Gunner

GUNNER

Gunner%20Tree.png

The Gunner is a job focused around the DEX attribute and Firearms, which uses Special Ammo to further increase the usefulness of each shot they take. Gunners are your primary backline attackers, which focus on dealing large damage to single targets. Keep in mind that each Firearm has a specific number of Ammo, and that they can only Shoot that many times before they need to be reloaded. They're also well suited to keeping the pressure up on armored targets!

Firearm Pressure While not limited strictly to gunners, all Firearms apply an extra [DEX] Stress to targets which currently have more than 0 AP when they make a Firearm attack against them, regardless of AIM result.

Special Ammo Certain Passive Skills for the Gunner grant access to Special Ammo. When equipped with a Firearm, Special Ammo can be loaded into them and activated when you Shoot with the Firearm in question. It can be loaded even during your initial combat preparations, not just while reloaded mid-combat. Each Special Ammo loaded into a firearm in this way replaces a normal ammo, but when firing you can choose which type of ammo to use with each Shoot performed. When a Special Ammo is used with an attack, it grants different bonuses, all of which are unique. Each Special Ammo can only be used once per combat, but you gain a new set of any special ammo you expended after the battle ends, so use them when you can!

Gear

Gunners are capable of using all Advanced Firearms, though certain evolution branches might gain access to additional types of gear.

Base Job

Inherent Stat Increases
DEX+2
HP: +30

Preparation Skills
Take Aim. [Skill]. [Single]. Mark a single combatant. The first time you perform a Shoot against the Marked target, remove the mark and then roll to AIM twice, choosing whichever roll you prefer.

Desperation Skills
Parting Shot. [Firearm]. [Single]. Perform a Shoot against a single target.
Special. This Skill cannot be used with Special Ammo. This Skill also does not consume normal ammo when used, and does not require the Firearm to have any current ammo, only that the Firearm is equipped.

Passive Skills
Impact Round. Gain access to a new Special Ammo: the Impact Round. When used, increase the base AIM Result damage of the Firearm by x1.25

Homing Shot. Gain access to a new Special Ammo: the Homing Shot. When used, increase the result of the AIM roll by +3 for the attack.

Tier 1 Jobs

Bomber

Prereq: Must have Gunner mastered.
Evolution Bonuses: +1 INT. +5 HP. Gain access to Advanced Tools.
Choose one: +1 to any Attribute. OR, +1 Max Luck.

Integral Skill
Delayed Fuse. [Trap]. [Single]. [Forceful]. Has 1 Charge. This trap may be placed into a tile already occupied by a combatant - if so, it will activate if they do not move off of it on their next turn, but otherwise functions as a normal trap and will activate if anyone else moves on top of it. Deals [INTx6] damage when activated.

Quick Skill
Hand Grenade. [Bomb]. [AoE]. [Multi-Hit]. Has 2 Charges. Deals [INT] damage to a single tile, and all four adjacent spaces. If you did not perform a Strike or Shoot this round, deal +[DEX] additional damage with the Hand Grenade.

Passive Skills
Demolitions Expert. You can Shoot at Traps laying on the combat grid. Doing so destroys them in an explosion, causing them to immediately deal half the trap's damage, +[DEX] more, to any combatant in an adjacent space.

Arced Shot. Gain access to a new Special Ammo: the Arced Shot. When used, your Shoot will always hit the combatant you fired it at, regardless of any blocking or redirecting effects the enemy may have in place. (You still have to roll to AIM, however)

Fragmenting Round. Gain access to a new Special Ammo: the Fragmenting Round. When used, after performing the Shoot, generate up to four Fragment Traps in the tiles adjacent to the target if empty. Each Fragment does [INT] damage when a combatant moves onto the tile, or attempts to pass through it.

Skirmisher

Prereq: Must have Gunner mastered.
Evolution Bonuses: +5 HP. Anytime you Reload a 1 Slot Firearm, you may Reload a second 1 Slot Firearm at the same time.
Choose one: +1 to any Attribute. OR, +1 Max Luck.

