Enduring |
1 |
|
Character gains + 1 soak value per rank of Enduring |
Brace |
1 |
|
As a maneuver, the character may Brace himself. This allows a character to remove • per rank of Brace from the next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult. |
Toughened |
1 |
|
The character increases his wound threshold by two per rank of Toughened |
Jury Rigged *Short Carbine |
1 |
|
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 is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece or armor. |
Armor Master |
1 |
|
When wearing armor, the character increases his total soak value by one |
Tinkerer *Short Carbine |
1 |
|
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. |
Deadly Accuracy *Ranged:Heavy |
1 |
|
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 |