Let's Ride |
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AoR Core Rulebook, Page 151 |
Once per round, may mount or dismount a vehicle or beast, or enter a cockpit or weapon station on a vehicle, as an incidental. |
Rapid Recovery (Rank 1) |
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AoR Core Rulebook, Page 154 |
When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery. |
Natural Pilot |
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AoR Core Rulebook, Page 153 |
Once per session, may re-roll any 1 Piloting (Space) or Gunnery check. |
Grit (Rank 2) |
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AoR Core Rulebook, Page 148 |
Gain +1 strain threshold per rank of Grit. |
Defensive Driving (Rank 1) |
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AoR Core Rulebook, Page 145 |
Increase defense of vehicle or starship being piloted by 1 per rank of Defensive Driving. |
Skilled Jockey (Rank 2) |
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AoR Core Rulebook, Page 156 |
Remove 1 Setback per rank of Skilled Jockey from all Piloting (Planetary) and Piloting (Space) checks the character attempts. |
Debilitating Shot |
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AoR Core Rulebook, Page 145 |
Upon successful attack with a starship or vehicle weapon, may spend 2 Advantage to reduce the maximum speed of the target by 1 until the end of the next round. |
Dead to Rights |
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AoR Core Rulebook, Page 145 |
Spend 1 Destiny Point to add additional damage equal to half Agility (rounded up) to one hit of successful attack made with ship or vehicle-mounted weaponry. |
Dead to Rights (Improved) |
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AoR Core Rulebook, Page 145 |
Spend 1 Destiny Point to add additional damage equal to Agility (rounded up) to one hit of successful attack made with ship or vehicle-mounted weaponry. |
True Aim (Rank 2) |
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AoR Core Rulebook, Page 158 |
Once per round, may perform a True Aim maneuver to gain benefits of aiming and upgrade combat check once per rank of True Aim. |
Spare Clip |
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AoR Core Rulebook, Page 157 |
Cannot run out of amo due to Despair. Items with Limited Ammo quality run out of ammo as normal. |
Overwhelm Defenses (Rank 2) |
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AoR Core Rulebook, Page 154 |
Upon unsuccessful attack with a starship or vehicle weapon, may spend 2 Advantage per rank of Overwhelm Defenses. Reduce the defense in the targeted zone by 1 for every 2 Advantage spent. |
Jury Rigged x1 |
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AoR Core Rulebook, Page 150 |
Choose one weapon, armor, or other item and give it a permanent improvement while it remains in use. |
Exhaust Port |
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AoR Core Rulebook, Page 146 |
Before attacking a starship or vehicle, may spend 1 Destiny Point to ignore the effects of the Massive rule for the attack. |
Brace (Rank 1) |
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AoR Core Rulebook, Page 143 |
Perform the Brace maneuver to remove 1 Setback per rank of Brace from next action. This may only remove Setback added by environmental circumstances. |
Toughened (Rank 1) |
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AoR Core Rulebook, Page 158 |
Gain +2 Wound threshold per rank of Toughened. |
Enduring (Rank 1) |
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AoR Core Rulebook, Page 146 |
Gain +1 soak value per rank of Enduring |
Durable (Rank 2) |
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AoR Core Rulebook, Page 145 |
May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1. |
(Reserved) |
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Point Blank (Rank 1) |
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AoR Core Rulebook, Page 154 |
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. |
Strong Arm |
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AoR Core Rulebook, Page 157 |
Treat thrown weapons as if they had 1 greater range. |
Natural Marksman |
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AoR Core Rulebook, Page 153 |
Once per session, may re-roll any 1 Ranged (Light) or Ranged (Heavy) check. |