enduring |
1 |
|
Character gains +1 soak value per rank of Enduring. |
hard headed |
2 |
|
The character may perform the Hard Headed action. On any turn in which the character is staggered or disoriented, he may perform the Hard Headed action (this action may be specifically performed even though he is normally barred fro performing actions when staggered). He makes a Daunting (4 Difficulty Dice) Discipline check. If he succeeds, he is no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy. |
grit |
4 |
|
gain +1 strain threshold |
toughened |
3 |
|
gain +2 wound threshold |
street smarts |
1 |
|
Remove a Setback Die (Black Die) per rank of Street Smarts from any Streetwise or Knowledge (Underworld) checks the character attempts |
durable |
2 |
|
The character may reduce a Critical Injury result suffered by 10 per rank of Durable, to a minimum of one. |
good cop |
2 |
|
may spend 2 advantage from a charm or negotiation roll to upgrade a single allys subsequent social interactions against a target equal to the number of ranks in good cop |
bad cop |
4 |
|
may spend 2 advantage from a coercion or deception roll to upgrade a single allys subsequent social interactions against a target equal to the number of ranks in good cop |
quick draw |
1 |
|
once per round draw or holster a weapon or accessible item as an incidental |
point blank |
2 |
|
add 1 damage per rank of point blank to damage of one successful ranged light/heavy attack at close or engaged range |
unrelenting skeptic |
1 |
|
when targeted by a deception check, the character automatically adds failures equal to ranks of vigilance |
improved hardheaded |
1 |
|
The character may use his Hard Headed action to recover from being incapacitated due to exceeding his strain threshold, he may make a Formidable (5 Difficulty Dice) Discipline check as his Hard Headed action (this action can be specifically be performed even though he is normally barred from performing actions.) If he succeeds, decrease his strain to one below his strain threshold. The difficulty of this check decreases by one per rank of Hard Headed, to a minimum of Easy. |
improved unrelenting skeptic |
1 |
|
when targeted by a deception check, may spend a destiny point to add despair to the results |
natural marksmen |
1 |
|
Once per game session, the character may reroll any one Ranged (Light) or Ranged (Heavy) check. |
intimidating |
1 |
|
When attempting a Coercion check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating. When the character is the target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of time equal to the strain suffered. This number cannot exceed his ranks in Intimidating. |
precision strike |
1 |
|
when this character inflicts a critical injury with a brawl, melee, or lightsaber weapon, may suffer 1 strain to change the results to an easy critical injury result |
confidence |
2 |
|
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. |
scathing tirade |
1 |
|
The character may take the Scathing Tirade action by making an Average Coercion check. For each Success, one enemy within Short range suffers one strain. The character can also spend Advantage, and for every Advantage spent, one target already affected suffers one additional strain. |
no escape |
1 |
|
may spend 2 advantage from a coercion check or 2 threat from a foes discipline check that target can not perform a free manuver on their next turn |
fearsome |
2 |
|
when an adversary becomes engaged with the character, the character may force the opponent to maker a fear check with the difficulty equal to their ranks in fearsome |
overbalance |
1 |
|
when a combat check made by an engaged foe generates a despair or 3 threat , may stagger attacker until end of next turn |