Enduring (1) |
|
AoR 146 |
+1 Soak per rank |
Resolve (1) |
|
AoR 155 |
When involuntarily suffering strain, suffer 1 less strain per rank (min 1) |
Grit (2) |
|
AoR 144 |
+1 Strain threshold per rank |
Powerful Blast (2) |
|
AoR 154 |
+1 to Blast damage from grenades, explosive weapons, and grenades per rank |
Rapid Recovery (2) |
|
AoR 154 |
After an encounter, recover 1 additional strain per rank |
Master Grenadier |
|
|
-1 advantage cost to trigger the Blast quality to a minimum of 1 |
Dedication (Agility) (2) |
|
AoR 141 |
+2 Agility |
Convincing Demeanor (1) |
|
AoR 145 |
Ignore 1 setback per rank when rolling Deception or Skullduggery |
Selective Detonation |
|
AoR 155 |
When using weapon with Blast quality, spend Adv to exclude 1 target, up to Ranks |
Well Rounded |
|
AoR 159 |
Deception & Melee are Career Skills |
Toughened (1) |
|
AoR 158 |
Gain +2 Wound threshold |
Natural Charmer |
|
AoR 153 |
1/session, re-roll any 1 Charm or Deception check |
Codebreaker |
|
AoR 144 |
Remove setback/rank from checks to break codes or decrypt communications. Decrease difficulty by 1. |
Creative Killer |
|
AoR 145 |
Reduce the critical rating of improvised weapons by 2 (to a min of 1). |
Durable |
|
AoR 146 |
May reduce any Critical Injury suffered by 10/rank (to a min of 1). |
A Step Ahead |
|
C&M 30 |
1/session, suffer 2 strain to count Cunning at +1 for the remainder of the encounter. |
Inside Person |
|
C&M 31 |
1/session, spend Destiny Point to establish been undercover in identified enemy base or large vehicle. Add 2 automatic advantages to every check he & allies make that are associated with that location. |
Inside Knowledge |
|
C&M 30 |
1/session, make Hard Skullduggery inside enemy facility/vessel. On success, find a single personal scale item with a rarity no greater than Cunning + 2 previously stashed, or gain a narrative benefit. |
Time To Go |
1 |
AoR 158 |
Spend 1 Destiny Point to perform a Move to attempt to move into cover or out of the blast range of a weapon or explosion |
Time To Go (Improved) |
1 |
AoR 158 |
When activating Time To Go, 1 engaged ally can also perform the Move maneuver as an incidental |