Expert Tracker |
|
AoR 146 |
The character removes Setback die per rank of Expert Tracker from his 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). |
Sniper Shot x2 |
|
AoR 156 |
Once per round before making a non-thrown ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximum range of his ranged weapon up to one range band per rank. For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range). |
Grit x7 |
|
AoR 148 |
Each rank of Grit increases a character's strain threshold by one. |
True Aim x2 |
|
AoR 158 |
Once per round, before the character makes a ranged attack, he may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also upgrades his attack roll once per rank of True Aim. **only one boost despite # of ranks |
Toughened x3 |
|
AoR 158 |
The character increases his wound threshold by two per rank of Toughened. |
Crippling Blow |
|
AoR 145 |
The character may voluntarily increase the difficulty of a combat check by one to deal a crippling blow. If he succeeds and deals damage to the target's wound threshold, the target suffers one strain whenever he moves for the remainder of the encounter. |
Natural Marksman |
|
AoR 153 |
Once per game session, the character may reroll any one Ranged (Light) or Ranged (Heavy) check. |
Quick Fix |
|
AoR 154 |
Once per game session, the character can choose to make one skill check using Agility, rather than the characteristic linked to that skill. When he does this, he must explain how, in this particular instance, his agility is helping him overcome this challenge. |
Dedication x2 Agility/Willpower/Presence |
|
AoR 145 |
Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. |
Conditioned x2 |
|
LbE 34 |
Remove a Setback die per rank of Conditioned from Athletics and Coordination checks. Reduce damage and strain suffered from falling by 1 per rank of Conditioned. |
Physical Training x3 |
|
AoR 154 |
The character adds a Boost die per rank of Physical Training to his Athletics and Resilience checks. |
Bodyguard |
|
AoR 153 |
Once per round on the character's turn, the character may perform a Body Guard maneuver to protect one ally with whom he is engaged. He then suffers a number of strain no greater than his ranks in Body Guard. Until the start of the character's next turn, upgrade the difficulty of all combat checks targeting the protected ally a number of times equal to the strain suffered by the character. |
Encouraging Words |
|
LbE 34 |
When an engaged ally fails a check, the character may suffer 1 strain. If he does, he may assist the next check that ally makes this encounter as an out of turn incidental (rather than as a maneuver, as described on AoR page 33). |
Stimpack Specialization x2 |
|
AoR 157 |
Whenever the character uses a stimpack, the target heals an additional wound per rank of Stimpack Specialization. The sixth stimpack and beyond each day still have no effect. |
Master Instructor |
|
LbE 34 |
Once per round as an out of turn incidental, the character may suffer 2 strain to allow an ally within short range to count as having the same number of ranks in the Discipline skill as the character for the next Discipline check the ally makes. |
Field Commander |
|
AoR 146 |
The character may take a Field Commander action. By successfully passing an Average Leadership check, a number of allies equal to his Presence may immediately suffer one strain to perform one maneuver. This does not count against the number of maneuvers they may perform in their turn. If there are any questions as to the order in which allies act, the character using Field Commander is the final arbiter. |
Field Commander (Improved) |
|
AoR 146 |
When taking a Field Commander action, the character may affect allies equal to twice his Presence. In addition, he may spend Triumph generated on his Leadership checks to allow one ally to suffer one strain to perform an action, rather than a maneuver. |
Natural Instructor |
|
LbE 33 |
Once per game session, the character may reroll any one Discipline or Leadership check. |
Ready for Anything x2 |
|
LbE 34 |
Remove a Setback die per rank of Ready for Anything from mass combat made while the character is acting on the side of the acting force and the character's Cool or Vigilance checks to determine Initiative order. |
That's how it's done! |
|
LbE 34 |
Upon a successful skill check, the character may suffer 1 strain. If so, a number of allies within a short range equal to the character's Willpower add an automatic Advantage when making the same skill check until the start of the character's next turn. The range at which That's How It's Done can affect allies increases by one band per rank of That's How It's Done beyond the first. |
Command x2 |
|
AoR 144 |
The character gains Boost die per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add Boost die per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command). |
Deadly Accuracy-Ranged:Heavy |
|
AoR 125 |
Each time the character gains a rank of Deadly Accuracy, he must choose one combat skill. The character may add his basic training ranks in that combat skill as additional damage to one hit of a successful attack made with that skill with non-starship/vehicle weapons. He cannot choose the same combat skill twice. |
Researcher |
|
AoR 154 |
The character removes a Setback die per rank of Researcher from his Knowledge checks. Researching takes 50% less time (this does not increase with additional ranks of Researcher). |
Clever Commander |
|
LbE 34 |
When upgrading the ability of a Mass Combat check in a mass combat in which the character is the commander of the acting force (or when upgrading the difficulty pool, if the character is the commander of the enemy force), the characer may use ranks in Knowledge (Warfare) instead of Leadership. |
Master Strategist |
|
LbE 34 |
Once per phase during during a mass combat, the character may suffer 2 strain to decrease the diffuculty of the next Mass Combat check once. |
Well read |
|
LbA 35 |
The character chooses any three Knowledge skills. They permanently become career skills. |
Armor Master (Supreme) |
|
KtP 30 |
Once per round, when the character suffers a Critical Injury, he may suffer 3 strain to take the Armor Master incidental. If he does, he reduces the Critical Injury result that he suffers by 10 per points of his soak, to a minimum of 1. |