Grit |
4 |
|
Gain +1 strain threshold. |
Toughened |
2 |
|
+2 Wound Threshold |
Combat Veteran |
1 |
|
The character adds a Blue Die to his Brawl and Discipline checks equal to his ranks in Combat Veteran. |
Steady Aim |
1 |
|
The character does not lose the benefits of the Aim maneuver if he performs other maneuvers (including moving) or actions. He does lose the benefits of the Aim maneuver if the encounter ends. |
Spare Clip |
1 |
|
Cannot run out of ammo due to Despair. Items with limited ammo quality run out of ammo as normal. |
Stimpack Specialization |
1 |
|
Stimpacks heal 1 additional wound per rank of Stimpack Specialization. |
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 the difficulty of the check by that number. |
Quick Draw |
1 |
|
Once per round, draw or holster a weapon or accessible item as an incidental. |
Quick Strike |
1 |
|
Add a Blue Die per rank of Quick Strike to combat checks against targets that have not acted yet this encounter. |
Stalker |
2 |
|
Add a Blue Die per rank of Stalker to all Stealth and Coordination checks. |
Lethal Blows |
3 |
|
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents. |
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 (Ranged: Light) |
1 |
|
When acquired, choose 1 combat skill. Add damage equal to ranks in that skill to one hit of successful attack made using that skill. |
Dedication |
2 |
|
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |
Precise Aim |
1 |
|
Once per round, may perform a 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. |
Targeted Blow |
1 |
|
After making a successful attack, may spend 1 Destiny Point to add damage equal to Agility to one hit. |
Jump up |
1 |
|
Once per round, may stand from seated or prone as an incidental. |
Anatomy Lessons |
1 |
|
After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit. |
Durable |
1 |
|
May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1. |
Comrades in Arms |
1 |
|
Once per encounter, take Comrades in Arms action and make a Hard Discipline. If successful, the character plus on ally per Success within medium range gains +1 defense for the remainder of the encounter. |
Improved Comrades in Arms |
1 |
|
spend 3 Advantage or Triumph from Comrades in Arms check to also gain +1 soak or give one affected ally +1 soak. |
Enduring |
1 |
|
Gain 1 Soak |
Shortcut |
1 |
|
During a chase, add a blue die per rank in Shortcut to any checks made to catch or escape an opponent. |
Full Throttle |
1 |
|
Take a Full Throttle action; make a Hard Piloting check to increase a vehicle’s top speed by 1 for a number of rounds equal to Cunning. |