|
Anatomy Lessons |
1 |
|
After successful attack, may spend destiny point to add damage equal to Cunning |
|
Blooded |
1 |
|
1 Boost die to checks to resist poison/toxin/venom. Reduce duration of poison by 1 round. |
|
Call ‘Em |
|
|
No setback for aim maneuver |
|
Deadly Accuracy: Ranged Heavy |
|
|
+5 damage to Ranged Heavy attacks |
|
Disorient |
1 |
|
May spend 2 ADV on successful CC to disorient a target for 1 round |
|
Enduring |
1 |
Core Rulebook 61 |
Gain + 1 soak value |
|
Dodge x3 |
3 |
|
Spend up to 3 strain to upgrade difficulty (per point) of attack against me |
|
Grit x6 |
6 |
|
Gain +6 (+1 x6) Strain threshold |
|
Precise Aim |
2 |
|
Spend up to 2 strain to reduce ranged defense (per point) of target |
|
Lethal Blows x5 |
5 |
|
+50 to all Critical Hit rolls |
|
Quick Strike x4 |
4 |
|
Add 4 boosts to combat checks against targets that have not acted this encounter |
|
Quick Draw |
|
|
Draw or holster weapon/item as incidental |
|
Targeted Blow |
|
|
After successful attack, may spend destiny point to add damage equal to Agility |
|
Stalker x6 |
6 |
|
6 Boost dice to Stealth & Coordination checks |
|
Sniper Shot |
|
|
Increase difficulty of attack to increase range of weapon |
|
Toughened x3 |
3 |
Core Rulebook 61 |
Gain +6 (+2 x3) wound threshold |
|
Hunter x2 |
2 |
Core Rulebook 61 |
Add 2 boost dice to all checks when interacting with beast or animals (including combat checks). Add + 10 to Critical Injury results against beasts or animals per rank of Hunter. |
|
Sorry About the Mess |
1 |
|
Reduce crit chance by 1 if target hasn’t attacked |
|
Guns Blazing |
1 |
|
Spend 2 strain to avoid increasing difficulty to attack with two Ranged (Light) weapons |
|
Natural Marksman |
|
|
Once per session, may re-roll any 1 Ranged (Light) or (Heavy) attack |
|
Spitfire |
|
|
Successful attacks with 2 light weapons can allocate to other targets |
|
Heroic Fortitude |
|
|
Spend 1 Destiny Point to ignore effects of Brawn/Agility Critical Injuries until end of encounter |
|
Natural Outdoorsman |
|
|
Once per session, may re-roll any 1 Resilience or Survival check |
|
Rapid Recovery x2 |
2 |
|
Heal 2 additional strain when healing after an encounter |
|
Shortcut x2 |
2 |
|
During a chase, add 2 boost die to any check to catch or escape an opponent |
|
Let's Ride |
|
|
Once per round, may mount vehicle/beast/cockpit/weapon station as incidental |
|
Familiar Suns |
|
|
Once per session, make a hard Outer Rim or Core Worlds check to reveal the current type of environment and other useful info |
|
Natural Hunter |
|
|
Once per session, may re-roll any 1 Perception or Vigilance check |
|
Heightened Awareness |
|
|
Allies in short range add 1 boost die to Vigilance and Perception checks (2 if engaged) |
|
Expert Tracker |
1 |
Core Rulebook 61 |
Remove • per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half. |
|
Jump Up |
1 |
|
Once per round may stand from seated/prone as incidental |
|
Outdoorsman x2 |
2 |
Core Rulebook 61 |
Remove • per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half. |
|
Forager |
1 |
Core Rulebook 61 |
Remove up to • • from skill checks to find food, water, or shelter. Survival checks to forage take half the time. |
|
Utility Belt |
|
|
Spend 1 DP: as incidental, produce weapon/item from tool belt/satchel (with restrictions) |