Snipers Guild
Spellcast Trait: AgilityPosition yourself carefully, and perch yourself there to give yourself an advantage in battle.
Perch: At the beginning of the session, and after every rest, place a number of tokens onto this card equal to your Agility trait. You may spend a token to become Perched. While Perched, you gain a bonus to attack rolls equal to your Tier, and a bonus to damage rolls equal to 1d6. However, you get disadvantage on reaction rolls, and cannot move outside of Melee range without making an Agility roll. The Perched condition ends when you take Severe damage, you mark your last Hit Point, or at the end of the scene. You may mark a Stress to end it. At the end of the session, clear all unspent tokens.
Still Death: While you are Perched, your Marked For Death feature uses d6s instead of d4s.
On a Dime: Whenever a creature within your weapon's range makes an attack roll, you may Mark a Stress to force the attacking creature to make a reaction roll (15). On a failure, you may deal your weapon's damage to the creature. If they mark Minor damage, they subtract one die from their damage roll. If they mark Major damage, the attack is made at disadvantage, and subtract one die from the damage roll. If they mark Severe damage, the attack misses.
Steady Focus: While Perched, you may add your Agility trait to your Evasion, and Damage thresholds
Deadly Aim: When you make a successful attack, you may Spend a Hope to force the target to make a reaction roll (16). On a failure, the target becomes vulnerable, and if the target is Marked By Death, whoever makes a successful attack may add your Marked By Death dice to the damage roll.