 penalty to resolve. Requires Glyph. A Glyph can only have one word attached to it at a time.
Locate: By concentrating for a minute, you may immediately become aware of the precise location of one of the active Glyphs you have laid. Using Locate Glyph requires a point of spirit. Requires Glyph. A Glyph can only have one word attached to it at a time.
Seal: When your Glyph is placed upon a door, window, or other portal you may opt to bar fey from entry; no fey can enter a Sealed door. Requires Glyph. A Glyph can only have one word attached to it at a time.
Tremor: As a primary action, you can greatly amplify local seismic activity, creating a minor localized earthquake. All creatures within 5 spaces of you (except yourself) are shoved 1 space in a random direction and lose 1 reaction. You can only use Tremor if you are standing on the ground. Using Tremor requires 1 point of spirit.
Walk on Water: By using a secondary action, this round you can walk on water as easily as you do land.
Rank III:Defend: Your Glyph reactively burns those with hostile intent against either you or the subject of the Glyph, dealing 1 damage to the first adjacent hostile creature it senses before fading away. Requires Glyph. A Glyph can only have one word attached to it at a time.
Entangle: As a primary action, you can summon local plant matter or loose debris to cover up to 8 squares within 10 spaces. The squares become difficult to cross, requiring two spaces of movement, and make excellent handholds for climbing.
Fast Glyph: You can place a Glyph as a primary action. Requires Glyph.
Gravity: As a primary action, you can greatly amplify local gravity on a subject within 10 spaces for the next minute. If you target a creature or object, all creatures within 10 spaces of the object are shoved 1 space towards the object every round. If you target the earth itself, no one is able to leap, fly or hover within the given area.
Summon Object: You can summon a handheld personal effect to your hand as a primary action. If the distance summoned is greater than 10 squares, the item can take anywhere from a few minutes to a few hours to arrive - but it will come as long as you are not barricaded by an impenetrable or unavoidable barrier, or more than 50,000 kilometers away.
Weather: By concentrating for an hour, you can change the weather within a 10 km radius. The weather cannot be a violent change - rain to shine is possible, but tropical storm to heat wave is not.
Rank IV:Resonance: When you attack someone, you may opt to delay the damage from the attack up to 3 rounds. The attack increases in damage by 1 point for every round that you delay the damage. This ability only applies to attack damage, not damage from any other source.
Subtle Magic: If you expend an additional point of spirit whenever you use a magic ability, the magic becomes undetectable to anyone with fewer ranks in Geomancy than you.
Wind Force: As a secondary action, you can create a gust of wind that shoves the target 5 spaces in any direction. Your subject must be within 10 spaces. Requires Gust.
Rank V:Divination: As an hour-long ritual, once per week you can peer into the murky mists of the ley and see what they predict. You get a vague and unclear vision of the future. You can try to specify what the vision should be of, but there is no guarantee that you will be able to direct the vision, and trying too hard may result in your divination failing.
Focus Magic: As a primary action, you can hone the magic in your body. The next magical ability you use within a minute requires 2 less spirit. This has no effect on abilities with a mundane or technological origin.
Rapid Glyph: You can place a Glyph as a secondary action. Requires Fast Glyph.
Reflect Magic: As a primary action, you can ready yourself to cancel the next magical ability used within a full round within 10 spaces of you. This has no effect on abilities with a mundane or technological origin.
Rank VI:Violence of Nature: As a full action, you call upon the fury of nature to strike a specific square (not person, but square) within 10 spaces of you. Targeting is done at the beginning of your full action, but the ability is not fired until the end. It becomes extremely obvious that you are doing something dangerous upon initiating the action; you glow, winds start to blow, etc.
The exact nature of this ability depends on the local area; in Southern California it may be a sudden stalagmite, on a Pacific Isle a magma flow or tidal wave, in Britain a lightning strike. The ability always deals 10 physical or energy damage, stuns the target, and is unavoidable. If you are damaged before your full action completes, you are stunned. Using Violence of Nature requires 7 points of spirit.
Interpersonal Skills:Rank I:Cool Cat: You automatically are considered 1 step higher on the attitude step chart (see below) with strangers and casual acquaintances. This has no effect on people who know and are familiar with you, though a long time of separation may reduce them to the level of 'casual acquaintance.' You have charm and poise, and the good looking waiter in the corner wants your number.
Cool Customer: You spend 1 less composure to make a sincere statement. (See below):
There is little difference between truth or lie in this system by default, as what matters most is how convincingly you can say something, an act that costs a listed amount of composure. A lie will be one step harder to pass off in most cases, however. Also note that outrageous statements are completely impossible to pass in most situations - maintaining composure while talking only helps your credibility, it does not certify it.
If you are unable to make the composure cost to pass a statement, it becomes extremely likely that you are disbelieved - but again, it's not an absolute.
- Difficulty|Cost
- Minor|0
- Medium|1
- Major|2
- Supreme|4
- Outrageous|8
Examples:- Minor Lie: Faking it. ...Yeah, 'it'. This is a family-friendly system resource document. 'It' is just... cookies. Yes. Cookies.
