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Dodge |
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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, them 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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Enduring |
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Character gains +1 soak value per rank of Enduring. |
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Expert Tracker |
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Remove a Setback Die (Black Die) per rank of Expert tracker from check to find or follow tracks. Survival checks made to track targets take 50% less time than normal. This does not decrease with additional ranks of Expert Tracker. |
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Forager |
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Remove up to two Setback Dice (Black Dice) from skill checks to find food, water, or shelter. Survival checks to forage take half the time. |
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Grit |
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Each rank of Grit increases a character’s strain threshold by one. |
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Hunter |
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The character adds a Bonus Die (Blue Die) per rank of Hunter to all skill checks when interacting with wild beasts and animals, including combat checks. Add +10 per rank to all Critical Injury rolls against animals per rank of Hunter. |
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Jump up |
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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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Lethal Blows |
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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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Precise Aim |
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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 his ranks in Precise AIm. He then decreases the target’s defense (ranged and melee) by one per strain suffered for that combat check. |
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Quick Draw |
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Once per round on the character’s turn, he may draw or holster an easily accessible weapon as an incidental, not a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver. |
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Quick Strike |
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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. |
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Soft Spot |
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After making a successful attack, May spend a Destiny point to add damage equal to Cunning to one hit. |
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Stalker |
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Add a Bonus Die (Blue Die) per rank of Stalker to all Stealth and coordination checks |
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Swift |
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The character does not suffer the penalties for moving through difficult terrain (he moves through it at normal speed, without spending additional maneuvers) |
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Targeted Blow |
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On a successful attack during combat with a non-starship/vehicle weapon, the character may spend one Destiny Point to add damage equal to his Agility to one hit of the successful attack. |
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Toughened |
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The character increases his wound threshold by two per rank of Toughnened. |