Last Man Standing |
1 |
|
Once: Once per game session during a combat encounter, Spend 1 Destiny points to make a (PP) Resilience check. If she succeeds, she skips her next turn and eliminates all enemy minions and 2 Rivals in this encounter. (The minions and rivals are all eliminated immediately, so will not get to participate further in the combat. For sake of the narrative, the PC can spend the next round of combat incapacitating them.) The narrative means by which she accomplishes this is up to the player and must also be approved by the GM. Remove (SS) from skill check to activate. Add (BB) to the skill check to activate. |
Unmatched Protection |
1 |
|
Once per session, as an incidental, Spend 1 Destiny Point. After suffering a hit and determining damage. Half the damage dealt +2 (rounded up) before applying Soak. This ability is active for 6 rounds. Increase soak by 1. When an engaged ally is hit you may be hit instead |
Grit |
40 |
|
+1 Strain |
Toughened |
50 |
|
+2 Wounds |
Lethal Blows |
15 |
|
+150 Critical Injury. |
Quick Strike |
7 |
|
Add 7 (B) to the first attack. |
Vicious |
5 |
|
+50 Critical Injury. |
Prey On The Weak |
4 |
|
+4 Damage to Disoriented Targets. |
Creative Killer |
1 |
|
Reduce the critical rating of all improvised weapons he is wielding by 2 to a minimum of 1. |
Steady Aim |
1 |
|
The character does not lose the benefits of the Aim manoeuvre if they perform other manoeuvres or actions. |
Combat Veteran |
6 |
|
Adds 6 (B) to brawl and Discipline checks. |
Powerful Blast |
9 |
|
Adds 9 damage to Blast. |
Persistent Targeting |
1 |
|
After landing a successful combat check add (B) to the same target. |
Momentum |
1 |
|
When making a melee attack, the character deals additional damage equal to the number of range bands they moved during the current round. |
Multiple Opponents |
1 |
|
Add (B) to Brawl, Melee and Lightsaber combat checks when engaged with multiple opponents. |
Feral Strength |
7 |
|
Add plus 7 damage to a successful hit of Brawl or Melee. |
Disorient |
4 |
|
Spend 2 Adv to disorient the foe. Add (S) for four rounds. |
Burly |
7 |
|
The character reduces any wielded or carried weapons cumbersome and encumbrance rating by 7 to a minimum or 1. |
Moving Target |
1 |
|
If the character has already acted this round, increase ranged defence by 1. |
Suppressing Fire |
2 |
|
The character and each ally within Short range may spend an Adv result on their failed combat checks to inflict 1 strain on 2 respective targets. Each character can only activate this effect once per round. |
Deadly Accuracy |
7 |
|
Add additional damage to one hit of a successful attack. (Brawl 5) (Melee 5) (Ranged H 5) (Ranged L 5) (Gunnery 5) (Lightsaber 2). |
Knockdown |
1 |
|
Spend Tri to knock the character Prone. |
Master Grenadier |
1 |
|
Decrease the Adv to activate the Blast Quality on any weapon by 1 to a minimum of 1. |
Strong Arm |
1 |
|
The character can throw weapons one step greater range, to a maximum of medium range. |
Spare Clip |
1 |
|
Does not run out of ammo with a Despair result. Items with Limited Ammo quality run out of ammo as normal. |
Barrage |
6 |
|
Add 6 damage to one hit of successful Ranged (Heavy) or Gunnery at long or extreme range. |
Blind Spot |
1 |
|
The character and allies within short range adds an automatic advantage result to combat checks they make while benefiting from cover. |
Iron Body |
1 |
|
Removes (SS) from Coordination and Resilience checks. The Critical rating of unarmed attacks is reduced by 2 to a minimum of 1. |
Overbalance |
1 |
|
Whenever an enemy engaged with the character makes a combat check, after the attack is resolved, the character may spend a despair or 3 Threat results to Stagger the attacker until the end of the attackers next turn. |
Call ‘Em |
1 |
|
Do not add any setback dice to combat checks due to the use of the Aim manoeuvre. |
Sorry About The Mess |
1 |
|
Decrease the critical rating of any non-starship weapon they wield by 1 against targets that have not yet acted this encounter. |
Spit Fire |
1 |
|
After the character makes a successful combined check with two ranged (Light weapons, each additional hit generated as part of the attack can be allocated to any other target within range of the weapon. |
Enduring |
7 |
|
Gain +1 Soak |
Durable |
10 |
|
Reduce Critical injuries by 100. |
Resolve |
4 |
|
Reduce Strain Suffered by 4 |
Superior Reflexes |
2 |
|
Gain +2 Melee Defence. |
Sixth Sense |
2 |
|
Gain +2 Ranged Defence. |
(Improved) Comrades In Arms |
1 |
|
Once per encounter, Take an action and make a (PPP) Discipline check. The character plus one ally per success within medium range gains +1 defence for the remainder of the encounter. Should an ally move outside of medium range, that ally loses this benefit. May spend 3 Adv or 1 Tri to also gain +1 Soak or to give one affected ally +1 Soak. |
(Improved) Armour Master |
1 |
|
While wearing armour, add + 1 Soak, 1+ Defence. Once per round, when the character suffers a Critical Injury, |
Survivor's Instincts |
1 |
|
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. |
Tactical Evasion |
1 |
|
Upgrade the difficulty of any ranged combat checks targeting the character a number of times equal to the number of manoeuvres the character has performed to move during the current round. |
Unstoppable |
1 |
|
When the character receives a Critical injury of 1 or reduced to 1 the character does not receive the Critical injury and suffers none of the effects |
As The Force Wills It |
1 |
|
Make a (P) Lore check to heal Strain at the end of an encounter. Tri heals all strains. |
Stimpack Specialisation |
1 |
|
The target heals an 1 additional wound. |
Rapid Recovery |
2 |
|
Recovers strain after an encounter and recovers 2 additional strain. |
One With Nature |
1 |
|
When in the wilderness, Make a (-) Survival check, Instead of Discipline or Cool) to recover Strain at the end of an encounter. |
Confidence |
6 |
|
Reduce fear check by 6. |
Fearsome |
3 |
|
When engaged make opponent roll a (PPP) fear check |