Armour Master |
|
|
When wearing armour, increase total soak value by 1 |
Grit |
7 |
|
Gain +1 strain threshold |
Jury Rigged |
4 |
|
Choose 1 weapons, armour, or other item and give it a permanent improvement while it remains in use |
Point Blank |
6 |
|
Add 1 damage per rank of Point Blank to damage of one hit of a successful attack while using Ranged (Heavy) or Ranged (Light) skills at shot range or engaged |
Side Step |
3 |
|
Once per round, may preform Side Step Maneuver and suffer a number of strain to upgrade the difficulty of all incoming ranged attacks by an equal number for for the next round. Strain suffered this way cannot exceed ranks in Side Step |
Toughened |
9 |
|
Gain +2 Wound threshold |
Tinkerer |
4 |
|
May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once. If he loses a modified piece of equipment, he may apply Tinkerer to a new one |
Dedication |
7 |
|
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. (Gadgeeter -> Agility, Death Watch Warrior -> Cunning, Mercenary Soldier -> Presence, Vanguard -> Brawn, Operator -> Agility, Modder -> Willpower, Gunslinger -> Presence) |
Spare Clip |
|
|
Cannot run out of ammo due to Despair. items with Limited Ammo quality run out of ammo as normal. |
Jetpack Expertise |
|
|
The character may spend Advantage from checks they make to remove 1 system strain from a jetpack they are equipped with. (They may choose his effect multiple times when spending Advantage) |
Conditioned |
4 |
|
Remove Setback per rank of Conditioned from Athletics and Coordination check. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned. |
Hit and Run |
|
|
While the character is using a jetpack, after they complete an attack targeting an opponent they are engaged with, the character may imminently disengage as an incidental |
Side Step (Improved) |
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|
When a character performs a Side Step maneuver, until the start of their next turn, they may spend 3 Threat or a Despair from a combat check targeting them to inflict 1 hit on that attacker from a Ranged (Heavy) or Ranged (Light) weapon weapon the character is currently wielding. The hit deals base damage plus any damage from applicable talents or abilities. This talent may not be used if the original attack incapacitates the character. |
Confidence |
3 |
1 rank from Battle Scar |
May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. If difficulty goes to 0, he does not have to make a check. |
To the Death |
|
|
Once per session, the character may take the To the Death! maneuver, suffering strain no greater than their Willpower rating. For each strain suffered this way, add +10 to Critical Injury rolls the character inflicts and suffers until the end of the encounter. |
Second Wind |
2 |
|
Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind |
Jump Up |
|
|
Once per round may stand up from seated or prone as an incidental |
Command |
2 |
|
The character gains π¦ per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add Boost per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command). |
Field Commander |
|
|
The character may take a Field Commander action. By successfully passing an Average Leadership check, a number of allies equal to his Presence may immediately suffer one strain to perform one maneuver. This does not count against the number of maneuvers they may perform in their turn. If there are any questions as to the order in which allies act, the character using Field Commander is the final arbiter. |
Deadly Accuracy |
|
|
When acquired, choose 1 combat skill (Merc Soldier - R.Light, Gadgetter - Brawl). Add damage equal to ranks in that skill to one hit of successful attack made using that skill. |
True Aim |
2 |
|
Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim |
Lethal Blows |
3 |
|
Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents |
Moving Target |
2 |
|
If the character has already acted this round, increase ranged defense by 1 per rank of Moving Target |
Rapid Reaction |
4 |
|
Suffer a number of strain to add an equal number of Success to initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction |
Suppressing Fire |
2 |
|
Character and allies in short range may spend one Advantage on failed combat checks once per round to inflict 1 strain per rank on the target. |
Seize the Initiative |
|
|
Once per session, character may leap forward to create a daring distraction on the battlefield; perform the Seize the Initiative maneuver. Make a Hard Athletics check. If he succeeds, any number of other PCs who have yet not acted this round may immediately take their turns as if there were that many PC slots at this point in the initiative order. Each PC who acts this way counts as having acted for this round (and thus cannot act again this round). Initiative order returns to its previous order at the beginning of the next round. |
Dynamic Fire |
|
|
