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Stalker |
2 |
|
Add a Bonus Die (Blue Dice) per rank of Stalker to all stealth and coordination checks |
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Swift |
1 |
|
Do not suffer usual penalties for moving through difficult terrain |
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Hunter |
2 |
|
Add a Bonus Die (Blue Die) per rank of Hunter to checks when interacting with beasts or animals (including combat) Add +10 to Critical Injury results against beasts or animals per rank of Hunter |
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Soft Spot |
1 |
|
After making a successful attack, may spend a Destiny Point to add damage equal to cunning to one hit |
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Laminate Armor |
1 |
|
-Remove up to 2 black dice from Perception checks due to smoke, darkness, or other visual blockage -grans benefits of macrobinoculors. add 1 blue dice to any perception check made at long or longer range |
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Natural Outdoorsman |
1 |
|
Once per session, may re-roll any one Resilience or Survival check. |
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Expert Tracker |
1 |
|
Remove (Black Die) per rank from checks to find tracks or track targets. Decrease time to track a target by half. |
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Outdoorsman |
1 |
|
Remove (Black Die) per rank of Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel times by half. |
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Always Get My Mark |
1 |
|
Once per game session pick a known minion NPC on the same planet. Spend 2 destiny points and make a 3 purple Streetwise check. On success, track the NPC and start an encounter |
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Unmatched Devastation |
1 |
|
Once per game session as an incidental, after performing a combat check, the character may spend two Destiny Points to perform 2 additional combat checks against the legal targets with the difficulty increased by 1 for each successful combat check the character has performed this turn. This combat check must be made using a non-starship/vehicle weapon that the character has not already used this turn. |