Grit (4) |
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Edge of the Empire PG 136 |
Each rank of Grit increases a character’s strain threshold by one. |
Quick Strike (2) |
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Edge of the Empire PG 141 |
When performing a combat check during combat, the character adds a Bonus Die (Blue Die) per rank of Quick Strike to combat checks against any target that has not yet acted in the encounter. |
Call'em |
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Fly Casual |
Do not add (1Bl) die due to the use of the aim manuver. |
Lethal Blows (3) |
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Edge of the Empire 138 |
The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. |
Rapid Reaction (2) |
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Edge of the Empire 154 |
Suffer a number of strain to add an equal number success to inivative checks. Strain cannot exceed in rapid reaction |
Quick Draw |
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Edge of the Empire PG 141 |
Once per round, draw or holster a weapon or accessible item as an incidental. |
Toughend (3) |
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Edge of the empire PG 158 |
The character increases his wound threshold by two per rank of Toughened. |
Spitfire |
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Fly Casual |
After a successful combined check with two Ranged (light) weapons additional hits can be allocated to other targets within range of the weapon |
Guns Blazing |
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As a incidental suffer 2 strain to avoid increasing the difficulty of a ranged {light} check to attack with two weapons |
Dedication (3) |
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Edge of the Empire PG 134 |
Gain +1 to a single characteristic. This cannot bring a characteristic above 6 |
Sense Danger |
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once per season remove 2BLACK from any 1 check |
Insight |
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Edge of the Empire PG 137 |
Perception and Discipline become career choices |
Uncanny senses |
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Edge of the Empire PG 145 |
Add 1B per rank of Uncanny Reactions to all perception checks |
Touch of Fate |
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once per season add 2BLUE to any 1 check |
Uncanny reaction (2) |
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The character adds a Bonus Die (Blue Die) per rank of Uncanny Reactions to all Vigilance checks. |
Dodge |
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Edge of the Empire PG 146 |
When targeted by combat checks may preform a dodge incidental to suffer a number of train no greater than the ranks of dodge then upgrade the difficulty of the check by that number |
Balance |
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When the character recover from strain at the end of each encounter, he may roll his Force rating in Force dice. He regains additional strain equal to the number of white circles gained from the Force Die (White die). |
True Aim (2) |
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Once per round may preform a true aim maneuver to gain benefits of aiming and upgrade combat check once per rank of true aim |
Sniper Shot |
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Before making a non-thrown ranged attack may preform a sniper shot maneuver to increase the weapons range by 1 range band per rank in Sniper Shot. Upgrade the difficulty of the attack by 1 per range band increase. |
Indistinguishable (2) |
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The character’s appearance is so common that people have a hard time identifying distinguishing traits. Opposing characters upgrade the difficulty of any checks made to identify him once per rank of Indistinguishable. |
Deadly Accuracy |
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When acquired choose 1 combat skill (LIGHT) add damage equal to ranks in that skill to one hit of a successful attack with that skill. |
Slight of Mind (2) |
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Force Talent The character adds a Bonus die per rank of Sleight of Mind to his Stealth checks unless the being attempting to detect the character is immune to Force Powers. |