|
Toughened |
2 |
|
Gains +2 Wound Threshold |
|
Grit |
2 |
|
Gains +1 strain threshold per rank |
|
Physical Training |
2 |
|
Add one boost die per rank of physical training to Athletics and Resilience Checks |
|
Conditioned |
1 |
|
Remove setback die per rank of Conditioned from Athletic and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of conditioned. |
|
Point Blank |
2 |
|
Add 1 damage per rank of Point Blank to damage of one hit of successful attack using Ranged (Heavy) or Ranged (Light) skills at short range or engaged. |
|
Knockdown |
1 |
|
After hitting with a melee attack, may spend triumph to knock the target prone. |
|
Quick Strike |
2 |
|
Add boost die per rank of quick strike to combat checks against targets that have not acted yet this encounter. |
|
Swift |
1 |
|
Do not suffer usual penalties for moving through difficult terrain. |
|
Get the Drop |
1 |
|
Once per session, the character and any number of allies in the encounter may add successes equal to the character's ranks in Stealth to their checks to determine Initiative Order. |
|
Tactical Evasion |
1 |
|
Upgrade the difficulty of ranged combat checks targeting the character a number of times equal to the number of maneuvers they performed to move during this round. |
|
Dedication |
1 |
|
Gain +1 to single characteristic. This cannot bring a characteristic above 6. (Chose Willpower). |
|
Clanker Killer |
2 |
|
Before rolling a combat check that targets droids, remove boost die up to a character's ranks in Clanker Killer from the pool and add an equal number of success or advantage to the results. |
|
Guns Blazing |
1 |
|
As an incidental, suffer 2 strain to avoid increasing the difficulty of a Ranged (Light) check to attack with two weapons. |
|
Natural Commando |
1 |
|
Once per session, the character may reroll one Ranged (Light) or Stealth check. |