Fearsom Countenanc |
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you add an advantage to all coercion checks. |
stimpack specilization |
2 |
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stimpacks heal 2 additional wound per rank of stimpack specialist |
Grit rank |
5 |
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gain 5 strain threshhold |
surgeon |
2 |
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when making a medicine check to help a character heal wounds they heal 2 additional wound per rank |
percise aim |
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1 once per round may preform percise aim menuver suffer a number of strain no greater then ranks in percise aim then reduce the targets melee and ranged defense by that number |
jump up |
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1 per round may get up from prone as an incidental |
quick strike |
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add a blue die to combat checks against target that hasnt acted this round |
quick draw |
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1 per round draw a weapon or accesable item as an incidental |
Stalker |
2 |
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add 1 blue die per rank of stalker to all stealth and cordination check |
Leathal blows |
3 |
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add +10 per rank of Leathal blows to any critical injury result inflicted on an oponent |
Targeted blow |
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after any succesful attack you may spend 1 destiny point to add damage equal to agility |
Sniper shot |
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increase weapon range by 1 and dificulty by 1 per incriment |
deadly accuracy (Ranged Heavy) |
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add damage equal to ranks in ranged heavy to all attacks made with ranged heavy weapons |
dodge |
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suffer strain up to ranks in dodge as an incidental when targeted to raise the dificulty of the check by the amount to strain suffered |
dedication |
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+1 agility |
iron body 2 |
2 |
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remove 2 setback die from all cordination and resilience checks and decrease unarmed attacks crit rating by 1 |
percision strike |
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when you inflict a critical injury with a melee weapon you can suffer 1 strain to change the result to any easy critical injury |
martial grace |
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once per round suffer 2 strain to add damage equal to cordination ranks on the next brawl check |
improved percision strike |
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once per round when you inflict a critical injury with a melee weapon you can suffer 2 strain to change the result to any average critical injury |
supreme percision strike |
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once per session when you inflict a critical injury with a melee weapon you can suffer 3 strain to change the result to any hard critical injury |
toughen |
3 |
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increase wound threshhold by 6 |
mind over matter |
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the character may spend a destiny point to recover strain equal to willpower |
dedication |
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+1 brawn |
bacta specialist |
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heal one additional wound when you use a bacta tank to heal a subject |
natural doctor |
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once per session reroll any 1 medicine check |
forager |
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remove 1 black dice from checks to find food water and shelter, survival checks to forage take half the time |
Dedication |
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+1 agility |
Brace |
2 |
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Remove 2 black setback dice from skill checks |
it's not that bad |
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once per session when an ally suffers a critical wound take the It's not that bad action and make a hard medicine check to negate the critical injury |
well rounded |
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chose 2 skills to make them career skills |