Selective detonation |
2 |
|
When using a weapon with the blast quality spend 1 advantage to exclude 1 target that would be effected by the explosion up to ranks in selective detonation. |
Powerful blast |
7 |
|
Increase blast damage dealt by explosives, explosive weapons, and grenades by +1 per rank of powerful blast |
Utinni |
|
|
remove 1 setback per rank of Utinni from checks to find or scavenge items or gear. Such checks take half the time. |
Tinkerer (Armor) |
|
|
May add 1 additional hard point to a number of items equal to ranks in tinkerer each item can only benefit from this once. |
exceed specifications |
|
|
when making a check using an item may add 1 boost. the GM may spend 2 threat on the check to damage the item 1 step, or a despair to damage it beyond usibility. |
Improved exceed specifications |
|
|
When the character takes the exceed specifications incidental upgrade the ability of the check once instead of the standard effect. |
Supreme exceed specifications |
|
|
if a check benefiting from exceed specifications generates a triumph, may damage the item to roll an additional yellow dice and add it to the checks results. If the check generates despair add a red dice to the roll results |
Grit |
7 |
|
+1 to strain threshold per rank |
Time to go |
|
|
The character may spend 1 destiny point to perform a move maneuver as an incidental to attempt to into cover or out of the blast range of a weapon or explosion. |
Toughened |
4 |
|
+2 wound threshold per rank |
Enduring |
2 |
|
+1 soak per rank |
Improvised detonation |
|
|
Once per session, make a hard mechanics check to perform the improvised detonation action and build an explosive device dealing damage equal to intellect + ranks in mechanics + successes. |
Improved improvised detonation |
|
|
reduce the difficulty of improvised detonation to a 2 purple check and increase damage to twice ranks in mechanics |
Dedication |
|
|
+1 to intelligence |
Utility belt |
|
|
Spend 1 destiny point to perform the utility belt incidental; produce a previously undocumented item or weapon (With restrictions) from a tool belt or satchel |
Improved utility belt |
|
|
once per session when the character performs a utility belt incidental, they may produce up to 5 functionally identical items. |
Jury rigged (linked quality on pistol) |
|
|
choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use. |
Improved time to go |
|
|
When activating time to go allow 1 engaged ally to also perform an out of turn move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion |
Master grenadier |
|
|
decrease the advantage cost to activate the blast quality on any weapon used by 1 to a minimum of 1 |
Dedication |
|
|
+1 intelligence |
Signature ability last one standing |
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|
once per game session during a combat encounter, the character may spend 2 destiny points to make a hard resilience check. If he succeeds, he skips his next turn and eliminates all enemy minions in the encounter. |
Signature ability reduce setback |
|
|
remove 1 setback from skill checks to activate last one standing |
Signature ability Increase effect |
2 |
|
When triggering last one standing, eliminate one rival per increase effect upgrade in addition to the minions |
Reduced difficulty |
|
|
reduce the diff to activate last one standing to average (2p) |
Destiny |
|
|
Last one standing cost 1 destiny instead of 2 |
Add Boost |
2 |
|
add 1 boost per rank to skill checks to activate last one standing |
Steady Nerves |
|
|
Remove 1 setback per rank from Cool and Skulduggery checks |
Contraption |
|
|
Once per session take the contraption action make a hard mechanics check to fashion a device to solve a current problem using just the tools and parts on hand. |
Forager |
|
|
Remove up to 2 setback from skills to find food, water, or shelter. Survival checks take half the time |
Rapid reactions |
3 |
|
Suffer a number of strain to add an equal number of successes to initiative checks. Strain suffered cannot exceed ranks in rapid reactions. |
Durable |
5 |
|
-10 from all crit's suffered (1 from horrific injury battle scar) |
Steady aim |
|
|
The character does not loose the benefit of the aim maneuver if he performs another maneuver (including moving) or action. He does loose the benefit if the encounter ends. |
Extra clip |
|
|
cannot run out of ammo due to despair. Items with limited ammo run out as normal. |
Swift |
|
|
Do not suffer usual penalties for moving through difficult terrain |
Familiar suns |
|
|
3 purple outer rim or core worlds check to reveal current type of planetary environment and other useful information. |
Combat Veteran |
2 |
|
add 1 boost to brawl and discipline checks per rank of combat veteran |
Comrads in arms |
1 |
|
once per encounter, take comrads in arms action 2p discipline check if successful the character plus 1 ally per success within medium range gains +1 defense for the remainder of the encounter. |
Improved comrades in arms |
1 |
|
spend 3 advantage or a triumph from a comrade in arms check to also gain +1 soak or give 1 effected ally +1 soak |
Dedication |
1 |
|
+1 Brawn |
Persistent Targeting |
1 |
|
After making one or more successful combat check against a target, add 1 boost to combat checks against that same target for the remainder of the encounter. |
Strong Arm |
1 |
|
Treat thrown weapons as if they had 1 greater range. |
Master Demolitionist |
1 |
|
When resolving an attack from a personal (non starship or vehicle) explosive or ordinance weapon the character mat spend a triumph or 1 advantage to have the weapon's blast quality effect all characters within short range rather than engage. If the weapon normally effects characters within short range then range of effect is increased to medium instead. |
Construction specialist |
1 |
|
The character removes 1 setback per rank from construction specialist from checks made to construct bases, defense works, positions, fortifications, tunnels, bunkers or similar combat projects. |