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Rigging (BR) |
0 |
Homebrew |
SKILL (Or mechanics) |
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Sysops (INT) |
0 |
Homebrew |
SKILL (Or computers) |
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Space (INT) |
0 |
Homebrew |
Replaces *Knowledge: Outerworlds and Core Worlds* |
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Jets |
0 |
Memory Cores & Motivators (2) |
Become a flyer (See “Flying” sidebar in EotE 202). Agility +1. Whether functioning as a primary means of locomotion or deployed when they are needed, jets allow a droid to keep up with most flying creatures and some vehicles. |
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Multi-Directional Optics |
0 |
Memory Cores & Motivators (3) |
Rank in Coordination and Rapid Reaction. Agility +1 Optical sensors that face all directions or pivot on in- dependent axes allow a droid to stay hyper-aware of their surroundings and react quickly. |
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Combat |
0 |
Memory Cores & Motivators (5) |
1 rank each in 3 combat skills. Willpower +1. Combat programming makes for disciplined, capable soldier in the field. Many of those same models are awkward and useless in any other situation due to their highly focused programming, but advanced or bounty hunting models are more well-rounded. |
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Interrogation |
0 |
Memory Cores & Motivators (5) |
1 Rank in Coercion, Medicine, and Intimidating. Willpower +1. Intimidation is not a skill that comes easily to most droids, but they can be programmed to be effective, particularly when they are also dosing the victim with mind-weakening substances. |
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Tactics |
0 |
Memory Cores & Motivators (8) |
1 rank in Leadership, Ranged (Light) and Warfare. Intellect +1. The key strength of tactical droids is pattern analysis, allowing them to continually improve their strategies against the same opponent even during a single battle. |
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Compact |
0 |
Memory Cores & Motivators (2) |
Silhouette becomes 0. Droids that need to access small spaces or are highly specialized to use very little equipment come in more compact frames than standard models. |
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Power Reserves |
0 |
Memory Cores & Motivators (3) |
Energy Transfer talent. The primary function of power droids is to serve as a walking battery, able to recharge or power weapons or other equipment for field teams. |
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Upgraded Memory Core |
0 |
Memory Cores & Motivators (4) |
May perfectly recall previous events of the current session, or spend a Destiny point to perfectly recall an event from a previous session. Intellect +1. While most droids have excellent recall, they still have to prioritize storage and access. Models that need to provide deep analysis on previous observations use more sophisticated memory cores for |
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Grit |
1 |
Core Rule Book (59) |
Gain + 1 strain threshold. |
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Lethal Blows |
3 |
Core Rule Book (59) |
(+30 Crit) Add +10 per rank of Le- thal Blows to any Critical Injury results inflicted on opponents. |
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Stalker |
3 |
Core Rule Book (59) |
(3 Boosts) Add [BOOST] per rank of Stalker to all Stealth and Coordination checks. |
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Dodge |
2 |
Core Rule Book (59) |
When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number. |
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Precise Aim |
1 |
Core Rule Book (59) |
Once per round, may per- form Precise Aim maneu- ver. Suffer a number of strain no greater than ranks in Precise Aim, then reduce target's melee and ranged defense by that number. |
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Jump Up |
1 |
Core Rule Book (59) |
Once per round, may stand from seated or prone as an incidental. |
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Quick Strike |
1 |
Core Rule Book (59) |
Add [BOOST] per rank of Quick Strike to combat checks against targets that have not acted yet this encounter. |
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Quick Draw |
1 |
Core Rule Book (59) |
Once per round, draw or holster a weapon or accessible item as an incidental. |
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Targeted Blow |
1 |
Core Rule Book (59) |
After making a successful attack, may spend 1 Desti- ny Point to add damage equal to Agility to one hit. |
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Anatomy Lesson |
1 |
Core Rule Book (59) |
After a making a successful attack, may spend 1 Desti- ny Point to add damage equal to Intellect to one hit. |
|
Dedication |
1 |
Core Rule Book (59) |
Gain + 1 to a single charac- teristic. This cannot bring a characteristic above 6. |
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Brace |
1 |
Core Rule Book (60) |
Perform the Brace ma- neuver to remove [SETBACK] per rank of Brace from next Action This may only re- move [SETBACK] added by envi- ronmental circumstances. |
|
Toughened |
2 |
Core Rule Book (60) |
Cain +2 wound threshold. |
|
Intimidating |
2 |
Core Rule Book (60) |
May suffer a number of strain to downgrade diffi- culty of Coercion checks, or upgrade difficulty when tar- geted by Coercion checks, by an equal number. Strain suffered this way cannot ex- ceed ranks in Intimidating. |
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Defensive Stance |
1 |
Core Rule Book (60) |
Once per round, may per- form Defensive Stance ma- neuver and suffer a num- ber of strain to upgrade difficulty of all incoming melee attacks by an equal number. Strain suffered this way cannot exceed ranks in Defensive Stance. |
|
Spare Clip |
1 |
Core Rule Book (60) |
Cannot run out of ammo due to [THREAT] Items with Limited Ammo quality run out of ammo as normal. Does not account for your own energy cells from inventory or elsewhere. Applied once per encounter for only one weapon instead of using your own energy cell. |
|
Jury Rigged |
1 |
Core Rule Book (60) |
*Applied to Blaster Rifle.* Choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use. |
|
Point Blank |
1 |
Core Rule Book (60) |
Add 1 damage per rank of Point Blank to damage of one hit of successful attack whileusingRanged(Heavy) or Ranged (Light) skillsat close range or engaged. |
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Disorient |
1 |
Core Rule Book (60) |
After hitting with combat check, may spend O O to disorient target for num- ber of rounds equal to ranks in Disorient. |
|
Armor Master |
1 |
Core Rule Book (60) |
When wearing armor, increase total soak value by 1. |
|
Natural Enforcer |
1 |
Core Rule Book (60) |
Once per session, may re- roll any 1 Coercion or Streetwise check. |
|
Stunning Blow |
1 |
Core Rule Book (60) |
When making Melee checks, may inflict damage as strain instead of wounds. This does not ignore soak. |
|
Melee Light (BR) |
1 |
Homebrew |
SKILL |
|
Indistinguishable |
2 |
Core Rule Book (137) |
The character's appearance is so common that people have a hard time identifying distinguishing traits. Oppos- ing characters upgrade the difficulty of any checks made to identify him once per rank of Indistinguishable. |
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Fearsome |
1 |
Homebrew |
When engaged in range with a target, maybe cause them to make a disciple or cool check against a fear rating equal to ranks in fearsome. |
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Rapid Reaction |
1 |
Core Rule Book (143) |
The character may suffer a number of strain to add an equal number of [SUCCESS] to any Vigilance or Cool check to determine initiative order. The number may not ex- ceed his ranks in Rapid Reaction. |
|
Energy Transfer |
1 |
Special Modifications (34) |
The character may suffer 1 strain to perform the Energy Transfer maneuver; when he does, he can power up an appropriate unpowered device (such as a datapad, a droid, or a door) until the end of the encounter. Alternatively, he can restore ammunition to an energy-based weapon, allowing a character to ignore an "Out of ammo" [SETBACK] result. The character must have at least one cybernetic installed to perform this maneuver. Also, may spend 4 Strain instead to use Energy Transfer to spend one of your own Power Points to transfer power into something that is Sil 2. |
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Droid Trust Issues |
1 |
Homebrew |
2 [SETBACK] every social check interaction with robots, unless the instruction is to eliminate an opponent. |
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Knowledge (INT) |
1 |
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