Quick Draw |
|
|
Once per round, draw or holster a weapon or accessible item as an incidental |
Quick Strike |
3 |
|
Add 1x Boost per rank of Quick Strike to combat checks against targets that have not acted yet this encounter |
Dodge |
4 |
|
When targeted by a combat check, may preform a Dodge incidental to suffer a number of strain equal to Dodge, then upgrade the difficulty of the check by that number |
Rapid Reaction |
3 |
|
Suffer a number of strain to add and equal number of success to initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction |
Sorry About the Mess |
|
|
Decrease the Critical Rating of a weapon by 1 (to a minimum of 1) against targets that have not acted yet this encounter. |
Call 'Em |
|
|
Do not add Setback to combat checks due to the use of the Aim maneuver |
Grit |
12 |
|
Gain +1 strain threshold |
Lethal Blows |
5 |
|
Add +10 per rank of Lethal Blows to any Critical Injury results inflicted on opponents |
Guns Blazing |
|
|
As an incidental, suffer 2 Strain to avoid increasing the difficulty of a Ranged (Light) check to attack with two weapons |
Quick Draw (Improved) |
|
|
May use Quick Draw twice per round |
Spitfire |
|
|
After a successful combined check with two Ranged (Light) weapons, additional hit cam be allocated to other targets within range of the weapon. |
Dedication |
7 |
|
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. (Gunslinger -> Cunning, Assassin -> Cunning, Gadgeeter -> Willpower, Skip Tracer -> Willpower, Agitator -> Agility, Thief -> Intellect, Courier -> Intellect) |
Stalker |
3 |
|
Add boost per rank of Stalker to all Stealth and Coordination Checks |
Toughened |
5 |
|
Gain +2 Wound threshold |
Sniper Shot |
|
|
Before making a non thrown ranged attack, may preform a Sniper Shot maneuver to increase the weapon's ranged by 1 range band per rank in Sniper Shot. Upgrade the difficulty of the attack by 1 per range band increase. |
Anatomy Lessons |
|
|
After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit. |
Master of Shadows |
|
|
Once per round suffer 2 strain to decrease the difficulty of next Stealth or Skulduggery check by one |
Deadly Accuracy |
2 |
|
When acquired, choose 1 combat skill (Ranged - Light, Ranged - Heavy). Add damage equal to ranks in that skill to one hit of successful attack made using that skill. |
Jury Rigged |
3 |
|
Choose 1 weapons, armour, or other item and give it a permanent improvement while it remains in use |
Armour Master |
|
|
When wearing armour, increase total soak value by 1. |
Tinkerer |
4 |
|
May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once. |
Intimidating |
4 |
|
May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number. Strain suffered this way cannot exceed ranks in Intimidating. |
Armour Master Improved |
|
|
When wearing armour with a soak value of 2 or Higher, increase defence by 1 |
Confidence |
3 |
|
May decrease difficulty of Discipline check to avoid fear by 1 per rank of Confidence |
Indistinguishable |
6 |
|
Upgrade difficulty of checks to identify character once per rank of Indistinguishable |
Plausible Deniability |
|
|
Remove setback per rank of Plausible Deniability from all Coercion checks and Deception checks |
Nobody's Fool |
3 |
|
May upgrade the difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody's Fool. |
Street Smarts |
4 |
|
Remove Setback per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks. |
Convincing Demeanour |
2 |
|
Remove Setback per rank of Convincing Demeanour from any Deception or Skulduggery checks. |
Spare Clip |
|
|
Cannot run out ammo due to Despair. Items with Limited Ammo quality run out of ammo as normal. |
Scathing Tirade |
|
|
Take a Scathing Tirade action; make an Avg. Coercion check. Each Success causes one enemy in short range to suffer 1 strain. Spend Advantage to cause 1 effected enemy to suffer 1 additional strain. |
Scathing Tirade (Improved) |
|
|
Each enemy affected by Scathing Tirade suffers a setback on checks for a number of rounds equal to Coercion. |
Scathing Tirade (Supreme) |
|
|
Suffer 1 strain to preform Scathing Tirade as a maneuver, not an action. |
Incite Rebellion |
|
|
Once per session, may take an Incite Rebellion action; make a Hard Coercion check to cause a number of beings up to ranks in Coercion to become rebellious until the end of the encounter. |
