General Flairs:
Agile Strike:
Condition: [Weapon Weight] < [Maximum Weight Penalty]
If the character is wielding a [Weapon] with a [Weapon Weight] less than the [Maximum Weight Penalty], then the [Weapon] can gain additional [To Hit Bonus]. [To Hit Bonus] of the [Weapon] increases by 1 for every 2 the character's [Maximum Weight Penalty] exceeds the [Weapon Weight] of the [Weapon].
This is calculated based solely on the [Weapon Weight] of the [Weapon], and does not factor in the character's [Weight Penalty].
Normal: The [To Hit Bonus] is unmodified.
Agile Evasion:
Condition: [Weight Penalty] < [Maximum Weight Penalty]
If the character's [Weight Penalty] is less than the [Maximum Weight Penalty], then their [Passive Evasion] is increased. The character's [Passive Evasion] will be increased by 1 for every 2 the character's [Maximum Weight Penalty] exceeds the character's [Weight Penalty].
Normal: The character's [Passive Evasion] is only based on the character's [Armor].
Advanced Agile Evasion:
Pre-requisite: [Agile Evasion]
Condition: [Armor Weight] < [Maximum Weight Penalty]
If the character's [Armor Weight] is less than the [Maximum Weight Penalty], then their [Passive Evasion] is increased. The character's [Passive Evasion] will be increased by 1 for every 2 the character's [Maximum Weight Penalty] exceeds the character's [Armor Weight].
Normal: The bonus from [Agile Evasion] is based on the character's [Weight Penalty] rather than their [Armor Weight].
Ambidexterity:
Any two [Weapons] pairs using only the following [Weapons] are now [Balanced] with each other and themselves:
[Pistol]
[Tesla]
[Sword]
[Shield]
[Grappling Weapon]
Normal: Pistols are [Balanced] with other pistols. Swords are [Balanced] with shields.
Advanced Ambidexterity:
Pre-requisite: [Ambidexterity]
Any [Weapon] is [Balanced] with a [Weapon] listed [Ambidexterity]. These [Weapons] are not [Balanced] with each other or themselves. These new [Weapons] include:
[Drills]
[Hammers]
[Sniper Rifles]
[Shotguns]
Normal: Only [Weapons] from [Ambidexterity] are [Balanced] with [Weapons] from [Ambidexterity].
Greater Ambidexterity:
Pre-requisite: [Advanced Ambidexterity]
All [Weapons] are [Balanced] with each other and themselves.
Normal: [Weapons] from [Advanced Ambidexterity] are not [Balanced] with other [Weapons] from [Advanced Ambidexterity] or themselves.
Sword Dancer:
If the character is wielding two [Weapons], one or more [Weapon] is a [Sword], and the [Weapons] are [Balanced], then all attacks for both [Weapons] use the [To Hit Bonus] of the [Weapon] with the higher [To Hit Bonus].
The [To Hit Bonus] of each [Weapon] is calculated including the [To Hit Bonus] of the [Weapon], and the effects of [Melee Boost], [Gun Boost], and [Agile Strike].
The [To Hit Bonus] excludes the temporary effects of [Power Attack] for this calculation.
Normal: If two [Weapons] are being wielded, each uses their own [To Hit Bonus] value.
Parry:
Pre-requisite: [Riposte] Special Ability
If a character who is wielding a single [Sword] and no other [Weapon], then their [Active Evasion] is increased by their [Rank] in [Riposte].
Normal: The character's [Active Evasion] is only based on the character's [Dodge Boost].
Advanced Parry:
Pre-requisite: [Riposte] Special Ability, [Parry]
If a character who is wielding a single [Sword] and no other [Weapon], then their [Passive Evasion] is increased by their [Rank] in [Riposte].
Normal: The character's [Passive Evasion] is only based on the character's [Armor].
Redouble Specialist:
Pre-requisite: [Rank] 1 [Redouble]
Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack]
Applies to Bonus Actions: Yes
Various forms of additional [Damage Dealt] are not included in the [Damage Dealt] calculation for activating [Redouble Melee Attack].
These effects include [True Strike], [Power Attack], [Critical Hit], [Backfire Critical Hit], and [Charge].
Normal: All additional [Damage Dealt] is included in calculations for the purposes of activating [Redouble Melee Attack].
Advanced Redouble Specialist:
Pre-requisite: [Rank] 1 [Redouble], [Redouble Specialist]
Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack]
Applies to Bonus Actions: Yes
In addition to the effects from [Redouble Specialist], various additional forms of additional [Damage Dealt] are not included in the [Damage Dealt] calculation for the purposes of activating [Redouble Melee Attack].
These effects include [Crushing Blow], [Combo Finisher], and [Fast Charge].
Normal: Only the additional [Damage Dealt] effects listed in [Redouble Specialist] are excluded for the purposes of activating [Redouble Melee Attack].
Greater Redouble Specialist:
Pre-requisite: [Rank] 1 [Redouble], [Redouble Specialist], [Advanced Redouble Specialist]
Action: [Melee Attack], [Melee Combo Attack], [Gun Attack], [Aimed Attack]
Applies to Bonus Actions: Yes
In addition to the effects from [Redouble Specialist] and [Advanced Redouble Specialist], various additional forms of additional [Damage Dealt] are not included in the [Damage Dealt] calculation for the purposes of activating [Redouble Melee Attack].
These effects include [Stealth Strike], [Flanking], and [Bull Rush].
Normal: Only the additional [Damage Dealt] effects listed in [Redouble Specialist] and [Advanced Redouble Specialist] are excluded for the purposes of activating [Redouble Melee Attack].