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Grit |
7 |
|
Each rank of Grit increases a character's strain threshold by one. |
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Lethal Blows |
2 |
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The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. |
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Dodge |
2 |
|
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 [their] ranks in Dodge. |
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Stalker |
2 |
|
The character adds a boost dice per rank of Stalker to [their] Coordination and Stealth checks. |
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Jump Up |
1 |
|
Once per round on the character's turn, the character may stand up from prone or a seated position as an Incidental. |
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Sniper Shot |
1 |
|
Once per round before making a non-thrown ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximum range of their ranged weapon up to one range band per rank. For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range). |
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Deadly Accuracy (Ranged: Heavy/Light) |
2 |
|
Each time the character gains a rank of Deadly Accuracy, they must choose one combat skill. The character may add their ranks in that combat skill as additional damage to one hit of successful attacks made with that skill using a personal-scale weapon. They cannot choose the same combat skill twice. |
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Toughened |
6 |
|
The character increases [their] wound threshold by two per rank of Toughened. |
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Jury Rigged |
2 |
|
The character chooses one personal weapon or piece of armor per rank of Jury Rigged. [They] 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, [they] 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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Armor Master |
1 |
|
While wearing armor, the character increases their total soak value by one. |
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Tinkerer |
1 |
|
The character makes one piece of equipment more modifiable. They choose one piece of equipment and increases its number of hard points by one. They can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to their ranks in Tinkerer. If they lose a modified piece of equipment, they may apply Tinkerer to a new one. |
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Improved Armor Master |
1 |
|
When wearing armor with a soak value of two or higher, the character increases their defense by one. |
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Dedication - Agility |
1 |
|
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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Dedication - Cunning |
1 |
|
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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Always Get My Mark (Base) |
1 |
|
Once per game session, the character may choose a minion NPC to be [their] mark. [They] must know this NPC's identity and basic personal information (or have another lead of comparable quality, per the GM's discretion), and must know that the NPC is on the same planet. [They] spend 2 Destiny Points, and makes a Hard difficulty Streetwise check. If [they] succeed, the character tracks down the chosen mark, and a new encounter beings as the character reaches the mark's location. The exact nature of this encounter, as well as the circumstances under which it takes place, must be approved by the GM. When making the skill check to activate Get My Mark, the GM can add boost and setback die for any situational effects that might affect the difficulty of the check. |
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AGMM - Change Skill |
1 |
|
When activating Always Get My Mark, the character may make a Survival check instead of a Streetwise check. |
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AGMM - Reduce Difficulty |
1 |
|
The skill check to activate Always Get My Mark is Average difficulty instead of Hard. |
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AGMM - Increase Range |
1 |
|
If the Bounty Hunter has access to a starship with a hyperdrive, Always Get My Mark can be used to track down any individual whose current planetary location the Bounty Hunter knows. |
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AGMM - Increase Effect |
2 |
|
When activating Always Get My Mark, the Bounty Hunter may choose a nemesis NPC (or a Player Character, at the GM's discretion) instead of a minion NPC. If [they do] so, upgrade the difficulty of the check twice. |
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Overwhelm Defenses |
2 |
|
Upon making an unsuccessful attack with a starship or vehicle weapon, the character may spend two advantage results per rank of Overwhelm Defenses. Reduce the defense rating in the defense zone targeted by the attack of the remainder of the encounter by 1 for every two advantage results spent. |
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Debilitating Shot |
1 |
|
Upon making a successful attack with a starship or vehicle weapon, may spend two advantage results to reduce the maximum speed of the target by 1 (to a minimum of 1) until the end of the next round. If the starship or vehicle was traveling its maximum speed, it has its current speed reduced to the new maximum. |
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Shortcut |
1 |
|
During a chase, the character adds a boost die per rank of Shortcut to [their] checks made to catch or escape an opponent. |
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Dedication - Presence |
1 |
|
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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Improved Shortcut |
1 |
|
When engaging in a chase or race, the character may suffer two strain to add success results equal to ranks in Shortcut to the check. |
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Precise Aim |
1 |
|
Once per round on the character’s turn, the character may perform a Precise Aim maneuver before attempting a combat check and suffer a number of strain. The number of strain cannot exceed their ranks in Precise Aim. They then decreases the target’s defense (ranged and melee) by one per strain suffered for that combat check. |
