Let's Ride |
1 |
|
Once per round, may mount or dismount a vehicle or beast, or enter a cockpit or weapon station on a vehicle as an incidental. |
Skilled Jockey |
2 |
|
Remove 1 setback per rank of Skilled Jockey from all Piloting (Planetary/Space) checks |
improved Full Throttle |
1 |
|
Make a Medium Piloting check to increase a vehicle's top speed by 1 for a number of rounds equal to Cunning. |
Rapid Recovery |
1 |
|
Heal 1 additional Strain (per rank) after encounters. |
Dead to Rights |
1 |
|
May spend a Destiny Point to pass damage equal to half Agility to one hit of a successful attack made with ship/vehicle weaponry. |
Natural Pilot |
1 |
|
Once per session, may re-roll one Space Piloting or Gunnery check. |
Grit |
5 |
|
+1 Strain Threshold |
Tricky Target |
1 |
|
Count vehicle or starship piloted as having Silhouette 1 lower when being attacked. |
Toughened |
3 |
|
+2 Wound Threshold |
Dedication |
3 |
|
+1 Agility; Cunning; Willpower |
Durable |
2 |
|
Reduce Crits suffered by 10 (per rank) |
Brace |
1 |
|
As maneuver, remove setback (per rank) from next action. Only for environmental circumstances. |
Spare Clip |
1 |
|
Cannot run out of Ammo due to Despair. Items with Limited Ammo quality still run out normally. |
Enduring |
3 |
|
+1 Soak |
Brilliant Evasion |
1 |
|
Once per encounter; select one opponent and make opposed Piloting check to stop opponent from attacking character for rounds equal to Agility. |
Shortcut |
1 |
|
During a chase, add 1 Boost per rank made to catch or escape an opponent. |
Swift |
1 |
|
Do not suffer the usual penalty for moving through difficult terrain. |
2nd Wind |
1 |
|
Once per encounter, may use a 2nd Wind incidental to heal Strain equal to ranks. |
Freerunning |
1 |
|
Suffer 1 Strain when making a Move maneuver to move to any location in Short range. |
Indistinguishable, Improved |
2 |
|
Upgrade difficulty of checks to identify character x2; may be extended to allies in Short range = Dec. ranks |
Hidden Storage |
2 |
|
Gain hidden storage in vehicles/equipment that holds total Enc. equal to ranks |
Lose Them |
1 |
|
When followed/chased, make Lose Them action. Hard Stealth check. If Successful, add 2 setbacks to checks to follow for the rest of the encounter. May spend Triumph to have pursuers lose him completely. |
Jury Rigged |
2 |
|
-1 crit rate to Westar; Disruptor |
Debilitating Shot |
1 |
|
Upon making a successful attack with a starship or vehicle weapon, may spend two advantage results to reduce the maximum speed of the target by 1 (to a minimum of 1) until the end of the next round. If the starship or vehicle was traveling its maximum speed, it has its current speed reduced to the new maximum. |
True Aim |
1 |
|
Once per round, before the character makes a ranged attack, [they] may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also upgrades [their] attack roll once per rank of True Aim. |