Grit |
6 |
|
Each rank of Grit increases a character's strain threshold by one. |
Thoughend |
7 |
|
The character increases [their] wound threshold by two per rank of Toughened. |
Barrage |
4 |
|
Add one damage per rank of Barrage to one hit of successful Ranged (Heavy) or Gunnery attacks with non-starship/vehicle weapons at long or extreme range. |
burly |
2 |
|
The character reduces any wielded or carried weapon's Cumbersome quality and Encumbrance rating by a number equal to ranks in Burly to a minimum of 1. |
brace |
2 |
|
As a maneuver, the character may Brace themself. This allows the character to remove setback dice per rank of Brace from their next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, heavy gravity, or other physical obstacles that would make a skill check more difficult. |
spare clip |
1 |
|
The character does not run out of ammo on a despair result. Items with Limited Ammo quality run out of ammo as normal. |
Durable |
1 |
|
The character may reduce a Critical Injury result [they] suffer by 10 per rank of Durable, to a minimum of one. |
Heavy hitter |
1 |
|
Once per session, the character may spend a triumph result on a successful Ranged (Heavy) or Gunnery check to add the Breach 1 quality to the attack, or increase an existing Breach rating by 1. |
Heroic fort |
1 |
|
The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Brawn- or Agility-related checks until the end of the encounter. [They] still suffer from the injury itself. |
Heroic Resilience |
1 |
|
Immediately after being hit by a successful combat check but before damage is calculated, the character may spend one Destiny Point to increase [their] soak by a number equal to [their] ranks in Resilience. |
Side step |
1 |
|
Once per round on the character's turn, the character may perform a Side Step maneuver to try to avoid incoming ranged attacks. [They] then suffer a number of strain no greater than [their] ranks in Side Step. Until the start of the character's next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the target |
dedication |
4 |
|
Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. |
Full throttle, improved, supreme |
1 |
|
The character may push a ship or vehicle past its limits of speed. [They] may perform the Full Throttle action, attempting a Hard difficulty Piloting check. With success, the ship's top speed increases by one for a number of rounds equal to Cunning. The ship cannot perform actions or maneuvers it could not perform normally (e.g., actions that have a minimum speed requirement). The character may voluntarily suffer one strain to attempt Full Throttle as a maneuver. In addition, the difficulty of Full Throttle is reduced to Average. When the character successfully performs Full Throttle, the ship's top speed increases by two for a number of rounds equal to [their] Cunning, instead of one. |
Skilled jocky |
2 |
|
The character removes setback dice per rank of Skilled Jockey from [their] Piloting (Planetary) and Piloting (Space) checks. |
fine tunning |
2 |
|
Whenever the character repairs system strain on a starship or vehicle, [they] repair one additional system strain per rank of Fine Tuning. |
All terrian driver |
1 |
|
When piloting a vehicle using the Piloting (Planetary) skill, the character does not suffer the penalties for driving through difficult terrain. |
Rapid reaction |
1 |
|
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. |
full stop |
1 |
|
When piloting a ship or vehicle, the character may take the Full Stop maneuver to immediately reduce the speed of the ship or vehicle to zero. The ship or vehicle then suffers one point of system strain for every point of speed it had before stopping. |
Gear head |
2 |
|
The character removes a setback die per rank of Gearhead from [their] Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50% (this does not increase with additional ranks of Gearhead). |
Tricky Target |
1 |
|
Any vehicle the character pilots counts as having a silhouette one lower than normal when being attacked to a minimum of 0. |
Master driver |
1 |
|
Once per round when piloting a vehicle using the Piloting (Planetary) skill, the character may voluntarily suffer two strain to perform any action as a maneuver instead. |
natural Driver |
1 |
|
Once per game session, the character may reroll any one Piloting (Planetary) or Gunnery check. |
Def driving |
1 |
|
Any vehicle the character pilots has its defensive rating on all zones increased by one per rank of Defensive Driving. |
Rain of death |
1 |
|
The character may perform the Rain of Death maneuver. If [they] do so, when [they] make an attack in the same turn [they] do not increase the difficulty of the attack due to the Auto-fire quality. |
Armor Master |
1 |
|
While wearing armor, the character increases their total soak value by one. |
