Toughened x10 |
|
Heavy (2); Recruit (2); Medic (1); Instructor (2); Archaeologist (1); Doctor (1); Gunslinger (1) |
Gain +2 wound threshold |
Second Wind x3 |
|
Recruit (3) |
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 |
|
Heavy |
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. |
Grit x15 |
|
Heavy (1); Recruit (2); Medic (2); Instructor (2); Archaeologist (2); Doctor (3); Gunslinger (2); Battlescar (1) |
Each rank of Grit increases a character's strain threshold by one. |
Brace x2 +2 |
|
Heavy (2) (+2 SES) |
Perform the Brace maneuver to remove ■ per rank of Brace from next Action. This may only remove ■ added by environmental circumstances. |
Quick Strike x2 |
|
Gunslinger (2) |
Get a □ to attack checks on targets that have not yet acted. |
Burly x3 |
|
Heavy (3) |
Reduce any wielded weapon’s Cumbersome quality and Encumbrance rating by a number equal to ranks in Burly to a minimum of 1. |
Side Step x1 |
|
Heavy |
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. |
Durable x4 |
|
Heavy (1); Archaeologist (1); Battlescar (2) |
May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1. |
Dedication x6 |
|
Heavy; Recruit; Medic; Instructor; Archaeologist; Doctor |
Agility x1; Brawn x1; Presence x2, Willpower x1; Intellect x1 |
Armour Master |
|
Heavy |
When wearing armor, increase total soak value by 1 |
Outdoorsman |
|
Recruit |
Remove ■ per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half. |
Tactical Combat Training |
|
Recruit |
Melee and Ranged (Heavy) become career skills. |
Vehicle Combat Training |
|
Recruit |
Gunnery and Piloting (Planetary) become career skills |
Spare Clip |
|
Heavy |
Cannot run out of ammo due to Despair. Items with Limited Ammo quality run out of ammo as normal. |
Jump Up |
|
Recruit |
Once per round, may stand from seated or prone as an incidental. |
Rapid Reaction x2 |
|
Gunslinger (2) |
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 |
|
Recruit (1); Archaeologist (1) |
Gain +1 Soak Value |
Quick Draw |
|
Recruit |
Once per round, draw or holster a weapon or accessible item as an incidental. |
Forager |
|
Medic |
Remove up to ■■ from skill checks to find food, water, or shelter. Survival checks to forage take half the time. |
Stimpack Specialization x5 |
|
Medic (3); Instructor (2) |
Stimpacks heal 1 additional wound per rank of Stimpack Specialization. |
Surgeon x5 |
|
Medic (2); Doctor (3) |
When making a Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon. |
Well Rounded |
|
Medic |
Cool and Stealth become Career Skills |
Bacta Specialist x3 |
|
Medic (1); Doctor (2) |
Patients heal 1 additional wound per rank of Bacta Specialist when they heal wounds via bacta tanks or long-term care. |
Dodge x3 |
|
Medic (1); Doctor (1); Gunslinger (1) |
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 |
|
Medic |
Once per session, may reroll any 1 Medicine check. |
Anatomy Lessons |
|
Medic |
After a making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit. |
Stim Application (Improved) |
|
Medic |
When performing Stim Application Action, may increase difficulty of check to Hard [◆◆◆], and target only suffers 1 strain. |
Stim Application |
|
Medic |
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 |
Master Doctor |
|
Medic |
Once per round, suffer 2 strain to decrease the difficulty of a Medicine check by 1. |
Stim Application (Supreme) |
|
Medic |
When performing the Stim Application action, spend Triumph to increase an additional characteristic by 1. |
Conditioned x2 |
|
Instructor (2) |
Remove ■ per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned. |
It's Not That Bad! |
|
Medic |
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 |
|
Instructor (2) |
Add □ per rank of Physical Training to Athletics and Resilience checks. |
Master of Shadows |
|
Armour (OCS) |
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 [◆] |
Body Guard x2 |
|
Instructor (2) |
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 |
|
Instructor |
Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead. |
Master Instructor |
|
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 |
|
Instructor |
Once per session, may reroll one Discipline or Leadership check |
Heroic Fortitude |
|
Heavy |
May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn and Agility checks until the end of the encounter. |
Well Travelled |
|
Recruit |
K. Core Worlds and K. Outer Rim become career skills. |
Well Rounded |
|
Archaeologist |
Leadership and Coercion become career skills |
Researcher x2 |
|
Archaeologist (2) |
Remove ■ per rank of Researcher from all Knowledge checks. Researching a subject takes half the time. |
Hard Headed x2 |
|
Archaeologist (2) |
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 |
|
Archaeologist (1); Doctor (2); Battlescar (1) |
When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, to a minimum of 1 |
Stunning Blow |
|
Archaeologist |
When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak. |
Pin |
|
Archaeologist |
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. |
Field Commander |
|
Instructor |
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 |
|
Instructor |
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 |
|
Recruit |
When making a ranged attack while engaged with an opponent, may suffer 2 strain to reduce the ranged modifier by 1. |
Knockdown |
|
Archaeologist |
After hitting with a melee attack, may spend :Thriumph: to knock the target prone. |
Knowledge Specialization (K. Warfare) |
|
Archaeologist |
When making that skill check, may spend :triumph: result to gain additional successes equal to ranks in Knowledge Specialization. |
Pressure Points |
|
Doctor |
|
Impr. Quick Draw |
|
Gunslinger |
The character may activate the Quick Draw talent twice per round (instead of just once per round). |
Lethal Blows x1 |
|
Gunslinger (1) |
Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents. |
Heavy Hitter |
|
Heavy |
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 |
|
Gunslinger |
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. |
Steely Nerves |
|
Battlescar |
The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Presence or Willpower related checks until the end of the encounter. He still suffers from the injury itself. |
Guns Blazing |
|
Gunslinger |
As an incidental, suffer 2 Strain to avoid increasing the difficulty of a Ranged (Light) check to attack with two weapons |
Natural Marksman |
|
Gunslinger |
Once per game session, the character may reroll any one Ranged (Light) or Ranged (Heavy) check. |
Deadly Accuracy (Gunnery) |
|
Gunslinger |
Add ranks of Gunnery to damage to all Non-Starship/Vehicle checks. |