Preparation Skill
Quick Draw. [Firearm]. [Single]. Perform a Shoot against a single combatant, while applying -2 to the AIM result.

Integral Skill
Run And Gun. [Firearm]. [Single]. Move to a different section of the combat grid, then Shoot.

Quick Skill
Hair Trigger. [Firearm]. [Single]. [Limited]. Perform another Shoot against a single combatant.
Special: May only be performed with a Simple non-Forceful Firearm, and may only target a combatant you used a Shoot against. You cannot use Special Ammo during this Skill.

Passive Skills
The Closer. Gain access to a new Special Ammo: the The Closer. If this is the final Ammo in the Firearm when used, deal x1.4 damage with the attack.

Reusable Round. Gain access to a new Special Ammo: the Reusable Round. When used, instantly load 2 normal ammo into the Firearm used.

Marksman

Prereq: Must have Gunner mastered.
Evolution Bonuses: +5 HP.
Choose one: +1 to any Attribute. OR, +1 Max Luck.

Integral Skill
Go To Roost. [Skill]. [Self]. Move to a different location on the combat grid, Reload all Firearms you have equipped, and deal +1d12 damage with your next Shoot.

Quick Skills
Steady Hand. [Firearm]. [Self]. You have +2 AIM when performing a Shoot with a Forceful Firearm this turn. If you fail to Hit or Crit your target, apply an extra [DEX] Stress to them.

Reassess. [Firearm]. [Self]. Trade any currently loaded Ammo with another kind. (This does not let you increase the ammo count in the Firearm, just change what is loaded and ready to shoot.)
Special: The first time you perform this Skill each encounter, it can be done as a free action, rather than a Quick. Any subsequent uses in the same encounter take a Quick action as normal.

Passive Skills
Heat Seeker. Gain access to a new Special Ammo: the Heat Seeker. When used, your Shoot ignores any EP the target has when dealing damage, skipping to AP.

Armor Piercing Bullet. Gain access to a new Special Ammo: the Lethal Round. When used, your Shoot ignores any AP (but not EP) the target has when dealing damage, skipping to HP.

Evoker

Prereq: Must have Gunner mastered.
Evolution Bonuses: +1 SPR. +5 HP. +20 MP. Gain access to Advanced Implements.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max MP.

Primary Skill
Gunpowder Rites. [Skill]. [Self]. Select a single equipped Firearm and Reload it. Your next Shoot or Spell deals +1d12 damage on its first hit. You begin Chanting, as well.

Magic Shot. [Spell]. [AoE]. [Multi-Hit]. MP: 20. Perform your implements Inherent Spell, and additionally apply [DEX] Stress on all combatants within the AoE, regardless of AIM Result.
Lingering Effect: The first Shoot you perform this round deals +[SPR] bonus damage.

Passive Skills
Spell Glyphs. Anytime you perform a Spell, form a Glyph around a single equipped Firearm. The next time you Shoot the Firearm, deal +1d12 damage for each Glyph attached to it and remove them.

Electric Bullet. Gain access to a new Special Ammo: the Electric Bullet. When used, deal +[SPRx2] bonus thunder damage to the target.

Burst Round. Gain access to a new Special Ammo: the Burst Round. When used, deal +[SPR] bonus damage to the initial target and any adjacent combatants.

Novice Agent

Prereq: Must have Gunner mastered.
Evolution Bonuses: +1 STR. +15 HP. Gain access to Advanced Weapons.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max HP.

Integral Skill
Combat Load. [Tech]. [Single]. Perform a Strike against a single combatant. Then choose a single Firearm and Reload it.

Quick Skill
Gun Kata. [Tech]/[Firearm]. [Single]. [Limited]. Perform another Strike or Shoot against a single combatant.
Special: May only be performed with non-Forceful Weapons and Firearms. May only be performed after a Strike or Shoot, and must be used to perform the opposite option. Does not apply or consume Momentum, and cannot use Special Ammo. (ie, if you Strike with your Primary Action, you must Shoot with Gun-Kata, while if you Shoot with your Primary Action you must Strike with Gun-Kata,)

Passive Skills
Point Blank. When you perform a Shoot from a melee position against a target also in a melee position, deal +1d6 bonus damage.

