Grit [DS], [ARC], [CO], [SAP], [REC] |
9 |
AoR CRB 148 |
Increase ST by 1 per rank of Grit. |
Second Wind [REC] |
3 |
AoR CRB 155 |
Once per encounter, the character may use the Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind. |
Toughened [DS], [ARC], [CO], [DW], [SAP] |
9 |
AoR CRB 158 |
Increase WT by 2 per rank of Toughened. |
Durable [SAP] |
2 |
AoR CRB 146 |
The character may reduce a Critical Injury result he suffers by 10 per rank of Durable, to a minimum of one. |
Survivor's Instincts [VET] |
|
CotR 44 |
Once per session after the character suffers a Critical Injury but before the result is rolled, he may spend 1 Destiny Point. Then, the attacker must roll two results for the Critical Injury and the player chooses which will apply to his character. |
Enduring [REC] |
1 |
AoR CRB 146 |
The character gains +1 soak value per rank of Enduring. |
Armor Master [DW] |
|
AoR CRB 142 |
When wearing armor, the character increases his total soak value by one. |
Improved Armor Master [DW] |
|
AoR CRB 143 |
When wearing armor with a soak value of 2 or higher, the character increases his defense by one. |
Dedication [DS], [ARC], [CO], [DW], [SAP], [VET], [REC] |
7 |
AoR CRB 145 |
Each rank permanently increases a single characteristic of the player's choice (Agility, Cunning, Presence, Brawn, Cunning, Brawn, Cunning) by one point. This cannot bring a characteristic above six. |
Physical Training [Species], [ARC] |
2 |
AoR CRB 154 |
The character adds 1 Boost per rank of Physical Training to his Athletics and Resilience checks. |
Conditioned [ARC], [DW] |
2 |
CotR 38 |
The character removes 1 Setback 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. |
Swift [ARC] |
|
AoR CRB 158 |
The character does not suffer the penalties for moving through difficult terrain (he moves through it at normal speed, without spending additional maneuvers). |
Jump Up [DW] |
|
AoR CRB 150 |
Once per round on the character's turn, the character may stand from prone or a seated position as an Incidental. |
Gearhead [DS] |
1 |
AoR CRB 148 |
Remove 1 Setback 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. |
Hidden Storage [DS] |
1 |
AoR CRB 148 |
Any large equipment, vehicle, or droid that the character owns has one or more hidden compartments for smuggling appropriately sized gear. The number of compartments is up to the player, but cannot be enough to hold a total encumbrance value of items more than the character''s ranks in Hidden Storage. The size of the compartments are proportional to the size of the vehicle or droid in question. Most humanoid droids can only hold items equivalent in size to a one-handed weapon, whereas a silhouette 4 starship could conceal humanoids within its compartments. Any checks to detect these compartments have a Formidable difficulty. |
Repair Patch Specialization [DS] |
1 |
AoR FO 31 |
Whenever the character uses an emergency repair patch, the target heals an additional wound per rank of Repair Patch Specialization. The sixth emergency repair path and beyond each day still have no effect. If the character is a droid, it may use this talent when using a patch on itself. |
Design Flaw [DS] |
2 |
AoR FO 30 |
When making a combat check with a personal scale weapon against a droid, the character adds Advantage equal to his ranks in Design Flaw. |
Reroute Processors [DS] |
|
AoR FO 31 |
Once per encounter, the character may perform the Reroute Processors action on a droid he is engaged with by making an Average Computers check. If successful, the character decreases one of the droid's characteristics by one (to a minimum of 0) until the end of the encounter and increases another of its characteristics by one (to a maximum of 7) until the end of the encounter. If the character is a droid, it may perform this action on itself. |
Contraption [SAP] |
|
AoR CRB 144 |
Once per game session, the character can take the Contraption action. With a successful Hard Mechanics check, the character can fashion a device to solve a current problem using the tools and spare parts on hand. This device must be approved by the GM and functions for the duration of the current encounter only. Those tools are destroyed in the process. A Triumph may be spend to allow the tools to be recovered to be reused later. |
Improvised Defenses [SAP] |
|
AoR FO 30 |
The character may attempt an Average Survival check to fashion small defenses using scavenged materials. If the check is successful, the structure can provide cover for up to 4 characters for the rest of the encounter. The character may spend 2 Advantage or a Triumph from the check to increase the ranged defense the structure provides to 2. |
Improvised Positions [SAP] |
|
AoR FO 31 |
The character may make a Hard Mechanics check and spend 12 hours constructing a secure position that can contain the group and its vehicles. The sum of its vehicles' silhouettes must be 4 or less. The position provides cover and can have additional narrative benefits at the GM's discretion. The character may spend 2 Advantage or a Triumph from the check to increase the ranged defense the position provides to 2. |
Improvised Detonation [SAP] |
|
AoR FO 30 |
Once per session, the character may make a Hard Mechanics check to perform the Improvised Detonation action and build an explosive device out of available materials. The device can be detonated via any logical means (timed delay, pressure activated, or even a fuse) and when it explodes deals damage equal to the character's ranks in Intellect plus ranks in Mechanics plus Success on the initial check, and possesses the Blast quality at an equal value. The character can spend a Triumph to increase the damage by an additional 2. Despair causes the device to detonate immediately in the owner's face. If the check would have been otherwise successful, the premature detonation does damage based on the successful check (and has an equivalent Blast quality). If the check would have failed, the premature detonation only does damage equal to ranks in Mechanics plus ranks in Intellect. |
Master Artisan [DS] |
|
AoR FO 31 |
Once per round, the character may voluntarily suffer 2 strain to decrease the difficulty of his next Mechanics check (or his next check to build or mod an item) by one, to a minimum of Easy. |