- Minor Truth or Medium Lie: "I don't know where your cookies went." "You look good in that dress."
- Medium Truth or Major Lie: "Read my lips: No new taxes," "I did not have relations with that woman," "Don't bet on Horse 8, it's a sure wi- loser," "You have to believe me, I may have a criminal record but I don't want to go back! I didn't do it!"
- Major Truth or Supreme Lie: Admitting before a jury at a televised court case that you did beat your wife regularly and approximately 3 minutes before her estimated time of death, but you would never kill her.
- Supreme Truth or Outrageous Lie: "The President just kicked a guy out of the cargo door of his jumbo jet!"
- Outrageous Truth: "The people really did hop out of the comic book and come to life!"
Demoralized & Determined: As a secondary action, you may spend 1 spirit to regain 1 composure.
Flame Warrior: You may wager 1 composure when you use your Pressure attack. If the attack hits, it deals an extra 2 damage; if it misses, you lose 1 composure.
Rank II:Composed: Your maximum composure increases to 11.
Rapier Wit: Your Pressure attack increases penetration by 1.
Rock Steady: You do not get perturbed until your composure drops to 3 or below.
Sweating 'Em Out: At your option, you increase the difficulty of speaking sincerely to you by 1 step. This can be due to noticing and pointing out nervous twitches, or being generally intimidating, among other reasons.
Rank III:Cooler Customer: You spend 2 less composure to make a sincere statement. Requires and overlaps Cool Customer.
Just Politics: If making a statement of sincerity would cause you to drop to 0 Composure, you may ask the GM or the player if the character would believe you. If not, you can modify your behavior appropriately and take half the damage as spirit damage instead. If you have a spirit of 0, this ability does not function.
Life of the Party: As Cool Cat, but 2 steps. Requires Cool Cat.
Tongue-Lasher: Your Pressure attack deals 1 more damage.
Rank IV:Imperturbable: You do not get perturbed, though you can still be very perturbed. Requires Rock Steady.
Resolute: You gain a +1 bonus to Resolve.
Serene: Your maximum composure increases to 14. Requires Composed.
The Last Word: Your Pressure attack gains an additional +1 penetration if you have dealt the target composure damage within the last minute.
Rank V:Critical Words: On a result of 6, a successful hit with Pressure deals double damage. Requires Flame Warrior.
Ice Man: You spend 3 less composure to make a sincere statement. Additionally, you can say lies with the same ease as you do truths.
Verbal Veteran: Once per round, when attacked by an effect that would reduce your composure, you may instead use 1 point of spirit to ignore the effect. Requires Demoralized & Determined.
Rank VI:Tranquility: Your maximum composure increases to 17, and you regain 1 composure a minute (rather than 1 every ten). Requires Serene.
Life and Spirit:Rank I:Dead Tired: As a secondary action, you may use up a number of your life points to gain an equal number of spirit points.
Life Touch: As a primary action, you can stop bleeding and cure hamstring on yourself or an adjacent living creature.
Parasitic Touch: You can add the Parasitic Touch attack to your arsenal. Parasitic Touch requires 1 point of spirit to use.
Rank II:Shield: You can add the Shield ability to your arsenal. As a secondary action, you can negate the first point of damage a living creature within 10 spaces (including yourself) takes this round. Shield requires 1 point of spirit to use.
Soul Mark: You can add the Soul Mark ability to your arsenal. As a primary action, target a living creature within 10 spaces. That creature takes a -1 penalty to its resolve for the next minute. If the creature dies before the Soul Mark ends, you regain all spirit. You can only have one target Soul Marked at a time. Soul Mark requires 1 point of spirit to use.
Spirit Channel: As a secondary action, you can transfer 3 points of your spirit to a living creature within 10 spaces.
Rank III:Blood of Sloth: As a secondary action, the subject of your Soul Mark becomes infested with a vile poison that eats away at its life force. It loses 1 reaction a round while infected with the Soul Mark. Your Soul Mark can only be infused with one type of Blood at a time. Requires Soul Mark.
Blood of The Many: As a secondary action, the subject of your Soul Mark becomes infected with a rapid contagion. If it is bleeding, all creatures adjacent to the original subject are effectively under the effect of the Soul Mark. Your Soul Mark can only be infused with one type of Blood at a time. Requires Soul Mark.
Life Funnel: You can designate a living creature within 10 spaces of you to gain the benefit of your regeneration and you the brunt of his pain. Any time you would regain a point of life, the target instead regains that life. Similarly, any time he would take life damage, you take that life damage instead. If trying to let a recipient benefit from your normal life regeneration, they must be linked directly to you for at least a third of the regeneration period.
Life Funnel can be activated or deactivated as a primary action.
Reach of the Parasite: Your Parasitic Touch attack can be used as a light ranged attack with a range of 5 instead of a light melee attack. Requires Parasitic Touch.
Second Wind: As a secondary action, you may use up a number of your life points to gain twice that number of spirit points. Requires Dead Tired.
Status Shield: The subject of your Shield cannot be hamstrung or blinded this round. If he is already hamstrung or blinded, this ability does not remove those conditions.
Rank IV:Acid Blood: As a secondary action, the subject of your Soul Mark has their blood turn to a painful corrosive. They take 1 energy damage every round until they bleed. Your Soul Mark can only be infused with one type of Blood at a time.
Big Shield: As a primary action, you alter your already active Shield to guard against 3 points of damage this round, as well as the Stun effect. Big Shield requires 2 points of spirit. Requires Shield and Status Shield.
Blood Shield: The target of your Soul Mark takes 1 damage for each point of damage absorbed by your shields each round. You can turn this ability on or off as a secondary action. Your Soul Mark can only be infused with one type of Blood at a time. Requires Shield and Soul Mark.
Bubble Shield: As a primary action, you alter your already active Shield to affect up to 5 allied living creatures (including yourself) within 10 spaces. Bubble Shield requires 2 points of spirit. Requires Shield.
Lifeforce Sense: As a secondary action, you are aware of all living creatures within 5 spaces of you. If you spend a point of spirit, you can identify each living creature uniquely.
Life Link: Your Life Funnel has improved. Whenever you or the target of your Life Funnel gains a point of life, you both do; however, whenever you or the target takes damage, you both do. Requires Life Funnel.
Rank V:Aura of Life: All living creatures within 10 spaces of you immediately cease bleeding. You can suppress or unsuppress this aura as a primary action.
Distant Parasite: Your Parasitic Touch ranged attack increases range to 15. Requires Reach of the Parasite.
Greater Parasite: Your Parasitic Touch attack deals +1 life and spirit damage and restores an additional point of life. Requires Parasitic Touch.
Life Channel: As a secondary action, you can channel 3 points of your life to a living creature within 10 spaces of you. Requires Life Funnel.
Rank VI:Rebirth: You can resurrect a living creature that has died within the last day. Resurrection requires an hour of concentration next to the deceased's mostly intact corpse. Internal foreign objects that caused the creature to die, such as traces of cyanide or cancer, are not cured. If the target of your Rebirth is already alive, then you can restore any missing limbs or faculties to the creature.
Spirit Fountain: As a primary action, you can fill yourself with spirit; your spirit immediately becomes infinite for the next minute. At the end of this minute (12 rounds), your spirit drops to 0. Spirit Fountain requires 2 life to use.
Marksmanship:Rank I:Steady Grip: You take no penalty when using your ranged attack from partial cover. You still cannot use your ranged attack through complete cover.
Snapshot: Your ranged attacks gain +1 accuracy if you an attack an opponent on the same round they enter your line of sight.
Rank II:Pinion Shot: You may declare your next standard ranged attack to be a Pinion Shot. Pinion Shots deal 2 less damage but always Hamstring the target until they get care.
Rain of Fire: You can use your heavy ranged attack to shoot a Cube 2 area within range. Rain of Fire attacks have 2 more accuracy and deal half damage. Using Rain of Fire requires a point of spirit.
Trick Shot: You may declare your next light ranged attack to be a Trick Shot. Trick Shots deal 1 less damage and cannot have a secondary effect, but ignore anything but complete cover.
Rank III:Double Shot: You can use your standard ranged attack twice as a full action. However, the Double Shot does not gain benefit from Take Aim, deals 2 less damage per attack, and cannot have a secondary effect besides bleed. Double Shot requires a point of spirit.
Faster Aim: You can Take Aim as a primary action, rather than a full action. You still lose your aim if you are damaged before you can take the attack.
Shot-Fu: After making a successful melee attack, you may use a point of spirit to make a light ranged attack as a secondary action.
Rank IV:Fan of Death: You can use your light ranged attack on four people within Range 5. Fan of Death attacks have 1 less accuracy and require a point of spirit.
Persistent Aim: Your Take Aim action does not fail when an opponent moves, or you move. Taking damage still ends the effect, however. Requires Faster Aim.
Suppression Fire: You may use a secondary action to make your next standard or heavy ranged attack very effective against anyone without cover. Suppression Fire gains +2 bonus accuracy against targets without cover, but automatically misses any target who does have cover.
Rank V:Far Reach: Your standard and heavy ranged attacks (and special attacks, like Rain of Fire) have double their usual range.
Point Blank: Your light ranged attacks deal an extra 2 damage to targets within 3 squares of you.
Hammer Tactics: You may use your heavy ranged attack to target an enemy's cover directly. The attack does no physical damage, but deals 3 composure damage to the enemies taking cover, pushing them towards the scared and horrified conditions. Requires Suppression Fire.
Rank VI:Sniper Shot: When you Take Aim with a ranged weapon, you may forego the accuracy increase; instead, if the attack hits, it deals triple damage. Using this ability lowers your reaction by 1.
Running Shot: You can charge and make ranged attack in the same deft movement. As a full action, you may move up to your sprint distance and then make a standard or light ranged attack in the same phase. Unlike most full actions, this ability triggers in the phase that you use it, not in the next phase. Using Running Shot decreases your accuracy by 1, but increases your evasion for a full round by 2.