Smokey Round. Gain access to a new Special Ammo: the Smokey Round. When used, in addition to dealing damage, grant yourself [DEXx2] EP.

Lucky Bullet. Gain access to a new Special Ammo: the Lucky Bullet. When used, in addition to dealing damage, grant yourself +1 Luck.

Tier 2 Jobs

Grenadier

Must have Must have Bomber mastered.
Evolution Bonuses: +5 HP.
Choose one: +5% Max HP, MP and PP. OR, +1 Max Luck.

Preparation Skill
Secret Stash. [Skill]. [Self]. Gain [INT] EP, then select one Bomb type Skill that you know. It gains +1 additional Charge for this encounter.

Integral Skill
Explosive Gambit. [Trap]. [Single]. Place an Improvised Trap in an empty tile on the enemy grid, then gain +1 Hand Grenade Charge.

Primary Skill
Cluster Bomb. [Bomb]. [AoE]. [Multi-Hit]. Has 1 Charge. Deals [INTx4] damage in a 5 tile plus pattern.

Quick Skill
Condensed Bomb. [Bomb]. [Single]. [Standard]. Has 1 Charge. Deals [INTx3] damage to a single target. If you did not perform a Strike or Shoot this round, deal +[DEX] additional damage with the Condensed Bomb.

Passive Skill
Sticky Bomb Ammo. Gain access to a new Special Ammo: the Sticky Bomb Ammo. When used, the next time a combatant hit by this Ammo activates a Trap or is hit by a Bomb, they take +[INTx3] bonus damage

Gear-Head

Must have Bomber or Skirmisher mastered.
Evolution Bonuses: +5 HP. (Gain access to Advanced Tools and +1 INT if you did not have them already.)
Choose one: +5% Max HP, MP and PP. OR, +1 Max Luck.

Integral Skill
Scrap Buster. [Bomb]. [Single]. [Forceful]. Has 1 charges Deals [INTx4] damage to a single combatant. Deal an additional +[INT] damage for each Ammo you've used with "Attachment" in the name since the last use of Scrap Buster this encounter, then remove the bonuses from the Firearm they were effecting.

Quick Skill
Improvised Bullet. [Skill]. [Self]. Consume 1 Charge from any Bomb skill you know, and load 1 Normal Ammo into any Firearm you have that isn't at maximum ammo capacity.

Passive Skill
Chain Reaction. Anytime you Shoot a target that was hit by a Bomb last round, deal +[INT] bonus damage.

Laser Sight Attachment. Gain access to a new Special Ammo: the Laser Sight Attachment. After being used, any Shoots perform with the Firearm that used this ammo will have +1 AIM for the rest of the encounter.

Roaring Carbine Attachment. Gain access to a new Special Ammo: the Roaring Carbine Attachment. After being used, any Shoots perform with the Firearm that used this ammo will deal +1d12 bonus damage for the rest of the encounter.

Gunslinger

Must have Skirmisher mastered.
Evolution Bonuses: +10 HP.
Choose one: +5% Max HP, MP and PP. OR, +1 Max Luck.

Quick Skill
Empty Clip. [Firearm]. [Self]. The next time you perform a Shoot, reduce the Ammo on the Firearm used to 0, regardless of how many Ammo it had remaining. For each extra Ammo spent on this attack, deal +1d12 bonus damage and gain +1 AIM.

Passive Skill
Double Tap. If you perform more than one attack against a single target on your turn, gain +1 AIM for the second attack and beyond.

Cross Fire. The first time each encounter that your Armor is destroyed, you may perform one additional Shoot upon the target that destroyed it on your next turn as a free action.

Hot Shot. Gain access to a new Special Ammo: the Hot Shot. When used, inflicts +[DEX] additional Pressure, and the target must move 1 space at the start of their next turn before acting.

Quick Shot. Gain access to a new Special Ammo: the Quick Shot. When used, deals x1.5 damage if you're the first person in your party do to anything other than Sustain or Linger a Spell during the round.

