Toughened |
7 |
|
|
Grit |
10 |
|
|
Physical Training |
2 |
|
Add □ per rank of Physical Training to Athletics and Resilience checks. |
Conditioned |
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. |
Outdoorsman |
3 |
|
The character removes ■ per rank of Outdoorsman from checks to move through terrain or manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with multiple ranks of Outdoorsman). |
Confidence |
3 |
|
May decrease difficulty of Discipline checks to avoid fear by I per rank of Confidence. |
Confidence (Impr.) |
|
|
May spend triumph on a fear check to steady the nerves of other allies making the same fear check. If the character does so, each ally within short range who makes the fear check adds automatic success equal to the character’s ranks in Confidence to the results of the check. |
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. |
Field Commander (Impr.) |
|
|
Field Commander action affects allies equal to double Presence, and may spend Triumph to allow allies to suffer 1 strain and perform I free action instead. |
Inspiring Rhetoric |
|
|
The character may take the Inspiring Rhetoric action; making an Average Leadership check. For each success one ally within close range recovers one strain. For advantage each one ally benefiting from Inspiring Rhetoric recovers one additional strain. |
Inpsiring Rhetoric (Impr.) |
|
|
Each ally affected by Inspiring Rhetoric gains □ on all skill checks for a number of rounds equal to the character’s ranks in Leadership; this does not stack with itself. |
Command |
4 |
|
Add □ per rank of Command when making Leadership checks. Affected targets add □ to Discipline checks for next 24 hours. |
Quick Draw |
|
|
Once per round on the character’s turn, he may draw or holster an easily accessible weapon as an incidental, not 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. |
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 Marksman |
|
|
Once per session, may reroll any 1 Ranged (Light) or Ranged (Heavy) check |
Jump Up |
|
|
Once per round on the character’s turn, the character may stand up from prone or a seated position as an Incidental. |
Tactical Combat Training |
|
|
Melee and Ranged (Heavy) become career skills. |
Vehicle Combat Training |
|
|
Gunnery and Piloting (Planetary) become career skills |
Basic Combat Training |
|
|
Brawl and Ranged (Light) become career skills. |
Encouraging Words |
|
|
After an ally within short range fails a check, may suffer 1 strain to assist that ally’s next check this encounter as an out of turn incidental. |
That's How It's Done |
|
|
May suffer 1 strain on successful skill check to add advantage to the same skill check made by a number of allies equally to Willpower within short range during the next round. |
Point Blank |
4 |
|
The character adds one damage per rank of Point Blank to one hit of successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged. |
Hunter |
1 |
|
Add □ per rank of Hunter to all checks when interacting with beast or animals (including combat checks). Add + 10 to Critical Injury results against beasts or animals per rank of Hunter. |
Forager |
|
|
Remove up to ■ ■ from skill checks to find food, water, or shelter. Survival checks to forage take half the time. |
Expert Tracker |
3 |
|
Remove ■ per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half. |
Hard Headed |
2 |
|
When staggered or disoriented, perform the Hard Headed action; make a Daunting (ddd) Discipline check to remove status. Difficulty reduced I per rank of Hard Headed |
Hard Headed (Impr.) |
|
|
When incapacitated due to strain exceeding threshold, may take a more difficult Hard Headed action to reduce strain to 1 below threshold. |
Body Guard |
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. |
Body Guard (Impr.) |
|
|
Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead. |
Good Cop |
2 |
|
May spend 2 adv. from a Charm or Negotiation check to upgrade ability of a single ally’s subsequent Social Interaction check against the target a number of times equal to ranks in Good Cop. |
Bad Cop |
2 |
|
May spend 2 adv. from a Deception or Coercion check to upgrade ability of a single ally’s subsequent Social Interaction check against the target a number of times equal to ranks in Bad Cop. |
Unrelenting Skeptic |
|
|
When targeted by a Deception check, the character automatically adds failure to the check equal to ranks in Vigilance. |
Unrelenting Skeptic (Impr.) |
|
|
When targeted by a Deception check that fails, may spend 1 Destiny Point to add Despair to results. |
Durable |
2 |
|
|
Streets Smarts |
1 |
|
Remove ■ per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks. |
Dedication |
6 |
|
|
Stimpack Specialization |
2 |
|
|
Natural Instructor |
|
|
Once per session, may reroll one Discipline or Leadership check |
Resolve |
2 |
|
When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, to a minimum of 1 |
Natural Leader |
|
|
Once per game session, the character may reroll any one Cool or Leadership check. |
Second Wind |
5 |
|
Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind. |
Side Step |
1 |
|
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 for the next round. Strain suffered this way cannot exceed ranks in Side Step. |
Strong Arm |
|
|
Characters with the Strong Arm talent treat thrown weapons as if they had one step greater range, to a maximum of medium range. |
Sniper Shot |
1 |
|
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). |
Lethal Blows |
1 |
|
The character adds + 10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. |
True Aim |
2 |
|
Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check. |
Deadly Accuracy |
1 |
|
Ranged - Heavy |
Well Travelled |
|
|
Knowledge (Core Worlds) and Knowledge (Outer Rim) become career skills. |
Spare Clip |
|
|
The character does not run out of ammo on a Despair. Items with Limited Ammo quality run out of ammo as normal. |
Enduring |
2 |
|
Character gains +1 soak value per rank of Enduring. |
Stalker |
2 |
|
Add □ per rank of Stalker to all Stealth and Coordination checks. |
Swift |
|
|
Do not suffer usual penalties for moving through difficult terrain. |
Natural Outdoorsman |
|
|
Once per session, may reroll any 1 Resilience or Survival check. |
Blooded |
1 |
|
Add □ per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by 1 round per rank of Blooded to a minimum of 1 |
Soft Spot |
|
|
After making a successful attack, may spend I Destiny Point to add damage equal to Cunning to one hit. |
Commanding Presence |
|
|
The character removes ■ per rank of Commanding Presence from his Leadership and Cool checks. |
Commanding Presence (Impr.) |
|
|
Once per session, may take Commanding Presence action; make an opposed Cool vs. Discipline check to force target to leave the encounter. |
Sixth Sense |
1 |
Battlescar |
The character gains +1 Ranged Defense |
Unmatched Authority |
|
|
Once per game session, as an action during an encounter in structured time, the character may spend 1 Destiny Points to gain the following ability for the remainder of the current round and 4 additional rounds: As an out of turn incidental, the character may suffer 2 strain to downgrade the difficulty of an ally’s skill check once. |
Firm Resolve (UA) |
|
|
Increase ST by 2 while UA is active |
Mass Combat (UA) |
|
|
May spend Strain to modify Mass Combat checks with UA as though it was an ally's check |
Increase Effect (UA) |
|
|
May reduce the difficulty of an ally’s skill check instead of downgrading the difficulty. |
Destiny (UA) |
|
|
UA costs 1 Destiny point instead of 2 |
Endurance (UA) |
|
|
Reduce Strain cost to modify an ally's skill check with UA by 1 |
Increase Effect (UA) |
|
|
May remove ■ from an ally's skill check instead of downgrading the difficulty |