Toughened x10 |
|
|
Gain +2 WT |
Second Wind x3 |
|
|
Once per encounter, the character may use a Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind. |
Barrage x3 |
|
|
Add one damage per rank of Barrage to one hit of successful Ranged (Heavy) or Gunnery attacks with non- starship/vehicle weapons at long or extreme range. Add |
Grit x15 |
|
|
Each rank of Grit increases a character's strain threshold by one. |
Brace x2 |
|
|
Perform the Brace maneuver to remove ■ per rank of Brace from next Action. This may only remove ■ added by environmental circumstances. |
Burly x3 |
|
|
Reduce any wielded weapon’s Cumbersome quality and Encumbrance rating by a number equal to ranks in Burly to a minimum of 1. |
Durable x4 |
|
|
May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1. |
Side Step x1 |
|
|
Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number. Strain suffered this way cannot exceed ranks in Side Step. |
Dedication x6 |
|
|
Agility x1; Brawn x1; Presence x2; Willpower x1; Intellect x1 |
Quick Draw |
|
|
Once per round, draw or holster a weapon or accessible item as an incidental. |
Armor Master |
|
|
When wearing armor, increase total soak value by 1. |
Outdoorsman |
|
|
Remove ■ per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half. |
Tactical Combat Training |
|
|
Melee and Ranged (Heavy) become career skills. |
Vehicle Combat Training |
|
|
Gunnery and Piloting (Planetary) become career skills |
Spare Clip |
|
|
Cannot run out of ammo due to Despair. Items with Limited Ammo quality run out of ammo as normal. |
Jump Up |
|
|
Once per round, may stand from seated or prone as an incidental. |
Rapid Reaction x3 |
|
|
The character may suffer a number of strain to add an equal number of successes to any Vigilance or Cool check to determine Initiative order. The number may not exceed his ranks in Rapid Reaction. |
Enduring x2 |
|
|
Gain +1 Soak Value |
Forager |
|
|
Remove up to ■■ from skill checks to find food, water, or shelter. Survival checks to forage take half the time. |
Stimpack Specialization x5 |
|
|
Stimpacks heal 1 additional wound per rank of Stimpack Specialization. |
Surgeon x5 |
|
|
When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon. |
Well Rounded |
|
|
Cool and Stealth become Career Skills |
Dodge x3 |
|
|
When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number |
Natural Doctor |
|
|
Once per session, may reroll any 1 Medicine check. |
Bacta Specialist x3 |
|
|
Patients heal 1 additional wound per rank of Bacta Specialist when they heal wounds via bacta tanks or long-term care. |
Stim Application (Improved) |
|
|
When performing Stim Application Action, may increase difficulty of check to Hard [◆◆◆], and target only suffers 1 strain. |
Anatomy Lessons |
|
|
After a making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit. |
Stim Application (Supreme) |
|
|
When performing the Stim Application action, spend Triumph to increase an additional characteristic by 1. |
Stim Application |
|
|
Take the Stim Application action; make a [◆◆] Medicine check. If successful, one engaged ally increases one characterstic by 1 for the encounter and suffers 4 Strain |
Conditioned x2 |
|
|
Remove ■ per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned. |
Master Doctor |
|
|
Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1. |
It's Not That Bad! |
|
|
Once per session when an ally would suffer a Critical Injury, may take an It's Not That Bad action; make a [◆◆◆] Medicine check to stop the ally from gaining the Critical Injury. |
Physical Training x2 |
|
|
Add □ per rank of Physical Training to Athletics and Resilience checks. |
Body Guard x2 |
|
|
Once per round, perform the Body Guard maneuver to guard an engaged character. Suffer a number of strain no greater than ranks of Body Guard, then until the beginning of the next turn upgrade the difficulty of combat checks targeting the character by that number. |
Improved Bodyguard |
|
|
Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead. |
Master Instructor |
|
|
Once per round as an out of turn incidental, may suffer 2 strain to allow ally to use character’s ranks in Discipline for next Discipline check an ally makes. |
Natural Instructor |
|
|
Once per session, may reroll one Discipline or Leadership check. |
Heroic Fortitude |
|
|
May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn and Agility checks until the end of the encounter. |
Well Travelled |
|
|
K. Core Worlds and K. Outer Rim become career skills. |
Well Rounded |
|
|
Leadership and Coercion become career skills |
Researcher x2 |
|
|
Remove ■ per rank of Researcher from all Knowledge checks. Researching a subject takes half the time. |
Hard Headed x2 |
|
|
When staggered or disoriented, perform the Hard Headed action; make a (♦♦♦) Discipline check to remove status. (Difficulty reduced per rank of Hard Headed.) |
Resolve x4 |
|
|
When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, to a minimum of 1 |
Pin |
|
|
Take Pin action; make an Opposed Athletics check to immobilize an engaged opponent until the end of the character’s next turn. Spend :triumph: to extend duration one round. |
Stunning Blow |
|
|
When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak. |
Field Commander |
|
|
Take the Field Commander action; make a Average (♦♦) Leadership check A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver. |
Impr. Field Commander |
|
|
Field Commander action affects allies equal to double Presence, and may spend :triumph: to allow one ally to suffer 1 strain and perform 1 free action instead. |
Dynamic Fire |
|
|
When making a ranged attack while engaged with an opponent, may suffer 2 strain to reduce the ranged modifier by 1. |
Knockdown |
|
|
After hitting with a melee attack, may spend :Thriumph: to knock the target prone. |
Pressure Points |
|
|
|
Knowledge Specialization (Warfare) |
|
|
When making that skill check, may spend :triumph: result to gain additional successes equal to ranks in Knowledge Specialization. |
Quick Strike x2 |
|
|
|
Lethal Blows x1 |
|
|
Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents. |
Impr. Quick Draw |
|
|
The character may activate the Quick Draw talent twice per round (instead of just once per round). |
Heavy Hitter |
|
|
Once per session, the character may spend :triumph: on a successful Ranged (Heavy) or Gunnery check to add the Breach 1 quality to the attack, or increase an existing Breach rating by 1. |
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. |