Bypass Security |
3 |
|
Remove setback per rank of Bypass Security from checks made to disable a security device or open a locked door |
Hidden Storage |
4 |
|
Gain hidden storage in vehicles or equipment that holds items with total encumbrance equal to ranks in Hidden Storage |
Jump Up |
|
|
Once per round, may stand from seated or prone as an incidental |
Short Cut |
3 |
|
During a chase; add a boost per rank of Shortcut to any checks made to catch or escape an opponent |
Hard Boiled |
3 |
|
When recovering strain after an encounter, may spend Advantage up to ranks in Hard-Boiled to recover 1 wound per Advantage spent. |
Expert Tracker |
|
|
Remove Setback per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half. |
Rapid Recovery |
2 |
|
When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery |
Bought Info |
|
|
Instead of making a Knowledge check, may take a Bought info action; spend credits equal to 50 times the difficulty of the check to pass with one Success |
Street Smarts Improved |
|
|
Once per session, may take an Improved Street Smarts action; make a Formidable Streetwise or K. Underworld check to learn one vital clue from the GM. Reduce the difficulty once per rank of Street Smarts |
Informant |
|
|
Once per session, may reveal a contact who can shed light on a chosen subject |
Reconstruct the Scene |
|
|
Perform the Reconstruct the Scene action; make a Hard Perception check to identify the physical characteristics of person present at the scene within 24 hours. |
Pilot Training |
|
|
Piloting (Planetary) and Piloting (Space) become career skills. |
Swift |
|
|
Do not suffer the usual penalties for moving through difficult terrain. |
Second Wind |
2 |
|
Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind. |
Freerunning |
|
|
Suffer 1 strain when making a Move maneuver to move to any location within short range. |
Indistinguishable (Improved) |
|
|
The character may extend the effects of Indistinguishable to a number of allies within short range equal to ranks in Deception |
Hidden Storage (Improved) |
|
|
The character may use Hidden Storage to store an item within his own suitably modified body |
Lose Them |
|
|
When being followed or chased, the character may perform the Lose Them action and make a Hard Stealth check. If successful, and 2 setbacks to checks to follow him for the remainder of the encounter and may spend Triumph to indicate his pursuers have lost him completely |
Incite Distraction |
|
|
While in a crowd, may perform the Incite Distraction action to make an Average Deception check. If successful, enemies treat the area as difficult terrain. The character may spend Triumph to make the location impassable terrain to them instead. |
Resolve |
4 |
|
When a character involuntarily suffers strain, he suffers 1 less per rank of Resolve to a minimum of 1. |
Command |
2 |
|
Add Boost per rank of Command when making leadership checks (or other checks to inspire, lead or rally an audience). Affected targets get a boost to Discipline checks for the next 24 hours |
Calm Commander |
|
|
May use ranks in Cool to upgrade Mass Combat checks instead of ranks in Leadership of the character is the commander of the acting force |
Commanding Presence |
|
|
Remove Setback per rank of Commanding Presence from Leadership or Cool checks |
Confidence (Improved) |
|
|
May spend Triumph on fear check to steady the nerves of other allies making the same check. Each ally within short range add Success equal to the characters ranks in Confidence to the result of their check |
Signature Vehicle (Javelin Mk II) |
|
|
The character chooses one star ship or vehicle with a silhouette of 3 or lower that he owns. This star ship or vehicle is the characters "Signature Vehicle." He upgrades the ability of all Mechanics checks made to work on the vehicle once. |
Larger Project |
2 |
|
Signature Vehicle can have a silhouette 1 larger per rank of Larger Project |
Gearhead |
1 |
|
The character removes (Setback) per rank of Gearhead from his Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50 (this does not increase with additional ranks of Gearhead). |
Fancy Paint Job |
1 |
|
Upgrade all Charm, Deception, and Negotiation checks made in the presence of Signature Vehicle once. |
Custom Load Out |
1 |
|
May add 2 additional hard points to signature vehicle |