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Sound investment +7 |
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Edge of empire |
at staty of game get 100 credits for each rank in sound investment. 800 |
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powerfull blast +4 |
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dangerous covenant |
Increase Blast damage dealt by explosives, explosive weapons, and grenades by + 1 per rank of Powerful Blast. |
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grit +5 |
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dangerous civenant |
gain + 1 strain threshold, +5 |
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steddy nerves |
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dangerous covenent |
Remove one setback per rank of Steady Nerves from Cool or Skulduggery checks. |
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Selective dettonation +3 |
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dangerous covenent |
When using a weapon with the Blast quality, spend one advantage to exclude 1 target that would be affected by the explosion, up to ranks in Selective Detonation. |
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Determination |
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yoi man chose to suffer a strain to gain a + to brawn or agility check |
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rapid recovery |
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look i have no fuking idea apparently i gain another thing buy 1 |
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wheel and deal +3 |
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Activation: Passive Ranked: Yes Trees: Trader When he sells legal goods to a reputable merchant or business, the character gains an additional 10% more credits per rank of Wheel and Deal (based on the original sell price of the good or item) |
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toughened +2 |
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+2 to wound threshhold +4 |
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improved time to go |
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spend 1 dest point to get out of range |
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baught info |
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Bought Info action; spend credits equal to 50 times the difficulty of the check to pass with one # |
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supress |
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turns off space magic |
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improved improved dettonation |
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Once per session, make a Hard (ppp ) Mechanics check to perform the Improvised Detonation action and build an explosive device, dealing damage equal to ranks in Intellect + ranks in Mechanics + . |
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enduring |
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gain 1 soak |
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Master grenaider +2 |
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Decrease the cost to activate the Blast quality on any weapon used by 1 to a minimum of 1. |
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dedication |
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bump up a charcteristic buy 1 |
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duration |
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Ongoing effect: Commit O to sustain ongoing effects of the power on each affec ted target while wit�,in range. |
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range (2) |
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Spend () to increase pow· er's range by a number of range bands equal to Range upgrades purchased. |
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strength |
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Spend() lo add additional automatic Y equal to Strengll1 ul)£rades pur· chased to hostile Force power checks. |
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controll |
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Commit one or more O When an opponent targets the user with a Force power. after the opponent generates(). reduce the total()generated by I perQ committed. to a minimum of 0. |
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Throwing credits |
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At beginning of session, spend 100 credits to ignore strain threshold penalty due to triggered Obligation. |
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Greased palms |
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Before making a social check, may spend up to 50 credits per rank of Creased Palms to upgrade the abili- ty of the check once for ev- ery 50 spent. |
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Smooth Talker |
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SMOOTH TALKER COST 5 When first acquired, choose 1 skill; Charm, Coercion, Deception, or Negotiation. When making checks with that skill, spend to gain additional equal to ranks in Smooth Talker. |
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KNOW SOMEBODY COST |
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KNOW SOMEBODY COST 5 Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody. |
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UNMATCHED EXPERTISE BASE ABILITY |
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UNMATCHED EXPERTISE BASE ABILITY COST 30 Once per game session as an action, the character may spend two Destiny Points to reduce the difficulty of all career skill checks he makes by one to a minimum of Easy for the remainder of the encounter. |
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LAST ONE STANDING BASE ABILITY |
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LAST ONE STANDING BASE ABILITY COST 30 Once per game session during a combat encounter, the character may spend 2 Destiny Points to make a Hard ( ) Resilience check. If he succeeds, he skips his next turn and eliminates all enemy minions in the encounter. (The minions are all eliminated immediately, so will not get to participate further in the combat, but for the sake of the narrative, the PC can spend the next round of combat incapacitating them). The narrative means by which he accomplishes this is up to the player character, but should be suitably exciting, |
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CONSTRUCTION SPECIALIST +1 |
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Remove equal to ranks in Construction Specialist from checks to construct defenses, positions, fortifications, and similar projects. |
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Durable +1 |
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May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1. |
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KNOW SCHEMATIC |
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Once per session, may perform the Know Schematic maneuver; make a Hard ( ppp) Knowledge (Education) check. Success grants familiarity with a building or ship’s design. |
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CONTRAPTION |
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Once per session, take Contraption action; make a Hard (ppp ) Mechanics check to fashion a device to solve a current problem using just the tools and parts on hand. |
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IMPROVISED DEFENSES |
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IMPROVISED DEFENSES COST 15 May make an Average ( pp) Survival check to fashion small defenses. It provides cover for up to 4 characters for the rest of the encounter. |
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UTILITY BELT |
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UTILITY BELT COST 20 Spend 1 Destiny Point to perform a Utility Belt incidental; produce a previously undocumented item or weapon (with restrictions) from a tool belt or satchel. |
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Strong arm |
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STRONG ARM COST 20 Treat thrown weapons as if they had 1 greater range |
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weak foundation |
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WEAK FOUNDATION COST 25 Once per session may take the Weak Foundation action; make a Hard ( ppp ) Knowledge (Warfare) check. If successful, for the remainder of the encounter the character and all allies add automatic 2advantage or sucess to all combat checks made targeting the identified fixed structure. |
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Dedecation |
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DEDICATION COST 25 Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |
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IMPROVISED POSITION |
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IMPROVISED POSITION COST 25 The character may make a Hard () Mechanics check to construct a secure position. This provides cover for the group and its vehicles. |
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master demolitionist |
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DEMOLITIONIST COST 25 When resolving an attack from a personal explosive or ordinance weapon, may spend or to have the weapon’s Blast quality act at short range, or medium if it already acts at short. |