Grit |
1 |
|
Gain +1 strain threshold |
Lethal Blows |
3 |
|
Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents |
Stalker |
3 |
|
Add 1 boost per rank of Stalker to all Stealth and Coordination checks |
Dodge |
2 |
|
When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade then upgrade the difficulty of the check by that number |
Precise Aim |
2 |
|
Once per round, may perform the Precise Aim maneuver. Suffer a number of strain no greater than ranks in Precise Aim, then reduce target's melee and ranged defense by that number |
Jump Up |
1 |
|
Once per round, may stand from seated or prone as an incidental |
Quick Strike |
1 |
|
Add 1 boost per rank of Quick Strike to combat checks against targets that have not acted yet this encounter |
Quick Draw |
1 |
|
Once per round, draw or holster a weapon or accessible item as an incidental |
Targeted Blow |
1 |
|
After making a successful attack, may spend 1 Destiny Point to add damage equal to Agility to one hit |
Anatomy Lessons |
1 |
|
After making a successful attack may spend 1 Destiny Point to add damage equal to Intellect to one hit |
Sniper Shot |
1 |
|
Before making a non-thrown ranged attack, may perform a Sniper Shot maneuver to increase the weapon's range by 1 range band per rank in Sniper Shot. Upgrade the difficulty of the attack by 1 per range band increase |
Deadly Accuracy |
1 |
|
Add damage equal to skill ranks in Ranged (Heavy) to one hit of successful attack made using that skill |
Master of Shadows |
1 |
|
Once per round, suffer 2 strain to decrease difficulty of next Stealth or Skullduggery check by one |
Dedication |
1 |
|
Gain +1 to a single characteristic. This cannot bring a characteristic above 6 |
Durable |
2 |
|
The character may reduce a Critical Injury result they suffer by 10 per rank of Durable, to a minimum of one |
Advanced Nervous System |
1 |
|
My make tactile Perception checks from up to Long range as if Engaged. Difficulty to perceive the subject is upgraded once per range band of distance |
Regeneration |
1 |
|
Recover 1 wound per round or minute at all times, and may attempt to heal critical injuries once at the end of each encounter or once per 2 hours minimum. When healing the "Maimed" injury, reattach the limb |
Unmatched Devastation |
1 |
|
Once per game session as an incidental, after performing a combat check, the character may spend 2 Destiny Points to perform an additional combat check against the same target with the difficulty increased by 1 for each successful combat check the character has performed this turn. This combat check must be made using a non-starship vehicle weapon that the character has not already used this turn |