Gearhead |
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Remove a Setback Die (Black Die) per rank of Gearhead from all Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50%. This does not increase with multiple ranks of Gearhead. |
Practiced Mechanic |
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A Sluissi can choose to spend a maneuver just prior to making a Mechanics roll, upgrading the dice pool by one. |
Lethal Blows 6 |
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The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. |
Feral Strength |
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The character deals +1 damage to one hit on all successful Brawl and Melee checks per rank of Feral Strength. |
Heroic Fortitude |
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The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Brawn or Agility related checks until the end of the encounter. He still suffers from the injury itself. |
Toughened |
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+ 2 wound threshold |
Frenzied Attack |
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When making a Melee or Brawl combat check, the character may suffer a number of strain, then upgrade the ability of his combat check by that number. The number cannot exceed his ranks in Frenzied Attack. |
Stalker |
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The character adds a Bonus die per rank of Stalker to his Coordination and Stealth checks. |
Quick Strke |
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When performing a combat check during combat, the character adds a Bonus Die (Blue Die) per rank of Quick Strike to combat checks against any target that has not yet acted in the encounter. |
Quick Draw |
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Once per round on the character’s turn, he may draw or holster an easily accessible weapon as an incidental, not 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. |
Anatomy Lessons |
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After a successful attack with a non-starship/vehicle weapon, the character may spend one Destiny Point to add damage equal to his Intellect to one hit of the attack. |