Droid |
1 |
|
Do not need to eat, sleep or breathe, and are unaffected by toxins and poisons. Cybernetic implant cap of 6 instead of Brawn rating. Train 1 rank in each of 6 Career Skills (opposed to 4), and train 1 rank in each of 3 Specialization Skills (opposed to 2). |
Inorganic |
1 |
|
Do not gain benefits of recovering with a bacta tank, stimpack or Medicine skill checks (use Mechanics check instead). Enduring Talent +1. |
Mechanical Being |
1 |
|
roids cannot become force-sensitive or acquire Force Rating by any means. Cannot be affected by mind-altering Force powers |
Enduring |
1 |
|
Character gains +1 soak value per rank of Enduring. |
Toughnened |
1 |
|
The character increases his wound threshold by two per rank of Toughnened. |
Expert Tracker |
1 |
|
Remove a Setback Die (Black Die) per rank of Expert tracker from check 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. |
Outdoorsman |
1 |
|
The character removes a Setback Die (Black Die) per rank of Outdoorsman from checks to move through terrain or manage terrain or environmental effects. Decrease overland travel times by 50% (this does not decrease with multiple ranks of Outdoorsman). |
Cunning Snare |
1 |
|
Once per encounter, the character may take the Cunning Snare action to use materials in his environment to assemble a trap within short range. Each time another character moves to engaged range of the trap, he must make an opposed Vigilance vs. Survival check against the character who placed the trap. if the character who triggers the trap fails he suffers wounds (these ignore soak) equal to the trapper’s Cunning characteristic, plus 1 additional wound per Failure. The rapper may spend Threats generated by the check to disorient the character for 1 round per threat spend, three threat or a despair to immobilize the character for one round, and despair to stagger the character for one round. Once a character springs the trap, it is expended, at the GM’s discretion, the character may spend a despair 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 (three difficulty dice) Survival check. If he fails, he suffers the damage and negative effects of the trap as if he had triggered it. |
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. |