|
Grit |
5 |
|
Each rank of Grit increases a character's strain threshold by one. |
|
Lethal Blows |
2 |
|
The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. |
|
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. |
|
Stalker |
2 |
|
The character adds a boost dice per rank of Stalker to [their] Coordination and Stealth checks. |
|
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. |
|
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). |
|
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. |
|
Toughened |
5 |
|
The character increases [their] wound threshold by two per rank of Toughened. |
|
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. |
|
Armor Master |
1 |
|
While wearing armor, the character increases their total soak value by one. |
|
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. |
|
Improved Armor Master |
1 |
|
When wearing armor with a soak value of two or higher, the character increases their defense by one. |
|
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. |
|
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. |
|
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. |
|
AGMM - Change Skill |
1 |
|
When activating Always Get My Mark, the character may make a Survival check instead of a Streetwise check. |
|
AGMM - Reduce Difficulty |
1 |
|
The skill check to activate Always Get My Mark is Average difficulty instead of Hard. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
Moving Target |
1 |
|
If the character has already acted this round, increase [their] ranged defense by 1 per rank of Moving Target. |