Grit (14) |
|
AoR pg. 148 |
+1 Strain threshold |
Dodge (2) |
|
AoR pg. 146 |
When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge. |
Frenzied Attack (5) |
|
AoR pg. 147 |
When making a Melee or Brawl check, suffer a number of strain to upgrade the attack an equal number of times. The strain suffered may not exceed ranks in Frenzied Attack. |
Soft Spot |
|
AoR pg. 156 |
After making a successful attack, may spend 1 Destiny Point to add damage equal to Cunning to one hit. |
Defensive Stance (3) |
|
AoR pg. 146 |
Once per round on the character's turn, the character may perform a Defensive Stance maneuver to defend against incoming melee attacks. He then suffers a number of strain no greater than his ranks in Defensive Stance. Until the start of the character's next turn, upgrade the difficulty of all melee combat checks targeting the character a number of times equal to the strain suffered by the character in this way. |
Stunning Blow (Improved) |
|
AoR pg. 157 |
When making Melee checks, the character may choose to deal damage as strain instead of wounds. This does not ignore soak. When dealing strain damage, may spend Triumphs to stagger the opponent for 1 round per Triumph spent. |
True Aim (2) |
|
AoR pg. 158 |
Once per round, before the character makes a ranged attack, he may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also upgrades his attack roll once per rank of True Aim. |
Sniper Shot (2) |
|
AoR pg. 156 |
Once per round before making a non-thrown ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximum range of his ranged weapon up to one range band per rank. For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range). |
Expert Tracker |
|
AoR pg. 146 |
Remove Setback per rank of Expert Tracker from checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal. This does not decrease with additional ranks of Expert Tracker. |
Lethal Blows (5) |
|
AoR pg. 151 |
The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. |
Deadly Accuracy (Melee), (Brawl) |
|
AoR pg. 145 |
Each time the character gains a rank of Deadly Accuracy, he must choose one combat skill. The character may add his basic training ranks in that combat skill as additional damage to one hit of a successful attack made with that skill with non-starship/vehicle weapons. He cannot choose the same combat skill twice. |
Dedication (Brawn) X3, (Willpower) X2, (Cunning) X1 |
|
AoR pg. 145 |
Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. |
Toughened (12) |
|
AoR pg. 158 |
The character increases his wound threshold by two per rank of Toughened. |
Jump Up |
|
AoR pg. 150 |
Once per round on the character's turn, the character may stand up from prone or a seated position as an Incidental. |
Sixth Sense (Battle Scar) |
|
AoR pg. 156 |
The character gains + 1 ranged defense. |
Uncanny Senses (2) |
|
AoR pg. 149 |
The character adds 1 boost per rank of Uncanny Senses to his Perception checks. |
Indistinguishable |
|
AoR pg. 158 |
The character's appearance is so common that people have a hard time identifying distinguishing traits. Opposing characters upgrade the difficulty of any checks made to identify him once per rank of Indistinguishable. |
Sleight of Mind |
|
AoR pg. 156 |
The character adds 1 Boost per rank of Sleight of Mind to his Stealth checks unless the being attempting to detect the character is immune to Force Powers. |
Uncanny Reactions (2) |
|
AoR pg. 149 |
The character adds 1 Boost per rank of Uncanny Reactions to Vigilance checks. |
Knockdown |
|
AoR pg. 150 |
After hitting with a melee attack, the character may knock the target prone by spending a Triumph. If the target is larger than the acting character, it requires one additional Triumph for each silhouette larger. |
Touch of Fate |
|
AoR pg. 158 |
Once per game session, the character may add 2 Boosts to any one skill check. |
Balance |
|
AoR pg. 143 |
When the character recovers from strain at the end of each encounter, he may roll his Force rating in Force dice. He recovers additional strain equal to the Light Side rolled. |
Force Rating |
|
AoR pg. 147 |
Increase Force Rating by 1. |
Natural Brawler |
|
AoR pg. 153 |
Once per game session, may re-roll any one Brawl or Melee check. |
Feral Strength (3) |
|
EotE pg. 135 |
Add 1 damage per rank of Feral Strength to one hit of successful attacks made using Brawl or Melee skills .. |
Heroic Fortitude |
|
EotE pg. 137 |
The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Brawn or Agility related checks until the end of the encounter. He still suffers from the injury itself. |
Enduring (2) |
|
EotE pg. 135 |
Soak +1 |
Insight |
|
AoR pg. 149 |
Perception and Discipline become career skills. |
Durable (Battle Scar) (Enforcer Tree) (Marshal)(4) |
|
EotE pg. 135 |
Can reduce the result of a critical injury suffered by 10. |
Fearsome (2) |
|
DC pg. 32 |
When an enemy becomes engaged with the character, they may force the enemy to make a fear check, difficulty based on ranks of Fearsome. |
Street Smarts (3) |
|
AoR pg. 157 |
The character removes 1 Setback per rank of Street Smarts from his Streetwise and Knowledge (Underworld) checks. |
Intimidating (3) |
|
AoR pg. 150 |
When attempting a Coercion check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating. When the character is the target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating. |
