Toughened |
3 |
|
The character increases their wound threshold by two per rank of Toughened. |
Jury Rigged |
2 |
|
The character chooses one personal weapon or piece of armor per rank of Jury Rigged. They may increase the damage of the weapon by one; decrease the Advantage cost on its Critical, or any single other effect by one to a minimum of one; or increase armor’s ranged or melee defense by one. Alternatively, they can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece or armor. |
Armor Master |
1 |
|
When wearing armor, the character increases their total soak value by one. |
Tinkerer |
1 |
|
The character makes one piece of equipment more modifiable. They choose one piece of equipment and increase its number of hard points by one. They can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to their ranks in Tinkerer. If they lose a modified piece of equipment, they may apply Tinkerer to a new one. |
Deadly Accuracy (Brawl) |
1 |
|
Each time the character gains a rank of Deadly Accuracy, they must choose one combat skill. The character may add their ranks in that combat skill as additional damage to one hit of a successful attack made with that skill with non-starship/vehicle weapons |
Dedication |
1 |
|
Each rank permanently increases a single characteristic of the player's choice by one point. |
Improved Armor Master |
1 |
|
When wearing amor with a soak value of 2 or higher, increase defense by 1 |
Defensive Stance |
1 |
|
One per round on the character's turn, the character may perform a Defensive Stance maneuver to assume a defensive stance against incoming melee attacks. They then suffer a number of strain no greater than their ranks in Defensive Stance. Until the start of the character's next turn, upgrade the difficulty of all melee combat checks targeting the character a number of times equal to the strain suffered by the character in this way. |
Disorient |
1 |
|
After hitting with a combat check, the character may spend 2 Advantage to Disorient their foe. Disoriented targets add 1 difficulty to all skill checks. The Target is Disoriented for a number of rounds equal to the attacker's ranks in Disorient. |
Grit |
2 |
|
Each rank of Grit increases a character's strain threshold by one. |
Lethal Blows |
1 |
|
The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. |
Precise Aim |
1 |
|
Once per round on the character’s turn, the character may perform a Precise Aim maneuver before attempting a combat check and suffer a number of strain. The number of strain cannot exceed their ranks in Precise Aim. They then decrease the target’s defense (ranged and melee) by one per strain suffered for that combat check. |
Dodge |
1 |
|
When targeted by a combat check (ranged or melee), the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed their ranks in Dodge. |
Gearhead |
2 |
|
Remove setback per rank of Gearhead from Mechanics Check. Halve the credit cost to add mods to attachments |
Solid Repairs |
2 |
|
When repairing hull trauma on a starship or vehicle, repair 1 additional hull trauma per rank of Solid Repairs |
Fine Tuning |
1 |
|
When repairing system strain trauma on a starship or vehicle, repair 1 additional system strain per rank of Fine Tuning |
Enduring |
1 |
|
+1 Soak |