Toughened |
6 |
|
The character increases [their] wound threshold by two per rank of Toughened. |
Intimidating |
2 |
|
When attempting a Coercion check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed [their] ranks in Intimidating. When the character is the target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed [their] ranks in Intimidating. |
Conditioned |
4 |
|
The character removes a setback dice per rank of Conditioned from their Athletics and Coordination checks. They reduce the damage and strain suffered from falling by 1 per rank of Conditioned. |
Grit |
5 |
|
Each rank of Grit increases a character's strain threshold by one. |
Armor master |
1 |
|
While wearing armor, the character increases their total soak value by one. |
Side step |
2 |
|
Once per round on the character's turn, the character may perform a Side Step maneuver to try to avoid incoming ranged attacks. [They] then suffer a number of strain no greater than [their] ranks in Side Step. Until the start of the character's next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the target. |
Jump up |
1 |
|
Once per round on the character's turn, the character may stand up from prone or a seated position as an Incidental. |
Point blank |
2 |
|
The character adds one damage per rank of Point Blank to one hit of successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged. |
Improved armor master |
1 |
|
When wearing armor with a soak value of two or higher, the character increases their defense by one. |
Hit and run |
1 |
|
While the character is using a jetpack, after they complete an attack targeting an opponent they are engaged with, the character may immediately disengage as an incidental. |
Dedication |
4 |
|
Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. |
To the death |
1 |
|
Once per session, the character may take the To the Death! maneuver, suffering strain no greater than their Willpower rating. For each strain suffered this way, add +10 to Critical Injury rolls the character inflicts and suffers until the end of the encounter. |
Improved side step |
1 |
|
When the character performs a Side Step maneuver, until the start of their next turn, they may spend three threats or a despair result from a combat check targeting them to inflict one hit on that attacker from a Ranged (Heavy) or Ranged (Light) weapon the character is currently wielding. The hit deals its base damage plus any damage from applicable talents or abilities. This talent may not be used if the original attack incapacitates the character. |
Skilled jockey |
1 |
|
The character removes setback dice per rank of Skilled Jockey from [their] Piloting (Planetary) and Piloting (Space) checks. |
Quick draw |
1 |
|
Once per round, on the character's turn, [they] may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver. |
Improved quick draw |
1 |
|
The character may activate the Quick Draw talent twice per round (instead of just once per round). |
Rapid reaction |
3 |
|
The character may suffer a number of strain to add an equal number of success results to any Vigilance or Cool check to determine Initiative order. The number may not exceed [their] ranks in Rapid Reaction. |
Quick strike |
2 |
|
The character adds a boost dice per rank of Quick Strike to [their] combat checks made against any target that has not yet acted in the encounter. |
Deadly accuracy |
2 |
|
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 successful attacks made with that skill using a personal-scale weapon. They cannot choose the same combat skill twice. |
True aim |
2 |
|
Once per round, before the character makes a ranged attack, [they] may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also upgrades [their] attack roll once per rank of True Aim. |
Sniper shot |
2 |
|
Once per round before making a non-thrown ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximum range of their ranged weapon up to one range band per rank. For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range). |
Jury rigged |
1 |
|
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 amour. |
Lethal blows |
4 |
|
The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. |
Call ‘em |
1 |
|
This character does not add any setback dice to [their] combat checks due to the use of the Aim maneuver. |
Sorry about the mess |
1 |
|
Decrease the Critical Rating, of a weapon by 1 (To a minimum of 1) against targets that have not yet acted this encounter. |
Moving target |
1 |
|
If the character has already acted this round, increase [their] ranged defense by 1 per rank of Moving Target. |
Jetpack Expertise |
1 |
|
The character may spend advantages from their checks to remove 1 system strain from their jetpack. (They may choose this effect multiple times when spending advantages |
Precise aim |
1 |
|
Once per round on the character's turn, the character may perform 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. |
Momentum |
1 |
|
The character deals additional damage with their first hit equal to the number of range bands they moved during the current round. |
Death From Above |
1 |
|
Once per encounter, inflict 1 system strain on jetpack and make a Hard (PPP Piloting check. For each success one adversary in short range is knocked prone. May spend triumph to stagger one affected target |
Crippling blow |
1 |
|
Increase the difficulty of the next combat check by one. If check deals damage, target suffers 1 strain Whenever he moves for the remainder of the encounter |
Expert tracker m |
1 |
|
Remove a Setback dice per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half. |
Spitfire |
1 |
|
After the character makes a successful combined check with two Ranged (Light) weapons, each additional hit generated as part of the attack can be allocated to any other target within range of the weapon. |
Improved Bodyguard |
1 |
|
Once per session, when an ally protected by the character's Body Guard maneuver would suffer a hit from a combat check, the character may choose to suffer that hit instead of the ally. |