Black Market Contacts |
2 |
|
When looking to purchase illegal, exotic, or black market goods, the character may decrease the rarity by one level per rank in Black Market Contacts. For each level an item’s rarity is decreased, its cost increases by 50% of its base cost. |
Call 'Em |
1 |
|
Do not add Black dice to combat checks due to the use of the Aim maneuver. |
Convincing Demeanor |
2 |
|
Remove Setback Dice (Black Dice) per rank of Convincing Demeanor from any Deception or Skulduggery check. |
Dedication |
3 |
|
Each rank permanently increases a single characteristic of the player’s choice by one point. This cannot bring a characteristic above six. |
Dodge |
1 |
|
When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, them upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge. |
Grit |
2 |
|
Each rank of Grit increases a character’s strain threshold by one. |
Guns Blazing |
1 |
|
As an incidental, suffer 2 Strain to avoid increasing the difficulty of a Ranged (Light) check to attack with two weapons. |
Hidden Storage |
1 |
|
Any large equipment, vehicle, or droid that the character owns has one or more hidden compartments for smuggling appropriately sized gear. The number of compartments is up to the player, but cannot be enough to old a total encumberance value of items more than the character’s ranks in Hidden Storage. The size of the compartments are proportional to the size of the vehicle or droid in question. Most humanoid droids can only hold items equivalent in size to a one-handed weapon, whereas a silhouette 4 starship could conceal humanoids within its compartments. Any checks to detect these compartments have a Formidable (5 Difficulty Dice) difficulty. |
Lethal Blows |
2 |
|
The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. |
Natural Charmer |
1 |
|
Once per game session, the character may reroll any one Charm or Deception check. |
Quick Draw |
1 |
|
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. |
Quick Strike |
3 |
|
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. |
Quickdraw [Improved] |
1 |
|
May use Quick Draw twice per round. |
Rapid Reaction |
3 |
|
The character may suffer a number of strain to add an equal number of Successes to any Vigilance or Cool check to determine initiative order. The number may not exceed his ranks in Rapid Reaction. |
Side Step |
1 |
|
Once per round on the character’s turn, the character may perform a Side Step maneuver to try to avoid incoming ranged attacks. He then suffers a number of strain no greater than his ranks in Side Step. Until the start of the character’s next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the character. |
Solid Repairs |
1 |
|
Whenever the character repairs hull trauma on a starship or vehicle, he repairs one additional hull trauma per rank of Solid Repairs. |
Sorry About the Mess |
1 |
|
Decrease the Critical Rating of a weapon by 1 (to a minimum of 1) against targets that have not yet acted this encounter. |
Speaks Binary |
1 |
|
The character gains a Bonus die per rank of Speaks Binary to any tasks he directs Non-Player Character droids to perform. |
Spitfire |
1 |
|
After a successful combined check with two Ranged (Light) weapons, additional hits can be allocated to other targets within range of the weapon. |
Tinkerer |
2 |
|
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. |
Toughened |
3 |
|
The character increases his wound threshold by two per rank of Toughnened. |
Utinni! |
1 |
|
The character removes a Setback Die (Black Die) equal to the character’s ranks in Utinni! from checks made to find or scavenge items or gear. These checks could include Negotiation, Perception, or other checks, depending on circumstances and the GM’s discretion. Such skill checks take half their normal time (this does not increase with multiple ranks of Utinni!) |
Brace |
1 |
|
Perform the Brace maneuver to remove 1 black die per rank of Brace from next action. This may only remove black die from environmental circumstances |
Commanding Presence |
1 |
|
Remove black die per rank of Commanding Presence from Leadership and Cool checks |
Natural Marksman |
1 |
|
Once per session, may reroll and 1 Ranged (Light) or (Heavy) check |
Inventor |
2 |
|
When constructing new items or modifying existing ones attachments, add 1 boost or remove 1 black die per rank |
Deadly Accuracy |
1 |
|
When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of successful attack made using that skill. Selected: Ranged - Light |
Utility Belt |
1 |
|
The character may spend one Destiny Point to perform a Utility Belt incidental to produce a previously undocumented – but essential – small tool from his utility belt, satchel, or pockets, with a rarity no greater than 4. This cannot be a weapon unless the weapon has the Limited Ammo 1 quality. |
Jury Rigged |
1 |
|
Choose one weapon, armour, or other item and give it a permanent improvement while it remains in use |
Known Schematic |
1 |
|
Once per session, may perform this maneuver; make a Hard Knowledge Education check, Success grants familiarity with a building or ship's design |