Sniper

Must have Must have Marksman mastered.
Evolution Bonuses: +5 HP.
Choose one: +5% Max HP, MP and PP. OR, +1 Max Luck.

Passive Skills
Sniper's Nest. Each time you take a turn without moving, deal +1d12 bonus damage when you Shoot. This effect can stack by staying in place for multiple rounds.

Called Shot. Anytime you roll a Crit on an AIM Result, deal +[DEX] bonus damage. If the attack has an AIM Result table but no Crit result, instead choose a number between 1 and 12. Rolling the chosen number will cause the bonus damage for the attack instead.

Bonus Round. Each time you Load a Firearm, including at the start of combat, add +1 Normal Ammo into the chamber above its normal maximum value. This extra Ammo must be a Normal Ammo, and not Special.

Phantom Bullet. Gain access to a new Special Ammo: the Phantom Bullet. When used, if the initial target of the attack has an target behind them in the same column, deal half damage to one of them.

Named Bullet. Gain access to a new Special Ammo: the Named Bullet. Write the name of a single combatant on the bullet when it's loaded into a Firearm. When used against this combatant and this combatant only, deal +[DEXx3] bonus damage upon a Hit or Crit, or apply [DEXx2] Stress on a result that deals no damage.

Witch

Must have Marksman or Evoker mastered.
Evolution Bonuses: +5 HP. +5 MP. (Gain access to Advanced Implements and +1 SPR, +10 MP, if you did not have them already.)
Choose one: +5% Max HP, MP and PP. OR, +1 Max Luck. OR, +10% MP.

Primary Skill
Guiding Light. [Spell]. [AoE]. [Multi-Hit]. MP: 25. Grant yourself and all allies a buff: The next each combatant performs a Strike or Shoot, it deals +[SPRx2] bonus damage and has +1 AIM.
Lingering Effect: Increase the damage of any damage buff granted by this Spell which hasn't been used yet by an additional +[SPR].

Desperation Skill
Hope For Tomorrow. [Skill]. [AoE]. [Multi-Hit]. Grant all your allies [SPRx2] MP and PP, +1 Normal Ammo in any Firearms they have equipped, and +1 Charge to a single Trap, Gadget, Bomb or Potion Skill they know. Additionally, grant them +2 AIM on the first AIM roll they make this turn.

Passive Skill
Weave Lock. While you're Chanting, you have +1 AIM when Shooting.

Glowing Round. Gain access to a new Special Ammo: the Glowing Round. When used, the combatant hit by the attack takes +[SPR] bonus damage from all sources for the remainder of the round.

Ether Shot. Gain access to a new Special Ammo: the Ether Round. When used, your allies deal +[SPR] bonus damage with their own attacks for the remainder of the round.

Mystic

Must have Evoker mastered.
Evolution Bonuses: +5 HP. +5 MP.
Choose one: +5% Max HP, MP and PP. OR, +1 Max Luck. OR, +10% MP.

Preparation Skill
Consecrate. [Skill]. [AoE]. Select a 2x2 tile square, and form Glyph's around all your Firearms equal to the number of enemies inside the square. Anytime an enemy's Armor is Destroyed, or is Defeated within this square, form another Glyph.

Primary Skills
Metal Anchor. [Spell]. [AoE]. [Multi-Hit]. MP: 30. Deals thunder damage based on AIM result in a 5 tile plus pattern. Then select a single tile within the pattern and designate it as an Anchor Point. The next time you Shoot a Firearm, hit the Anchor Point in additional to your chosen target and the Anchor Point is destroyed.
AIM Results
1-3: Graze! Apply [SPR] Stree.
4-9: Hit! Deals [SPRx3] damage.
10-12: Crit! Deals [SPRx4] damage.

Sealing Circle. [Spell]. [AoE]. [Multi-Hit]. MP: 25. Deals ice damage based on AIM result to the four corner tiles of the enemy combat grid.
Lingering Effect: Deals [SPRx3] ice damage to the four spaces.
1-3: Weak Hit! Deals [SPR] damage.
4-9: Hit! Deals [SPRx3] damage.
10-12: Crit! Deals [SPRx5] damage.

