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Physical Training |
2 |
|
The character adds a boost dice per rank of Physical Training to their Athletics and Resilience checks. |
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Toughned |
2 |
|
Gain +2 wound threshold |
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Grit |
2 |
|
Gain +1 Strain threshold |
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Quick Strike |
2 |
|
The character adds a boost die per rank of Quick Strike to [their] combat checks made against any target that has not yet acted in the encounter. |
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Clanker Killer |
1 |
|
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 dice up to their ranks in Clanker Killer from the pool, and add an equal number of success or advantage results (in any combination) to the results. |
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Swift |
1 |
|
No terrain debuffs |
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Point Blank |
1 |
|
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. |
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Conditioned |
1 |
|
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. |
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Get the drop |
1 |
|
Once per session, the character and any number of allies in the current encounter may add success results equal to the character's ranks in Stealth to a check to determine Initiative order. The player must explain how their character's stealthy approach helps the PCs to get the drop on their opponents. |
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Tactical evasion |
1 |
|
Upgrade the difficulty of any 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. |
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Dedication |
1 |
|
+1 to a characteristic |