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Toughened |
2 |
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The character increases his wound threshold by two per rank of Toughnened. |
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Jury Rigged |
1 |
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The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may increase the damage of the weapon by one; decrease the Advantage cost on its Critical, or any single other effect by one to a minimum of one; or increase armor’s ranged or melee defense by one. Alternatively, he can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character using the item. If the item is ever lost, or destroyed, the character may apply Jury Rigged to a new personal weapon or piece of armor. |
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Point Blank |
1 |
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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. |
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Armor Master |
1 |
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When wearing armor, the character increases his total soak value by one. |
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Tinkerer |
1 |
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The character makes one piece of equipment more modifiable. He chooses one piece of equipment and increases its number of hard points by one. He can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to his ranks in Tinkerer. If he loses a modified piece of equipment, he may apply Tinkerer to a new one. |
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Deadly Accuracy |
1 |
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Each time the character gains a rank of Deadly Accuracy, he must choose one combat skill. The character may add his basic training ranks in that combat skill as additional damage to one hit of a successful attack made with that skill with non-starship/vehicle weapons. He cannot choose the same combat skill twice. |
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Dedication |
1 |
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Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a character's strain threshold by one. |
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Armor Master - Improved |
1 |
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When wearing armor with a soak value of two or higher, the character increases his defense by one. |
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Quickdraw |
1 |
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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. |
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Quick Strike |
1 |
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When performing a combat check during combat, the character adds a Bonus Die (Blue Die) per rank of Quick Strike to combat checks against any target that has not yet acted in the encounter. |
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Grit |
1 |
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Each rank of Grit increases a character’s strain threshold by one. |
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Call 'Em |
1 |
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Do not add setback die to combat checks due to use of the Aim maneuver. |