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Targeted Blow |
1 |
|
On a successful attack during combat using a non-starship/vehicle weapon, the character may spend one Destiny Point to add damage equal to [their] Agility to one hit of the successful attack. |
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Point Blank |
1 |
|
The character adds one damage per rank of Point Blank to one hit of successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged. |
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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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Conditioned |
1 |
|
The character removes a setback dice per rank of Conditioned from their Athletics and Coordination checks. They reduce the damage and strain suffered from falling by 1 per rank of Conditioned. |
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Improved Body Guard |
1 |
|
Once per session, when an ally protected by the character's Body Guard maneuver would suffer a hit from a combat check, the character may choose to suffer that hit instead of the ally. |
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Dedication - Willpower |
1 |
|
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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Supreme Body Guard |
1 |
|
When the character uses the Body Guard maneuver, [they] may protect a number of engaged characters up to [their] ranks in Resilience instead of just one. |
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Moving Target |
1 |
|
If the character has already acted this round, increase [their] ranged defense by 1 per rank of Moving Target. |
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Hindering Shot |
1 |
|
The character may voluntarily increase the difficulty of a Gunnery combat check once to inflict a hindering shot on a vehicle. If [they] succeed and deal damage to the target vehicle's hull trauma threshold, the vehicle suffers system strain equal to its current speed whenever it moves until the end of the encounter. |
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Unmatched Devastation (Base) |
1 |
|
Once per game session, after performing a combat check, the character may spend 2 Destiny Points to perform one additional combat check against the same target as an incidental. The difficulty of this combat check is increased by 1 for each successful combat check the character has performed this turn. This combat check must be made using a non-starship/vehicle weapon that the character has not already used this turn. |
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Intimidating |
2 |
|
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 [their] 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 [their] ranks in Intimidating. |
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UD - Target Priority |
1 |
|
The character may choose a new legal target for each combat check as part of Unmatched Devastation. |
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UD - Draw and Fire |
1 |
|
Before performing each combat check with Unmatched Devastation, the character may holster a weapon and draw a different weapon as an incidental. |
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UD - Remove Setback |
1 |
|
When making a combat check as part of Unmatched Devastation, the character removes a setback die for each Remove Setback upgrade purchased. |
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UD - Improve Mobility |
1 |
|
Before performing each combat check with Unmatched Devastation, the character may suffer 2 strain to perform the Move maneuver as an incidental (this does not count toward the number of maneuvers a character can perform in one turn). |
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UD - Increase Number |
1 |
|
The character may perform one additional combat check using a non/starship weapon not already used this round for each Increase Number upgrade purchased. The difficulty of each combat check is increased by 1 for each successful combat check the character has performed this turn. |
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Convincing Demeanor |
2 |
|
The character removes a setback die per rank of Convincing Demeanor from [their] Deception and Skulduggery checks. |
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Second Chances |
3 |
|
Once per encounter, after the character has rolled a skill check (but before resolving the result), [they] choose a number of positive dice from [their] dice pool up to [their] ranks in Second Chances and re-rolls them. The character must accept the second result. This talent cannot be used to re-roll any Force dice. |
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Up The Ante |
2 |
|
When the character wins at gambling, [they] earn 10% more credits per rank of Up the Ante. |
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Clever Solution |
1 |
|
Once per game session, the character can choose to make one skill check using Cunning, rather than the characteristic linked to that skill. When [they] do this, [they] must explain how, in this particular instance, [their] cunning is helping [them] overcome this challenge. |
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Dedication - Agility |
1 |
|
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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Double or Nothing |
1 |
|
Once per check, the character may suffer two strain to increase the difficulty of the check by one. Then, after canceling opposing symbols, [they] double the number of remaining advantage results. |
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Improved Double or Nothing |
1 |
|
When performing the Double or Nothing incidental, after canceling opposing symbols, the character also doubles the number of remaining success results. |
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Supreme Double or Nothing |
1 |
|
When performing the Double or Nothing incidental, the character also doubles the number of triumph and despair results. |
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Fortune Favors The Bold |
1 |
|
Once per game session, as an out of turn incidental, the character may suffer two strain to flip one dark side Destiny point to a light side Destiny Point (this cannot be used to interrupt the spending of a Destiny Point). |