Passive Skills
Flaming Bullet. Gain access to a new Special Ammo: the Flaming Bullet. When used, increase the damage of your first hit by +[SPRx2] and cause it to deal Fire damage.

Freezing Bullet. Gain access to a new Special Ammo: the Freezing Bullet. When used, increase the damage of your first hit by +[SPRx2] and cause it to deal Ice damage.

Intermediate Agent

Must have Novice Agent mastered.
Evolution Bonuses: +10 HP.
Choose one: +5% Max HP, MP and PP. OR, +1 Max Luck. OR, +10% Max HP.

Primary Skill
Breech Strike. [Tech]. [Single]. Perform a Strike against a single target. If you Shoot this target on the same turn, deal +2d6 bonus damage.

Passive Skills
The Devil's Luck. When you spend Luck to adjust your own AIM rolls, gain [DEX] EP immediately. Each time you spend Luck to adjust an enemy roll, gain [DEX] EP on your next turn.

Close Enough. Anytime you attack an enemy, if they have [DEXx3] Current HP or less after damage is calculated and they have no AP, reduce their HP to 0 immediately. Additionally, when you destroy a Minion's Armor, immediately reduce them to 0 HP.

Taser Round. Gain access to a new Special Ammo: the Taser Round. When used, the target may only take a single action on their next turn.

Invigorating Shot. Gain access to a new Special Ammo: the Invigorating Shot. When used, you deal +[DEX] bonus damage with all attacks until you miss an attack, or take AP or HP damage.

Tier 3 Jobs

Elite Grenadier

Prereq: Must have Grenadier mastered.
Evolution Bonuses: +5 HP.
Choose one: +1 to any Attribute. OR, +1 Max Luck.

Primary Skill
Goo Bomb. [Bomb]. [Single]. [Forceful]. Has 1 Charge. Deals [INTx4] damage to a single target. Prevents the target from generating up to [DEXx4] EP on their next turn.

Blast Cap. [Bomb]. [Single]. [Standard]. Has 1 Charge. Deals [INTx4] damage to a single target. If the target is a Gadget, deal +[DEXx2] bonus damage. Additionally, if this targets a tile with a ground/field effect, it will wipe it from the map.

Quick Skill
Fuel Can. [Bomb]. [Single]. [Standard]. Has 1 Charge. Applies [INTx3] Stress to a single target. Applies +[DEX] more if you didn't Strike or Shoot this turn.

Desperation Skill
Bombs Away. [Bomb]. [AoE]. [Multi-Hit]. Deals [INTx3] damage to every enemy on the field. Any isolated target takes +[DEX] bonus damage.

Passive Skill
Explosive Bullet. Gain access to a new Special Ammo: the Explosive Bullet. When loaded, select a single Quick Bomb Skill you know, and remove 1 charge from it. When you fire this Special Ammo, the select Bomb also immediately takes effect at no extra action cost.

Master Gear-Head

Prereq: Must have Gear-Head mastered.
Evolution Bonuses: +5 HP.
Choose one: +1 to any Attribute. OR, +1 Max Luck.

Integral Skill
Bunker Buster. [Bomb]. [Single]. [Forceful]. 1 Charge. Deals [INTx4] damage to a single combatant. Remove all bonuses from "Attachment" type Ammo from your Firearms, but grant all your allies the bonuses that you would have gotten from them to any Strike or Shoot they perform this round.

Quick Skills
Hot Clip. [Bomb]. [Single]. [Standard]. 1 Charge. Deals [INTx2] damage to a single combatant, and gain +2 AIM against them with your next attack. If you Reloaded during this turn, deal +[DEXx2] bonus damage.

Quick Install. [Firearm]. [Self]. If you use an "Attachment" type Ammo this turn, gain it's bonus immediately during the Shoot that activates it.

Passive Skills
Semi-Auto Attachment. Gain access to a new Special Ammo: the Semi-Auto Attachment. After being used, any Shoots perform with the Firearm that used this ammo will apply [DEX] Stress for the rest of the encounter.

