Toughened |
13 |
|
Gain +2 wound threshhold |
Point Blank |
2 |
|
Add 1 damage per rank on any successful hit within short range |
Physical Training |
2 |
|
Advantage in any Athletics and Resilience checks |
Durable |
1 |
|
May reduce critical injuries suffered by 10 per rank of durable to minimum 1 |
Armor Master |
2 |
|
Increases soak by 1 |
Blooded |
1 |
|
Add an advantage to any check to resist or recover from poisons, toxins or venoms |
Heroic Fortitude |
1 |
|
May spend a destiny point to ignore the effects of a critical injury that affects Brawn or Agility |
Dedication |
6 |
|
Gain +1 to a single characteristic |
Sniper Shot |
2 |
|
Increase non thrown ranged attacks by 1 range upgrade difficulty by 1 |
True Aim |
4 |
|
Once per round perform true aim to gain benefits of aiming and upgrade combat check once per aim |
Deadly Accuracy |
2 |
|
Once per round choose a characteristic add damage equal to ranks in that skill to one hit of a successful attack |
Lethal Blows |
6 |
|
Add +10 to a critical Injury per rank of Lethal Blows |
Rapid Reaction |
2 |
|
Suffer a number of strain to add an equal number of successes to initiative checks. Strain suffered cannot exceed ranks in rapid reaction |
Suppressing Fire |
2 |
|
Characters and allies within short range may spend advantages on failed combat checks once per round to inflict one strain per rank of suppressing fire on the target |
Quick Fix |
1 |
|
Once per session make any skill check using agility rather than the characteristic linked with that skill |
Body Guard |
1 |
|
Once per round perform the Body Guard maneuver. Guard a character within engaged range and suffer a number of strain no greater than ranks in Bodyguard to upgrade the difficulty of the combat check targeting that character until the beginning of next turn |
Targeted Blow |
1 |
|
After making a successful attack may spend 1 destiny point to add damage equal to agility to one hit of a successful attack |
Moving Target |
2 |
|
If the character has already acted this encounter increase range defense by 1 per rank of moving target |
Crippling blow |
1 |
|
Increase the difficulty of a combat check by 1. If damage is dealt the target suffers 1 strain each action for the remainder of the encounter |
Grit |
3 |
|
+1 strain threshold |
Seize The Initiative |
1 |
|
Once per session make a hard athletics check on success other PC allies may take their turns immediately |
Improved Armor Master |
1 |
|
When wearing armor with a soak value of 2 or higher increase defense by 1 |
Signature Ability- The Bigger They Are |
1 |
|
Once per session the character may spend 2 destiny points nominate one vehicle, starship, or living creature with a silhouette 2 or smaller, make a hard Knowlege Warfare check if successful may ignore targets soak or armor for the next 3 rounds within medium range when attacking with a non vehicle/starship weapon |
Change skill- The Bigger They Are |
1 |
|
May use Athletics instead of Knowledge Warfare |
Duration- The Bigger They Are |
1 |
|
Lasts an additional 2 rounds |
Reduce Difficulty- The Bigger They Are |
1 |
|
Reduce the difficulty of the check to average |
Increase Silhouette- The Bigger They Are |
2 |
|
Increases the silhouette of targets that can be affected |
Destiny- The Bigger They Are |
1 |
|
The Bigger They Are only costs 1 destiny point instead of 2 |
Ongoing Salvo- The Bigger They Are |
1 |
|
If a target is killed or destroyed while The Bigger They Are is active may spend an additional destiny point to nominate another target |
Burly |
3 |
|
Reduce any weapons encumbrance by 1 per rank of Burly |
Barrage |
2 |
|
Add 1 damage per rank of Barrage to a successful attack while using Ranged Heavy or Gunnery in long or extreme range |
Brace |
1 |
|
Perform the Brace maneuver to remove setbacks per rank of brace from next action (only for environmental effects) |
Rain of Death |
1 |
|
Perform the rain of death maneuver and ignore the ignore the increased difficulty quality such as auto fire on next combat check |
Heavy Hitter |
1 |
|
Once per session spend a triumph on a successful ranged heavy or light check to add the breach 1 quality or increase an existing breach quality by 1 |
Frenzied Attack |
3 |
|
When making a brawl or melee check suffer a number of strain to upgrade the attack equal to ranks in Frenzied Attack |
Feral Strength |
2 |
|
Add 1 damage per rank of Feral Strength to one hit of an attack using brawl or melee |
Knockdown |
1 |
|
Spend a triumph when hitting with a melee weapon to knock the target prone |
Enduring |
2 |
|
Gain +1 soak value |
Natural Brawler |
1 |
|
Once per session may reroll any brawl or melee check |
Defensive stance |
1 |
|
Once per round may perform the Defensive Stance maneuver and suffer a number of strain to upgrade the difficulty of melee combat checks by an equal number for the next round strain suffered cannot exceed ranks in Defensive Stance |
Second Wind |
1 |
|
Once Per encounter may use second wind incidental to recover strain equal to ranks |
Confidence |
1 |
|
May reduce difficulty of discipline checks to avoid fear by 1 per rank |
Command |
1 |
|
Add a boost dice per rank of command when making leadership checks. Affected targets add boosts on discipline checks for the next 24 hours per rank of command |