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Hunter's Instincts |
1 |
|
When making a check for initiative, a Shistavanen may make a Survival check instead of a Discipline or Cool check |
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Toughened |
3 |
|
+2 wounds |
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Grit |
3 |
|
+1 strain |
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Durable |
1 |
|
The character may reduce a Critical Injury result [they] suffer by 10 per rank of Durable, to a minimum of one |
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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 |
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Body Guard |
2 |
|
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. |
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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. |
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Defensive Stance |
2 |
|
Once per round on the character's turn, the character may perform a Defensive Stance maneuver to defend against incoming melee attacks. [They] then suffer a number of strain no greater than [their] ranks in Defensive Stance. Until the start of the character's next turn, upgrade the difficulty of all melee combat checks targeting the character a number of times equal to the strain suffered by the character this way. |
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Brace |
2 |
|
As a maneuver, the character may Brace themself. This allows the character to remove one setback die 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. |
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Enduring |
1 |
|
+1 soak |
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Hard Headed |
2 |
|
On any turn in which the character is staggered or disoriented, they may perform the Hard Headed action (even though staggered characters are normally barred from performing actions). The character makes a Daunting difficulty Discipline check. If they succeed, they are no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy difficulty. |
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Hard Headed (improved) |
1 |
|
The character may use the Hard Headed action to recover from being incapacitated due to exceeding their strain threshold. On their next turn after being incapacitated, the character may make a Formidable difficulty Discipline check. If the check is successful, they decrease their strain to one below their strain threshold. The difficulty of this check decreases by one per rank of Hard Headed after the first, to a minimum of Easy difficulty. |
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Command |
2 |
|
The character gains a boost dice per rank of Command when making Leadership checks (or other checks to inspire, lead, or rally an audience). Inspired targets also add a boost die per rank to any subsequent Discipline checks they make over the next twenty-four hours (this does not increase with additional ranks of Command). |
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Commanding Presence |
2 |
|
The character removes a setback dice per rank of Commanding Presence from their Leadership and Cool checks. |
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Galaxy Mapper |
2 |
|
The character removes a setback die per rank of Galaxy Mapper from [their] Astrogation checks. In addition, Astrogation checks take 50% less time (this does not increase with additional ranks of Galaxy Mapper). |
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Known Schematic |
1 |
|
Once per game session, the character may spend a maneuver to make a Hard difficulty Knowledge (Education) check. Success means they are familiar with a building or capital ship's design. They now know the location of critical components or facilities within the ship or vehicle, as well as their own location. They can also plan unconventional routes around obstacles. Additional success, advantage or triumph results can reveal other useful information at the GM's discretion. |
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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. |
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Fire When Reaady |
1 |
|
The character may take the Fire When Ready action, making a Hard difficulty Leadership check. If the check succeeds, the character chooses a number of crew aboard their ship equal to their Presence. Those crew members downgrade the difficulty of their next Gunnery check once, plus one time for every two additional success results on the check. |
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On My Order |
1 |
|
The character may take the On My Order action, making a Hard difficulty Leadership check. If the check succeeds, the character chooses a number of crew aboard their ship equal to their Presence. Those crew members upgrade the ability of their next Gunnery check once, plus one time for every additional two success results on the check. |
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Ordnance Saturation |
1 |
|
When the character or an ally who is currently benefiting from On My Order or Fire When Ready activates the Blast quality of a planetary-scale weapon, all ships or vehicles within close range of the target suffer damage equal to the weapon's Blast quality (plus 1 per additional success, as usual). |
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Natural Leader |
1 |
|
Once per game session, the character may reroll any one Cool or Leadership check. |
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Outmaneuver |
1 |
|
The character may take the Outmaneuver action, making a Hard difficulty Knowledge (Warfare) check. If the check succeeds, the character chooses one enemy ship or vehicle in the current encounter for each success result. Until the end of the character's next turn, the chosen ships must perform one extra maneuver in order to move or change range bands relative to the character's ship or allies. |