Splintering Attachment. Gain access to a new Special Ammo: the Splintering Attachment. After being used, any Shoots perform with the Firearm that used this ammo will deal [DEX] bonus damage to combatants adjacent to the initial target for the rest of the encounter.

Elite Gunslinger

Prereq: Must have Gunslinger mastered.
Evolution Bonuses: +5 HP.
Choose one: +1 to any Attribute. OR, +1 Max Luck.

Desperation Skill
Last Stand. [Firearm]. [AoE]. Perform as many Shoots as you have Ammo in your equipped non-Forceful Firearms immediately, spreading shots out as equally as you can. If you have Special Ammo still loaded into your Firearm, it is converted into Normal Ammo during this attack. (so if you have 3 Ammo left in your half-hex gun and 1 ammo left in your Pistol, and there were 3 enemy combatants up, so you should one of them twice and the other two once each.)

Passive Skills
Quelling Shots. Anytime you Shoot a target, they have a -1 AIM penalty when attacking you on their next turn.

Battle High. Anytime a combatant is defeated or Dazed, gain [DEX] EP.

Barrage Shot. Gain access to a new Special Ammo: the Barrage Shot. When used, your Shoot applies [DEXx3] additional Pressure, and +[DEX] more for any additional attacks you perform against the target during the same turn.

Ricochet Shot. Gain access to a new Special Ammo: the Ricochet Shot. When used, your Shoot can target multiple combatants at once, albeit with a stacking -3 AIM penalty for each combatant past the first you target. (So, normally for the first, -3 AIM for the second, -6 AIM for the third, -9 AIM for the fourth and so on).

Elite Sniper

Prereq: Must have Sniper mastered.
Evolution Bonuses: +5 HP.
Choose one: +1 to any Attribute. OR, +1 Max Luck.

Preparation Skill
Ducks in a Row. [Skill]. [AoE]. Assign each enemy combatant a number, started with one. So long as you continue to attack the enemies only in the order your numbered them, deal +[DEX] bonus damage against them. If you Shoot the combatant assigned number one in the first round, deal an additional +[DEX] (for [DEXx2] total) bonus damage and have +2 AIM with the attack as well.

Desperation Skill
Mutual Destruction. [Skill]. [Single]. Perform a Shoot against the target that Dazed you.
Special: This attack can use Special Ammo, even if it's not currently loaded into your Firearm (so long as it hasn't already been expended), and deals x2 based damage (meaning the Firearm itself's damage, before any damage bonuses or Special Ammo effects).

Passive Skills
Hammer Fall. Anytime you destroy an enemy's Armor, apply [DEX] Stress to all enemy combatants. Anytime you Defeat an enemy or Reload a Firearm, apply [DEXx2] Stress to all enemies.

Patient Shot. Gain access to a new Special Ammo: the Patient Shot. When used, if your Shoot is the last action during the allied round, it deals x1.5 damage.

Reliable Round. Gain access to a new Special Ammo: the Reliable Round. When used, your Shoot has +1 AIM and all other attacks for the rest of the round have +1 AIM against the target as well. If you fail to Hit/Crit with the Reliable Round, apply +[DEX] Stress to the target, and then act as if the Special Ammo had not been used yet, allowing you to load it into a Firearm later in the encounter.

Arch Witch

Prereq: Must have Witch mastered.
Evolution Bonuses: +5 HP. +5 MP.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max MP.

Preparation Skill
Shooting Star. [Skill]. [AoE]. Grant yourself and all allies a buff that makes the first attack you perform this combat deal +[SPR] bonus damage.

Primary Skill
Crystal Dream. [Spell]. [Single]. [Standard]. MP: 25. Deals ice damage to a single combatant, based on AIM Result. Additionally, the next attack against this target has its AIM Result increased by +3.
Lingering Effect: The first attack against the target this round has its AIM Result increased by +2.
AIM Results
1-3: Miss! Deals no damage.
4-9: Hit! Deals [SPRx4] damage.
10-12: Crit! Deals [SPRx6] damage.

