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Natural Outdoorsman (Racial) |
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AoR 153 |
Once per game session, the character may reroll any one Resilience or Survival check. |
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Stimpack Specialization Rank 3 |
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AoR 157 |
Whenever the character uses a stimpack, the target heals an additional wound per rank of Stimpack Specialization. The sixth stimpack and beyond each day still have no effect. |
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Grit Rank 2 |
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AoR 148 |
Each rank of Grit increases a character's strain threshold by one. |
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Surgeon Rank 2 |
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AoR 158 |
When this character makes a Medicine check to help a character heal wounds, the target heals one additional wound per rank of Surgeon. |
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Natural Doctor |
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AoR 153 |
Once per game session, the character may reroll any one Medicine check. |
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Stim Application |
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AoR 157 |
The character may take the Stim Application action. To perform this action, he must have access to drugs, a medpac, or stimpacks. He makes an Average [4)4)) Medicine check. If successful, one ally he is engaged with (including himself) increases one characteristic of the character's choice by one for the remainder of the encounter, and suffers four strain. A single character's individual characteristics may each only be increased once by Stim Application during an encounter. |
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Improved Stim Application |
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AoR 157 |
As an incidental, when performing the Stim Application action, the character may increase the difficulty of the Medicine check to Hard [4) 4) 4)) If he does so, the target of the action suffers one strain instead of four. |
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Supreme Stim Application |
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AoR 157 |
When performing the Stim Application action, each ($) may be spent to increase an additional characteristic by one. |
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It's Not that Bad |
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AoR 150 |
Once per game session, when an ally is about to suffer a critical injury, the character can take an It's Not That Bad incidental to make a Hard [4) 4) 4)) Medicine check. If successful, the ally does not gain the Critical Injury and does not suffer any of its normal effects (although the attack that caused the Critical Injury still deals its damage as normal). |
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Dedication x 2 (+1 Agility, +1 Intellect) |
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AoR 145 |
Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. |
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Toughened Rank 2 |
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AoR 158 |
The character increases his wound threshold by two per rank of Toughened. |
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Point Blank Rank 1 |
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AoR 154 |
The character adds 1 damage per rank of Point Blank to one hit of his successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged. |
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Bacta Specialist Rank 1 |
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AoR 143 |
Patients under the character's supervision heal one additional wound per rank of Bacta Specialist each time they heal a wound while recovering in a bacta tank or under supervised medical conditions or long-term care. |
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Armor Master |
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AoR 142 |
When wearing armor, the character increases his total soak value by one. |
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Brace Rank 1 |
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AoR 143 |
As a maneuver, the character may Brace himself. This allows a character to remove • per rank of Brace from the next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, gm%m\ heavy gravity, or other disruptive ^ ^ ^ H | ^ physical obstacles that would make f T§f im a skill check more difficult. |
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Intimidating Rank 1 |
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AoR 150 |
When attempting a Coercion check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating. When the character is the target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed his ranks in Intimidating. |
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Jury Rigged Rank 1 |
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AoR 150 |
The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may increase the damage of the weapon by one; decrease the Advantage cost on its Critical, or any single other effect by one to a minimum of one; or increase armor's ranged or melee defense by one. Alternatively, he can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece or armor. |
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Tinkerer Rank 1 |
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AoR 158 |
The character makes one piece of equipment more modifiable. He chooses one piece of equipment and increases its number of hard points by one. He can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to his ranks in Tinkerer. If he loses a modified piece of equipment, he may apply Tinkerer to a new one. |
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Deadly Accuracy (Ranged: Light) |
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AoR 145 |
Each time the character gains a rank of Deadly Accuracy, he must choose one combat skill. The character may add his basic training ranks in that combat skill as additional damage to one hit of a successful attack made with that skill with non-starship/vehicle weapons. He cannot choose the same combat skill twice. |
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The Bigger They Are... |
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FiB 39 |
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Forager |
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AoR 147 |
The character removes up to • • from his skill checks to find food, water, or shelter. Survival checks to forage take half the time. |
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Well Rounded |
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AoR 160 |
The character chooses any two skills. They permanently become career skills. |
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Dodge Rank 1 |
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AoR 146 |
When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge. |
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Antomy Lessons |
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AoR 142 |
After a successful attack with a personal (non-starship/ vehicle) weapon, the character may spend one Destiny Point to add damage equal to his Intellect to one hit of the attack. |