physical training |
2 |
|
The character adds a boost dice per rank of Physical Training to their Athletics and Resilience checks. |
Conditioned |
1 |
|
he character removes a setback dice per rank of Conditioned from their Athletics and Coordination checks. They reduce the damage and strain suffered from falling by 1 per rank of Conditioned. |
Clanker Killer |
1 |
|
Before rolling a combat check that targets a droid (including a droid vehicle or a vehicle piloted by a droid), the character may remove boost dice up to their ranks in Clanker Killer from the pool, and add an equal number of success or advantage results (in any combination) to the results. |
Quick Strike |
2 |
|
The character adds a boost die per rank of Quick Strike to [their] combat checks made against any target that has not yet acted in the encounter. |
Knockdown |
1 |
|
After hitting with a melee attack, the character may knock the target prone by spending a triumph result. If the target is larger than the acting character, it requires one additional triumph for each silhouette larger. |
Point Blank |
2 |
|
The character adds one damage per rank of Point Blank to one hit of successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged. |
Get the Drop |
1 |
|
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. |
Guns Blazing |
1 |
|
When making a combined combat check with two Ranged (Light) weapons, the character may suffer 2 strain in order to refrain from increasing the difficulty of the check for attacking with two weapons. |
Tactical Evasion |
1 |
|
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. |
Rapid Fire |
1 |
|
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. |
Stalker |
1 |
|
The character adds a boost dice per rank of Stalker to [their] Coordination and Stealth checks. |
Outdoorsman |
2 |
|
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). |
Expert Tracker |
2 |
|
The character removes a setback dice per rank of Expert Tracker from [their] checks to find or follow tracks. Survival checks made to track targets take 50% less time than normal (this does not decrease with additional ranks of Expert Tracker). |
Disorient |
2 |
|
After hitting with a combat check, the character may spend two advantage results to disorient their foe. Disoriented targets add a setback dice to all skill checks. The target is disoriented for a number of rounds equal to the character's ranks in Disorient. |
Prime Positions |
1 |
|
When the character or an ally within short range takes cover, the character taking cover increases their soak by one per rank of Prime Positions against ranged attacks until they leave that cover. |
Cunning Snare |
1 |
|
Once per encounter, the character may take the Cunning Snare action to use materials in [their] environment to assemble a trap within short range. Each time another character moves to engaged range of the trap, [they] must make an Opposed Vigilance vs. Survival check against the character who placed the trap. If the character who triggers the trap fails, [they] suffer wounds (these ignore soak) equal to the trapper's Cunning characteristic, plus 1 additional wound per failure result. The trapper may spend threat results generated to disorient the character for 1 round per threat result spent, three threat results or a despair result to immobilize the character for 1 round, and a despair result to stagger the character for 1 round. Once a character springs the trap, it is expended; at the GM's discretion, the trapper may spend a despair result from the check to have it remain functional for one extra use. The trapper may disarm the trap with an action. Any other character who is aware of the trap may spend several minutes to attempt to disarm it with a Hard difficulty Survival check. If [they] fail, [they] suffer the damage and negative effects in the same manner as if [they] had triggered it. |
Dodge |
2 |
|
When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed [their] ranks in Dodge. |
Blind Spot |
1 |
|
The character and allies within short range add an automatic advantage result to combat checks they make while benefiting from cover. |
Prey on the Weak[ |
2 |
|
The character deals +1 damage to one hit on all successful combat checks against disoriented targets per rank of Prey on the Weak |
One With Nature |
1 |
|
When in the wilderness, the character may make a Simple (—) Survival check (instead of Discipline or Cool) to recover strain at the end of an encounter. |
Ambush |
1 |
|
Once per round while benefiting from cover, the character may perform the Ambush maneuver. The character may add additional damage equal to [their] ranks in the Stealth skill to one hit of the next successful combat check with a non-starship/vehicle weapon [they] make against a target within short range before the end of [their] turn. |