Phoenix Tail. [Spell]. [Single]. [Multi-Hit]. MP: 25. Deals fire damage to once combatant in a front row, and one combatant in a back row. For the remainder of the round, successful attacks against either target deal +1d12 bonus damage.
Lingering Effect: Deal [SPR] Stress to two combatants which have not been effected by this Spell yet.
1-3: Miss! Deals no damage.
4-9: Hit! Deals [SPRx3] damage.
10-12: Crit! Deals [SPRx5] damage.

Passive Skill
Shining Shot. Gain access to a new Special Ammo: the Shining Shot. When used, the target of your Shoot has +1 AIM to attacks made against it for the rest of the round.

Ritual Bullet. Gain access to a new Special Ammo: the Ritual Bullet. When used, you may choose to Linger any Spell from last round, even if you weren't the one who originally cast it. Or you may choose a single party member to immediately begin Chanting.

High Mystic

Prereq: Must have Mystic mastered.
Evolution Bonuses: +5 HP. +5 MP.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max MP.

Primary Skills
Fairy-Brass. [Spell]. [AoE]. MP: 20. Perform your Implement's Inherent Spell. Then, select a single Special Ammo you've already consumed this encounter and recreate it, enabling you to reload it into a Firearm and fire it a second time. (This will automatically load the Special Ammo in question, if you have a Firearm not current at Max Ammo.)
Lingering Effect. Load a Normal Ammo into a Firearm that isn't currently at max ammo. This doesn't necessarily need to be your own Firearm.

Nature's Wrath. [Spell]. [AoE]. [Multi-Hit]. MP: 30. Select up to three different targets, dealing damage based on AIM Result. Each target is struck by a different element. Additionally, if any of the targets are adjacent to another, add +[DEX] bonus damage per adjacency. If there are fewer than three targets available, deal +[DEX] additional damage for each missing target, and choose another hit from the attack to inherent the missing element.
Lingering Effect: Deal [SPR] damage of any element to a single target. If they have not been hit by this Spell since the last time it was Cast, apply that much Stress to the target as well.
1-3: Miss! Nothing happens.
4-9: Hit! Deals [SPRx3] damage.
10-12: Crit! Deals [SPRx4] damage.

Passive Skills
Phantom Shot. Anytime you expend Glyphs while performing a Shoot, rather that converting them all into damage, you may convert each Glyph instead into [SPR] Stress to any enemy within your Implement's range, relative to the initial target. You may choose any combination of direct damage and Stress when converting Glyphs during each attack you make. (Forex, if you Shoot a target while having an Implement with a Row attack, converting Glyphs into Stress would apply that Stress to any other enemies in the target of the Shoot's row)

Blessed Shot. Gain access to a new Special Ammo: the Blessed Shot. When used, grants a +[SPR] damage bonus to this attack, a +[SPR] damage bonus to your next attack, and causes the target to take +[SPR] bonus damage from the next attack made against it.

Spirit Shot. Gain access to a new Special Ammo: the Spirit Shot. When used, your Shoot damage is cut in half, but is applied equally to the target's EP, AP and HP. Over flow damage does not carry over how it normally would when Shooting with the Spirit Shot.

Elite Agent

Prereq: Must have Intermediate mastered.
Evolution Bonuses: +10 HP.
Choose one: +1 to any Attribute. OR, +1 Max Luck. OR, +10% Max HP.

Primary Skill
Sabotage. [Tech]. [Single]. Perform a Strike. If the target has any non-Amp penalties effecting them, double the penalty their potency until the end of the next enemy round.

Passive Skill
Return to Sender. Anytime you're missed by an attack made from Melee range, deal [STR] damage to the attacker. Anytime you're missed by an attack made outside of Melee range, deal [DEX] damage to the attacker.

Multi-Task. Anytime you perform an attack after your first during your turn and do not attack the same target, deal +1d6 additional damage.

Flip Shot. Gain access to a new Special Ammo: the Flip Shot. When used, you may move to a different position on the combat grid, and your next Strike deals +[DEX] bonus damage. If you choose not to move, double the bonus damage instead.

Mirage Bullet. Gain access to a new Special Ammo: the Mirage. When used, incoming attacks against you have a -3 AIM penalty until your next turn.

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