physical training |
1 |
cotp p. 21 |
The character adds a boost dice per rank of Physical Training to their Athletics and Resilience checks. |
toughened |
1 |
cotp p. 21 |
The character increases [their] wound threshold by two per rank of Toughened. |
grit |
3 |
cotp p. 21/copt p. 23 |
Each rank of Grit increases a character's strain threshold by one. |
quick strike |
2 |
cotp p. 21 |
add one blue dice per rank of quick strike to combat checks against targets that have not acted yet in this encounter |
swift |
1 |
cotp p. 21 |
does not suffer any penalties for moving through difficult terrain |
get the drop |
1 |
cotp p. 21 |
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. |
tactical evasion |
1 |
cotp p. 21 |
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. |
dedication |
2 |
copt p. 21 |
Gain a +1 to a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. |
rapid fire |
1 |
copt p. 21 |
Before making a Ranged (Light) combat check using a weapon that does not have the Limited Ammo item quality, the character may perform the Rapid Fire incidental to add the Auto-fire item quality to the attack. After resolving the attack, the weapon runs out of ammo. |
outdoorsmen |
1 |
copt p. 23 |
The character removes a setback dice per rank of Outdoorsman from [their] checks to move through terrain or to manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with additional ranks of Outdoorsman). |
combat vetern |
2 |
copt p. 23 |
The character adds a boost dice to their Brawl and Discipline checks equal to their ranks in Combat Veteran. |
lethal blows |
2 |
copt p. 23 |
The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. |
rapid reaction |
2 |
copt p. 23 |
The character may suffer a number of strain to add an equal number of success results to any Vigilance or Cool check to determine Initiative order. The number may not exceed [their] ranks in Rapid Reaction. |
survivor's instinct |
1 |
copt p. 23 |
Once per session after the character suffers a Critical Injury but before the result is rolled, they may spend 1 Destiny Point. Then, the attacker must roll two results for the Critical Injury and the player chooses which will apply to their character. |
sixth sense |
1 |
copt p. 23 |
The character gains +1 ranged defense. |
quick draw |
1 |
copt p. 23 |
Once per round, on the character's turn, [they] may draw or holster an easily accessible weapon or item as an incidental, instead of 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. |