Command [CO] |
2 |
AoR CRB 144 |
Add Boost per rank of Command to Leadership checks. Affected targets add Boost to Discipline checks for the next 24 hours. |
Prime Positions [CO] |
2 |
RotS 41 |
When the character or an ally within short range takes cover, the character taking cover increases their soak by one per rank of Prime Positions against ranged attacks until they leave that cover. |
Tactical Advance [CO] |
|
RotS 43 |
When in cover, the character may suffer 2 strain to perform the Tactical Advance incidental. Until the end of the character's next turn, the character and allies within short range may move out of cover and continue to receive its benefits. |
First Among Brothers [CO] |
2 |
RotS 39 |
When the character makes a check that does not result in any uncancelled Threat, add Advantage equal to ranks in First Among Brothers to the check results. The character may only spend these additional Advantage to affect allied clones. |
Scrap 'em! [CO] |
|
RotS 42 |
After making a successful combat check, the character may suffer 2 strain to perform the Scrap 'em! incidental. The character selects a number of allies no greater than their ranks in Leadership. Those allies add a Boost to their combat checks against the target until the start of the character's next turn. |
Scrap 'em! (Improved) [CO] |
|
RotS 42 |
When the character takes the Scrap 'em! incidental, they affect a number of allies no greater than twice their ranks in Leadership, and affected allies add 2 Boost to combat checks (instead of 1 Boost). |
For the Republic! [CO] |
|
RotS 39 |
Once per encounter when an ally is incapacitated or killed, the character may perform the For the Republic! incidental. The character makes a Daunting Leadership check. If the check succeeds, the ally is not incapacitated or killed until the end of the following round, instead. If the character's wounds or strain are reduced below their threshold before the end of the next round, they are not incapacitated. |
Basic Combat Training [REC] |
|
AoR CRB 143 |
Brawl and Ranged (Light) become career skills. |
Clanker Killer [ARC], [CO], [CV] |
3 |
RotS 38 |
Before rolling a combat check that targets a droid (including a droid vehicle or a vehicle piloted by a droid), the character may remove Boost up to their ranks in Clanker Killer from the pool, and add an equal number of Success or Advantage (in any combination) to the results. |
Improved Clanker Killer [VET] |
|
CotR 37 |
When making a Brawl or Melee combat check targeting a droid, the character treats his attack's critical rating as being 1 lower per rank of Clanker Killer (to a minimum of 1). |
Multiple Opponents [VET] |
|
CotR 41 |
The character adds a Boost to his Brawl, Melee, and Lightsaber combat checks when engaged with multiple opponents. This includes single groups of multiple minions. |
Point Blank [ARC], [DW] |
3 |
AoR CRB 154 |
The character adds 1 damage per rank of Point blank to one hit of his successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged. |
Guns Blazing [ARC] |
|
CotR 40 |
When making a combined combat check with two Ranged (Light) weapons, the character may suffer 2 strain in order to refrain from increasing the difficulty of the check for attacking with two weapons. |
Rapid Fire [ARC] |
|
CotR 40 |
Before making a Ranged (Light) combat check using a weapon that does not have the Limited Ammo item quality, the character may perform the Rapid Fire incidental to add the Auto-Fire quality to the attack. After resolving the attack, the weapon runs out of ammo. |
Powerful Blast [SAP] |
2 |
AoR CRB 154 |
The character increases the Blast quality damage dealt by explosives, explosive weapons, and grenades he uses by 1 per rank of Powerful Blast. |
Master Grenadier [SAP] |
|
AoR CRB 151 |
The character decreases the Advantage cost to activate the Blast quality on any weapon he uses by 1 to a minimum of 1. This includes the cost to activate the Blast quality if the weapon misses. |
Quick Draw [VET] |
|
AoR CRB 154 |
Once per round on the character's turn, he 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. |
Rapid Reaction [VET] |
2 |
AoR CRB 154 |
The character may suffer a number of strain to add an equal number of Success to any Vigilance or Cool check to determine initiative order. The number may not exceed his ranks in Rapid Reaction. |
Quick Strike [ARC] |
1 |
AoR CRB 154 |
The character adds 1 Boost per rank of Quick Strike to his combat checks made against any target that has not yet acted in the encounter. |
Get the Drop [ARC] |
|
CotR 40 |
Once per session, the character and any number of allies in the current encounter may add Success equal to the character's ranks in Stealth to a check to determine Initiative order. The player must explain how their character's stealth approach helps the PCs to get the drop on their opponents. |
Tactical Evasion [ARC] |
|
CotR 44 |
Upgrade the difficulty of ranged combat checks targeting the character a number of times equal to the number of maneuvers the character has performed to move during the current round. |
Natural Commando [ARC] |
|
CotR 42 |
Once per session, the character may reroll one Ranged (Light) or Stealth check. |
Known Programming [VET] |
|
CotR 41 |
Once per session, the character may choose a single model of droid that they have encountered before and make a Hard Vigilance check. If the check is successful, minion and rival droids of that type upgrade the difficulty of their checks targeting the character, plus one ally per success after the first, once for the rest of the encounter. |
Known Programming (Improved) [VET] |
|
CotR 41 |
Allies affected by Known Programming also upgrade the ability of their checks targeting the chosen droid model once. |
Side Step [DW] |
2 |
AoR CRB 156 |
Once per round on the character's turn, the character may perform a Side Step maneuver to try to avoid incoming ranged attacks. He then suffers a number of strain no greater than his ranks in Side Step. Until the start of the character's next turn, upgrade the difficulty of of all ranged combat checks targeting the character a number of times equal to the strain suffered by the character. |
Sixth Sense [VET] |
|
AoR CRB 156 |
The character gains +1 Ranged Defense. |