Burly |
3 |
|
The character reduces any wielded or carried weapon's Cumbersome quality and Encumbrance rating by a number equal to ranks in Burly to a minimum of 1. |
Barrage |
3 |
|
Add one damage per rank of Barrage to one hit of successful Ranged (Heavy) or Gunnery attacks with non-starship/vehicle weapons at long or extreme range. |
Grit |
1 |
|
Gain +1 strain threshold. |
Toughened |
4 |
|
Gain +2 wound threshold. |
Brace |
2 |
|
As a maneuver, the character may Brace themself. This allows the character to remove setback dice per rank of Brace from their next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, heavy gravity, or other physical obstacles that would make a skill check more difficult. |
Spare Clip |
1 |
|
The character does not run out of ammo on a despair result. Items with Limited Ammo quality run out of ammo as normal. |
Durable |
1 |
|
The character may reduce a Critical Injury result [they] suffer by 10 per rank of Durable, to a minimum of one. |
Side Step |
2 |
|
Once per round on the character's turn, the character may perform a Side Step maneuver to try to avoid incoming ranged attacks. [They] then suffer a number of strain no greater than [their] ranks in Side Step. Until the start of the character's next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the target. |
Heroic Fortitude |
1 |
|
The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Brawn- or Agility-related checks until the end of the encounter. [They] still suffer from the injury itself. |
Rain of Death |
1 |
|
The character may perform the Rain of Death maneuver. If [they] do so, when [they] make an attack in the same turn [they] do not increase the difficulty of the attack due to the Auto-fire quality. |
Heroic Resilience |
1 |
|
Immediately after being hit by a successful combat check but before damage is calculated, the character may spend one Destiny Point to increase [their] soak by a number equal to [their] ranks in Resilience. |
Dedication |
1 |
|
Brawn 4. |
Armor Master |
1 |
|
While wearing armor, the character increases their total soak value by one. |
Heavy Hitter |
1 |
|
Once per session, the character may spend a triumph result on a successful Ranged (Heavy) or Gunnery check to add the Breach 1 quality to the attack, or increase an existing Breach rating by 1. |
Commanding Presence |
2 |
|
The character removes a setback dice per rank of Commanding Presence from their Leadership and Cool checks. |
Confidence |
1 |
|
The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of Confidence. If [they] decrease the difficulty to zero, [they] do not have to make a Discipline check. |
Field Commander |
1 |
|
The character may take a Field Commander action. By successfully passing an Average Leadership check, a number of allies equal to [their] 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. |
Body Guard |
1 |
|
Once per round on the character's turn, the character may perform a Body Guard maneuver to protect one ally with whom [they] are engaged. [The character] then suffers a number of strain no greater than [their] 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. |