Basic: Heavy Blaster Pistol: Deal Physical damage and ignore 40% of target's defense. Prepared: If Beckett is attacking out of turn, ignore 100% of the target's defense.
Special: Eviscerate: Dispell all buffs from target enemy, deal physical damage and inflict daze, stagger and expose for 2 turns. If Beckett was prepared, he uses this ability when countering. If so, increase this abilities cooldown by 1.
Special: Duel: Beckett and Primary target gains Taunt for 2 turns. Beckett gains retribution and Protection up (100%) for 2 turns.
Prepared: All allies with prepared gain 10% Protection up for each ally with Prepared, then Beckett loses Prepared.
Leader: Paranoia:
All Prepared allies have a 50% chance to resist debuffs after tenacity checks and 50% Counter Chance. Prepared Scoundrels have a 50% chance to resist TM Removal after tenacity checks. At the end of each turn, each ally has a 5% chance of gaining prepared.
Bounty Hunters gain the following contract: Gain Prepared 50 times.
Payout: All Bounty Hunters gain prepared permenantly. In addition, they are immune to daze.
ZETA: Scoundrel Allies gain 50% Counter Chance and 100% Counter damage. In addition, the chance to become prepared is doubled for scoundrel allies.
Unique: Vigilance: Beckett cannot be prevented from counter attacking unless the following conditions are all met.
1. Beckett is not prepared
2. Beckett is not buffed
3. Beckett is debuffed
ZETA: Beckett gains 5%TM whenever a character becomes prepared
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