When making a ranged attack while engaged with an opponent, may suffer 2 strain to reduce the ranged modifier by 1. So, when firing a Ranged (Heavy) weapon, the character only increases the difficulty by 1 when engaged, and when firing a Ranged (Light) weapon, be doesn't increase the difficulty at all. |
Body Guard |
1 |
|
Once per round, perform a maneuver to guard an engaged ally. Suffer strain up to ranks to upgrade difficulty of attacks against them by that number until the start of next turn |
Body Guard (Improved) |
|
|
Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead. |
Armour Master (Improved) |
1 |
|
When wearing armor with a soak value of 2 or Higher, increase defense by 1 |
Short Cut |
2 |
|
During a chase; add a boost per rank of Shortcut to any checks made to catch or escape an opponent |
Full Throttle |
|
|
The character may push a ship or vehicle past its limits of speed. He may perform the Full Throttle action, attempting a Hard Piloting check. With success, the ship's top speed increases by one for a number of rounds equal to Cunning. The ship still cannot perform actions or maneuvers it could not perform normally (e.g., actions that have a minimum speed requirement). |
Planet Mapper |
1 |
|
The character removes β¬ per rank of Planet Mapper from their Streetwise or Survival checks used to navigate on a world. In addition, such checks take 50% less time [this does not decrease with additional ranks of Planet Mapper]. |
Skilled Jockey |
2 |
|
The character removes β¬ per rank of Skilled Jockey from his Piloting (Planetary) and Piloting (Space) checks. |
All-Terrain Driver |
|
|
When piloting a vehicle using the Piloting (Planetary) skill, the character does not suffer the penalties for driving through difficult terrain. |
Shortcut (Improved) |
|
|
When engaging in a Race or Chase, the character may suffer two strain to add success equal to ranks of shortcut. |
Quick Draw |
|
|
Once per round, draw or holster an easily accessible weapon or item as an incidental instead of a maneuver |
Quick Draw (Improved) |
|
|
Twice 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. |
Sorry About The Mess |
|
|
The character decreases the critical rating of any nonstarship weapon he wields by 1 (to a minimum of 1) against targets that have not yet acted this encounter. |
Guns Blazing |
|
|
When making a combined combat check with two Ranged (Light) weapons, the character may suffer two strain in order to refrain from increasing the difficulty of the check for attacking with two weapons. |
Spitfire |
|
|
After the character makes a successful combined check with two Ranged (Light) weapons, each additional hit generated as part of the attack can be allocated to any other target within range of the weapon. |
Call 'Em |
1 |
|
This character does not add any (Setback) to his combat checks due the use of the Aim maneuver (see page 201 of the Edge of the Empire Core Rulebook) |
Signature Vehicle |
|
|
The character chooses one starship or vehicle with a silhouette of 3 or lower that he owns. This starship or vehicle is the character's "Signature Vehicle." He upgrades the ability of all Mechanics checks made to work on the vehicle once. If the starship or vehicle is ever lost or destroyed, the character may apply Signature Vehicle to a new starship or vehicle that meets the requirements. The process of modifying and acclimating to the new vehicle may take some time at the GM's discretion. No two characters can have the same vehicle as their Signature Vehicle. |
Larger Project |
1 |
|
The character can choose a Signature Vehicle with a silhouette value 1 higher than normal per rank of Larger Project. |
Resolve |
2 |
|
When a character involuntarily suffers 1 less strain per rank of Resolve to a minimum of 1. This does not apply to voluntary strain loss. |
Custom Loadout |
|
|
May add 2 additional hard points to Signature Vehicle |
Quick Strike |
2 |
|
Add π¦ per rank of Quick Strike to combat checks against targets that have not acted yet this encounter |
Hidden Storage |
1 |
|
Gain Hidden Storage in vehicle or equipment that holds items with a total encumbrance equal to ranks in Hidden Storage. Checks to detect these compartments have a Formidable difficulty |
Field Commander (Improved) |
|
|
When taking a Field Commander action, the character may affect allies equal to twice his Presence. In addition, he may spend Triumph generated on his Leadership checks to allow one ally to suffer one strain to perform an action, rather than a maneuver. |
Death from Above |
|
|
Once per encounter while using a jetpack, the character may take the Death from Above action; inflicting 1 system strain on their jetpacks and making a Hard Piloting (Planetary) check. If the check is successful for each Success after the first, one adversary of silhouette 0 or 1 within short range in knocked prone. The character may spend Triumph from the check to stagger one affected adversary until the end of that adversary's next turn. |
Offensive Driving |
|
|
As a maneuver, suffer system strain up to vehicle's highest defense to upgrade the difficulty of targets next Piloting check that many times |