Additional Limbs |
1 |
|
Can make two free maneuvers per turn (as opposed to 1). |
Sound Investments |
3 |
|
Gain 100 credits per Rank at the start of each session. |
Rapid Recovery |
2 |
|
Heal 1 additional Strain per Rank at end of encounters. |
Greased Palms |
1 |
|
May spend up to 50 credits per Rank to upgrade social ability checks per 50 credits spend. |
Command |
4 |
|
Add Boost per Rank to Leadership checks. Affected targets add Boost to Discipline checks for 24 hours. |
Second Wind |
2 |
|
Once per encounter, heal Strain equal to Ranks as an incidental. |
Field Commander |
1 |
|
Make a Difficulty 2 Leadership check. On a success, allies equal to Presence can spend 1 Strain to immediately perform 1 free Maneuver. |
Improved Field Commander |
1 |
|
If Field Commander generates a Triumph, allies equal to double Presence can spend 1 Strain to immediately take a free Action. |
Throwing Credits |
1 |
|
At beginning of session, spend 100 credits to ignore Strain Threshold penalty due to triggered Obligation. |
Bought Info |
1 |
|
Spend credits equal to 50 times difficulty of Knowledge check to pass with one success. |
Grit |
4 |
|
Gain +1 Strain threshold per Rank. |
Intense Focus |
1 |
|
Can take the Intense Focus maneuver and suffer 1 Strain to upgrade next skill check once. |
Toughened |
2 |
|
Gain +2 Wound threshold per Rank. |
Dedication |
3 |
|
Gain a +1 to one Characteristic. |
Wheel and Deal |
1 |
|
When selling goods legally, gain an additional 10% more credits per Rank of Wheel and Deal (based on the original sell price of the good or item). |
True Aim |
2 |
|
Can take a True Aim maneuver to gain the benefits of Aim and upgrade check a number of times equal to Ranks. |
Point Blank |
1 |
|
Gain +1 damage to one hit at Short or Engaged range with Ranged (Light) and (Heavy). |
Master Merchant |
1 |
|
Spend 2 Strain to buy/sell for 25% less/more, or take on/pay off 1 additional Obligation. |
Natural Merchant |
1 |
|
Once per session, can reroll a Streetwise or Negotiation check. |
Know Somebody |
1 |
|
Once per session, when buying legal goods, reduce Rarity by 1 per Rank. |
Confidence |
2 |
|
Reduce difficulty of Discipline checks against fear once per Rank. |
Defensive Driving |
2 |
|
Increase Defence of piloted vehicle or ship by 1 per Rank. |
Situational Awareness |
1 |
|
Allies within Short range of vehicle add +1 Boost to Perception and Vigilance, or +2 Boost if within Close range. |
Quick Strike |
3 |
|
[ 1 BASE, 1 ARMOUR] Add 1 Boost to Combat check against targets that haven't acted in the encounter yet. |
Master of Shadows |
1 |
|
[1 ARMOUR] Once per round, may suffer 2 Strain to decrease difficulty of next Stealth or Skullduggery check by 1 (min. of Diff. 1) |
Stalker |
1 |
|
[1 ARMOUR] Add 1 Boost per Rank to Coordination and Stealth checks. |
Sniper Shot |
2 |
|
[2 ARMOUR] Once per round before non-thrown ranged attack, may perform Sniper Shot Maneuver to increase Range Band up to once per Rank. Upgrade Difficulty of shot by 1 per Range Band beyond normal. |
Deadly Accuracy (Ranged, Heavy) |
1 |
|
Add damage equal to Ranks in one combat skill to one successful hit with that skill. |
Let's Ride |
1 |
|
Once per round on the character’s turn, the character may mount or dismount from a vehicle or beast, or slide into the cockpit or weapon station aboard a starship, as an incidental instead of a maneuver. |
Tricky Target |
1 |
|
Count vehicle or starship as having a silhouette 1 lower when being attacked. |
Form on Me |
1 |
|
Allies equal to Ranks in Leadership in Close range gain the benefits of Gain the Advantage. |
Natural Marksman |
1 |
|
Once per session, may reroll any 1 Ranged (Light) or Ranged (Heavy) |