|
Second Wind |
4 |
EoTE 142 |
Once per encounter, the character may use a Second Wind incidental to recover an amount of strain equal to his ranks in Second Wind. |
|
Confidence |
1 |
EoTE 133 |
The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one level per rank of Confidence. If he decreases the difficulty to zero, he does not have to make a Discipline check. |
|
Side Step |
1 |
EoTE 142 |
Once per round on the character's turn, the character may perform a Side Step maneuver to side step and 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 all ranged combat checks targeting the character a number of times equal to the strain suffered by the character. |
|
Point Blank |
1 |
EoTE 141 |
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. |
|
Strong Arm |
1 |
EoTE 144 |
Characters with the Strong Arm talent treat thrown weapons as if they had one step greater range, to a maximum of medium range. |
|
Natural Marksman |
1 |
EoTE 139 |
Once per game session, the character may reroll any one Ranged (Light) or Ranged (Heavy) check. |
|
Sniper Shot |
1 |
EoTE 142 |
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 his 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). |
|
Basic Combat Training |
1 |
AoR 143 |
Brawl and Ranged (Light) become career skills. |
|
Quick Draw |
1 |
EoTE 141 |
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. |
|
Lethal Blows |
1 |
EoTE 138 |
The character adds + 10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. |
|
True Aim |
2 |
EoTE 145 |
Once per round, before the character makes a ranged attack, he may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also upgrades his attack roll once per rank of True Aim. |
|
Deadly Accuracy (Ranged (Light)) |
1 |
EoTE 134 |
Each time the character gains a rank of Deadly Accuracy, he must choose one combat skill. The character may add his basic training ranks in that combat skill as additional damage to one hit of a successful attack made with that skill with non-starship/vehicle weapons. He cannot choose the same combat skill twice. |
|
Command |
2 |
EoTE 133 |
Gain one boost die when making Leadership checks (or other checks to inspire, lead, or rally an audience) per rank of Command. Inspired targets also add one boost die per rank to any subsequent Discipline checks they make over the next twenty-four hours. This does not increase with additional ranks of Command. |
|
Field Commander |
1 |
EoTE 135 |
The character may take a Field Commander action. By successfully passing an Average (2p) Leadership check, a number of allies equal to his Presence may immediately suffer one strain to perform one maneuver. This does not count against the number of maneuvers they may perform in their turn. If there are any questions as to the order in which allies act, the character using Field Commander is the final arbitrator. |
|
Field Commander (Improved) |
1 |
EoTE 135 |
When taking a Field Commander action, the character may affect allies equal to twice his Presence. In addition, he may spend a Triumph generated on his Leadership checks to allow one ally to suffer one strain to perform an action, rather than a maneuver. |
|
Outdoorsman |
1 |
EoTE 141 |
The character removes 1 setback per rank of Outdoorsman from checks to move through terrain or manage terrain or environmental effects. Decrease overland travel times by 50 % (this does not decrease with multiple ranks of Outdoorsman). |
|
Well Travelled |
1 |
AoR 159 |
Knowledge (Core Worlds) and Knowledge (Outer Rim) become career skills. |
|
Toughened |
2 |
EoTE 145 |
The character increases his wound threshold by two per rank of Toughened. |
|
Grit |
1 |
EoTE 136 |
Each rank of Grit increases a character's strain threshold by one. |
|
Enduring |
1 |
EoTE 135 |
Character gains + 1 soak value per rank of Enduring. |
|
Last One Standing |
1 |
DC 36 |
Once per game session during a combat encounter, the character may spend two Destiny Points to make a Hard (3p) Resilience check. If he succeeds, he skips his next turn and eliminates all enemy minions in the encounter. (The minions are all eliminated immediately, so they do not get to participate further in the combat, but for the sake of the narrative, the PC can spend the next round of combat incapacitating them). The narrative means by which he accomplishes this is up to the player character, but should be suitably exciting. It must also be approved by the GM. [Add 2 boost, Reduce 2 setback, Reduce difficulty to Average (2p), Costs 1 Destiny Point instead of 2, Eliminate 2 additional Rivals] |