Talk the Talk |
|
DC pg. 33 |
When making a Knowledge skill check, the character may spend one Destiny point to substitute Knowledge (Underworld) or Streetwise for the required skill. Any information gathered by a subsequent success on this check may be embellished by the GM to represent the criminal or underworld origin. |
Natural Enforcer |
|
AoR pg. 153 |
Once per game session, the character may re-roll any one Coercion or Streetwise check. |
Loom |
|
DC pg. 32 |
When an ally makes engaged with you makes a successful Charm, Deception, or Negotiation check, the character adds a number of ADV to the check per ranks of Coercion the character has. |
Iron Body (2) |
|
ND pg. 34 |
Remove 1 Setback per rank of Iron Body from Coordination and Resilience checks. Reduce critical rating of unarmed attacks by 1 (minimum of 1). |
Parry (2) |
|
ND pg. 35 |
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. |
Precision Strike (Improved) (Supreme) |
|
ND pg. 35 |
When the character inflicts a Critical Injury with a brawl, melee, or lightsaber weapon, may suffer 1 strain to change it to any Easy critical result. Once per round may suffer 2 strain to change it to any Average critical result with a brawl or melee attack. Once per session with an unarmed attack may suffer 3 strain to change it to any Hard critical result. |
Sense Danger |
|
AoR pg. 155 |
Once per session, may remove 2 setbacks from a check. |
Unarmed Parry |
|
ND pg. 36 |
May Parry while unarmed. Reduce strain cost to Parry while unarmed by 1 (to a minimum of 1). |
Martial Grace |
|
ND pg. 35 |
Suffer 2 strain to add damage equal to Coordination to a Brawl check. |
Overbalance |
|
ND pg. 35 |
When an enemy engaged with this character makes a combat check, after the attack is resolved, may spend a despair or 3 threat to stagger the attacker until the end of the attacker's next turn. |
Second Wind |
|
AoR pg. 155 |
Once per encounter may take a Second Wind incidental to recover an amount of strain equal to ranks. |
Grapple |
|
DC pg. 34 |
Once per round, the character may perform the Grapple maneuver. Until the beginning of your next turn, enemies must spend 2 maneuvers instead of one maneuver to move from engaged to short of the character. |
Codebreaker (2) |
|
AoR pg. 144 |
Remove 1 Setback per rank of Codebreaker from his attempts to break codes or decrypt communications. In addition, this character reduces the difficulty of Computer or Intellect checks made to break codes or decrypt communications by one. |
Well Rounded |
|
AoR pg. 159 |
Choose any 2 skills: Vigilance and Core Worlds. They permanently become career skills. |
Bypass Security |
|
AoR pg. 144 |
Remove a Setback per rank of Bypass Security from Skulduggery or Computers skill checks made to disable a security device or open a locked door. |
Creative Killer |
|
AoR pg. 145 |
Reduces the critical rating of all improvised weapons he is wielding by 2 (to a minimum of 1). |
Convincing Demeanor (2) |
|
AoR pg. 145 |
Remove Setbacks per rank from Deception and Skulduggery checks. |
Good Cop |
|
FH pg. 33 |
The character may spend 2 ADV from a Charm or Negotiation check to upgrade the ability of a single ally's subsequent Social Interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the character's ranks in Good Cop. A single check may only benefit from one use of Good Cop. |
Bad Cop |
|
FH pg. 32 |
The character may spend 2 ADV from a Deception or Coercion check to upgrade the ability of a single ally's subsequent Social Interaction skill check against the same target in the same encounter. Upgrade the ability a number of times equal to the character's ranks in Bad Cop. A single check may only benefit from one use of Bad Cop. |
Quickdraw |
|
AoR pg. 154 |
Once per round on the character's turn, he may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver. |
Unrelenting Skeptic (Improved) |
|
FH pg. 33 |
When targeted by a Deception check, the character automatically adds Failures to the check equal to his ranks in Vigilance. When targeted by a Deception check that fails, the character may spend one Destiny Point to retroactively add a Despair to the pool results. |
Hard Headed (2) |
|
AoR pg. 148 |
On any turn in which the character is staggered or disoriented, he may perform the Hard Headed action (this action may be specifically performed even though he is normally barred from performing actions when staggered). He makes a Daunting Discipline check. If he succeeds, he is no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy. |
Natural Rogue |
|
AoR pg. 153 |
Once per game session, the character may re-roll any one Skulduggery or Stealth check. |
Master of Shadows |
|
AoR pg. 151 |
Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy. |
Hard Headed (Improved) |
|
AoR pg. 148 |
The character may use his Hard Headed action to recover from being incapacitated due to exceeding his strain threshold. On his next turn after being incapacitated, he may make a Formidable Discipline check as his Hard Headed action (this action can specifically be performed even though he is normally barred from performing actions). If he succeeds, decrease his strain to one below his strain threshold. The difficulty of this check decreases by one per rank of Hard Headed, to a minimum of Easy. |