Enduring |
1 |
|
The character gains +1 soak value per rank of Enduring |
Mechanical Being |
1 |
|
Do not need to eat, sleep, or breathe and ignore effects of toxins or vacuum. Have a cybernetic implant cap of 6. Gear of 1 encumbrance or less may be built-in, ignoring encumbrance threshold. May not become Force-sensitive, and when being targeted by Force Powers, cause the check to automatically fail. When healing, replace stimpacks with emergency repair patches, Medicine with Mechanics, and bacta tanks with oil baths |
Toughened |
1 |
|
The character increases [their] wound threshold by two per rank of Toughened |
Barrage |
2 |
|
Add one damage per rank of Barrage to one hit of successful Ranged (Heavy) or Gunnery attacks with non-starship/vehicle weapons at long or extreme range |
Durable |
1 |
|
The character may reduce a Critical Injury result [they] suffer by 10 per rank of Durable, to a minimum of one |
Body Guard |
1 |
|
Once per round on the character's turn, the character may perform a Body Guard maneuver to protect one ally with whom [they] are engaged. [The character] then suffers a number of strain no greater than [their] ranks in Body Guard. Until the start of the character's next turn, upgrade the difficulty of all combat checks targeting the protected ally a number of times equal to the strain suffered by the character |
Hard Headed |
1 |
|
On any turn in which the character is staggered or disoriented, they may perform the Hard Headed action (even though staggered characters are normally barred from performing actions). The character makes a Daunting Discipline check. If they succeed, they are no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy |