|
Toughened |
6 |
|
+2 Wound Threshold |
|
Grit |
6 |
|
+1 Strain Threshold |
|
Physical Training |
3 |
|
The character adds a boost dice per rank of Physical Training to their Athletics and Resilience checks. |
|
Conditioned |
1 |
|
The character removes a setback dice per rank of Conditioned from their Athletics and Coordination checks. They reduce the damage and strain suffered from falling by 1 per rank of Conditioned. |
|
Clanker Killer |
3 |
|
Before rolling a combat check that targets a droid (including a droid vehicle or a vehicle piloted by a droid), the character may remove boost dice up to their ranks in Clanker Killer from the pool, and add an equal number of success or advantage results (in any combination) to the results. |
|
Clanker Killer (Improved) |
1 |
|
When making a Brawl or Melee combat check targeting a droid, the character treats their attack's critical rating as being 1 lower per rank of Clanker Killer (to a minimum of 1). |
|
Quick Strike |
2 |
|
The character adds a boost die per rank of Quick Strike to [their] combat checks made against any target that has not yet acted in the encounter. |
|
Knockdown |
1 |
|
After hitting with a melee attack, the character may knock the target prone by spending a triumph result. If the target is larger than the acting character, it requires one additional triumph for each silhouette larger. |
|
Point Blank |
2 |
|
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. |
|
Swift |
1 |
|
The character does not suffer the penalties for moving through difficult terrain (they move through it at normal speed, without spending additional maneuvers). |
|
Guns Blazing |
1 |
|
When making a combined combat check with two Ranged (Light) weapons, the character may suffer 2 strain in order to refrain from increasing the difficulty of the check for attacking with two weapons. |
|
Natural Commando |
1 |
|
Once per session, the character may reroll one Ranged (Light) or Stealth check. |
|
Dedication |
2 |
|
Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. |
|
Get The Drop |
1 |
|
Once per session, the character and any number of allies in the current encounter may add success results equal to the character's ranks in Stealth to a check to determine Initiative order. The player must explain how their character's stealthy approach helps the PCs to get the drop on their opponents. |
|
Tactical Evasion |
1 |
|
Upgrade the difficulty of any ranged combat checks targeting the character a number of times equal to the number of maneuvers the character has performed to move during the current round. |
|
Rapid Fire |
1 |
|
Before making a Ranged (Light) combat check using a weapon that does not have the Limited Ammo item quality, the character may perform the Rapid Fire incidental to add the Auto-fire item quality to the attack. After resolving the attack, the weapon runs out of ammo. |
|
Armor Master |
1 |
|
While wearing armor, the character increases their total soak value by one. |
|
Armor Master (Improved) |
1 |
|
When wearing armor with a soak value of two or higher, the character increases their defense by one. |
|
Enduring |
1 |
|
+1 soak |
|
Quick Draw |
1 |
|
Once per round, on the character's turn, [they] may draw or holster an easily accessible weapon or item as an incidental, instead of 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. |
|
Rapid Reaction |
2 |
|
The character may suffer a number of strain to add an equal number of success results to any Vigilance or Cool check to determine Initiative order. The number may not exceed [their] ranks in Rapid Reaction. |
|
Combat Veteran |
2 |
|
The character adds a boost dice to their Brawl and Discipline checks equal to their ranks in Combat Veteran. |
|
Outdoorsman |
1 |
|
The character removes a setback die per rank of Outdoorsman from [their] checks to move through terrain or to manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with additional ranks of Outdoorsman). |
|
Lethal Blows |
2 |
|
The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. |
|
Multiple Opponents |
1 |
|
The character adds a boost dice to their Brawl, Melee, and Lightsaber combat checks when engaged with multiple opponents. This includes single groups of multiple minions. |
|
Known Programming |
1 |
|
Once per session, the character may choose a single model of droid that they have encountered before and make a Hard difficulty Vigilance check. If the check is successful, minion and rival droids of that type upgrade the difficulty of their checks targeting the character, plus one ally per success result after the first, once for the rest of the encounter. |
|
Known Programming (Improved) |
1 |
|
Allies affected by Known Programming also upgrade the ability of their checks targeting the chosen droid model once. |
|
Spare Clip |
1 |
|
The character does not run out of ammo on a despair result. Items with Limited Ammo quality run out of ammo as normal. |
|
ADVERSARY |
1 |
|
Upgrade all attacks against this foe once per rank. |
|
Durable |
2 |
|
The character may reduce a Critical Injury result [they] suffer by 10 per rank of Durable, to a minimum of one. |