Toughened |
4 |
Commando 2, Saboteur, Medic |
Gain +2 Wound Threshold |
Grit |
5 |
Commando, Saboteur 2, Medic 2 |
Gain +1 Strain Threshold |
Physical Training |
2 |
Commando |
Add Boost Die per rank of Physical Training to Athletics and Resilience checks |
Dedication |
3 |
Commando, Saboteur, Medic |
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. (Brawn, Agility, Cunning) |
Feral Strength |
1 |
Commando |
Add 1 damage per rank of Feral Strength to 1 hit of successful attack made using Brawl or Melee skill |
Armor Master |
1 |
Commando |
When wearing armor, increase total soak value by 1. |
Improved Armor Master |
1 |
Commando |
When wearing armor with a soak value of 2 or higher, increase defense by 1 |
Strong Arm |
1 |
Commando |
Treats thrown weapons as if they had 1 greater range |
Surgeon |
2 |
Medic |
On a successful Medicine check to help a character heal wounds, the target heals 1 additional wound per rank of Surgeon. |
Stimpack Specialization |
2 |
Medic |
Stimpacks heal 1 additional wound per rank of Stimpack Specialization. |
Resolve |
2 |
Saboteur |
When involuntarily suffering strain, suffer 1 less strain per rank of resolve, to a minimum of 1. |
Durable |
2 |
Commando |
May reduce any critical injury suffered by 10 per rank of Durable, to a minimum of 1. |
Forager |
1 |
Medic |
Remove up to kk from skill checks to find, food, water, or shelter. Survival checks to forage take half the time. |
Powerful Blast |
2 |
Saboteur |
Increase blast damage dealt by explosives, explosive weapons, and grenades by 1 per rank of Powerful blast |
Master Grenadier |
1 |
Commando |
Decrease the advantage cost to active the Blast quality on any weapon used by 1 to a minimum of 1. |
Selective Detonation (last done) |
1 |
Saboteur |
When using any weapon with the Blast quality, Spend advantage to exclude 1 target that would normally be affected by the explosion. May not exceed ranks in Selective Detonation. |
Rapid Recovery |
2 |
Saboteur |
When recovering strain after an encounter, recover one additional strain per rank of rapid recovery |
Second Wind |
2 |
Saboteur |
Once per encounter, may use Second wind Incidental to recover strain equal to ranks in Second Wind |
Dodge |
2 |
Medic |
When targeted by a combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number |
Time To Go |
1 |
Saboteur |
May spend 1 Destiny Point to perform a Move maneuver to attempt to move into cover or out of the Blast range of a weapon or explosion |
Get the Drop |
1 |
Special |
Once per session, the character and any number of allies in the encounter may add the character's rank in stealth to their checks to determine initiative order |
Unmatched Courage |
1 |
Soldier Signature Ability |
Once per game session, as an out of turn incidental, the character may spend 2 Destiny Points to ignore the effects of all Critical Injuries for 2 rounds. When this effect ends, he suffers the effects of these Critical Injuries as normal. |
Increase effect (Unmatched Courage) |
1 |
|
While Unmatched Courage is active, whenever the character would suffer strain, he may suffer that many wounds instead. |
See It Through (Unmatched Courage) |
1 |
|
While Unmatched Courage is active, the character does not become incapacitated when his wounds exceed his wound threshold. |
Duration (Unmatched Courage) |
1 |
|
Unmatched Courage lasts for 2 additional rounds. |
Pressure Point |
1 |
Special |
Add medicine rank to strain inflicted on successful brawl check, ignore soak |
Well Rounded |
1 |
Medic |
Choose any 2 skills. They permanently become career skills. (Computers & Deception) |
Natural Outdoorsman |
1 |
Commando |
Once per session, may reroll one survival or resilience check |
Heroic Fortitude |
1 |
Commando |
May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter. |
Bacta Specialist |
1 |
Medic |
Patient heals one additional wound per rank of Bacta Specialist when they heal wounds via bacta tanks or long-term care. |
Unarmed Parry |
2 |
Special |
When hit with a melee attack, suffer 2 strain to reduce damage by 2 plus ranks in Unarmed Parry. Can use with knife. |
Natural Doctor |
1 |
Medic |
Once per session, may re-roll any 1 Medicine check |
It's Not That Bad |
1 |
Medic |
Once per session when an ally would suffer a Critical Injury, may take an It's Not That Bad action; make a difficulty 3 Medicine check to stop the ally from gaining the Critical Injury. |