ALL (Up To Far Horizons)
ALL (Up To Far Horizons)
ALL (Up To Far Horizons)
DRIVER
ACE
ACTIVE
RANKED
FULL THROTTLE
Take a Full Throttle action;
make a Hard (
)
Piloting check to increase a
vehicles top speed by 1 for a
number of rounds equal to
Cunning.
ALL-TERRAIN DRIVER
Do not suffer usual penalties
for driving through difficult
terrain when using Piloting
(Planetary).
COST 5
FINE TUNING
When reducing the amount
of system strain a starship or
vehicle suffers, reduce 1
additional strain per rank of
Fine Tuning.
GEARHEAD
Remove per rank of
Gearhead from Mechanics
checks. Halve the credit cost
to add mods to attachments.
COST 5
COST 5
COST 5
GRIT
SKILLED JOCKEY
COST 10
Remove
per rank of
Skilled Jockey from all
Piloting (Planetary) and
Piloting (Space) checks the
character attempts.
COST 10
COST 15
DEFENSIVE DRIVING
Increase defense of vehicle
or starship being piloted by 1
per rank of Defensive Driving.
COST 20
TRICKY TARGET
Count vehicle or starship
piloted as having a silhouette
1 lower when being attacked.
COST 15
RAPID REACTION
Suffer a number of strain to
add an equal number of
to initiative checks. Strain
suffered cannot exceed ranks
in Rapid Reaction.
GRIT
Gain +1 strain threshold.
COST 10
COST 10
FINE TUNING
When reducing the amount
of system strain a starship or
vehicle suffers, reduce 1
additional strain per rank of
Fine Tuning.
TOUGHENED
Gain +2 wound threshold.
COST 15
COST 15
SKILLED JOCKEY
Remove
per rank of
Skilled Jockey from all
Piloting (Planetary) and
Piloting (Space) checks the
character attempts.
NATURAL DRIVER
Once per session, may re-roll
any 1 Piloting (Planetary) or
Gunnery check.
COST 20
GEARHEAD
Remove per rank of
Gearhead from Mechanics
checks. Halve the credit cost
to add mods to attachments.
COST 20
COST 20
COST 25
FULL STOP
When piloting a ship or
vehicle, take a full-stop
maneuver to reduce speed to
zero and suffer system strain
equal to the speed reduced.
COST 25
MASTER DRIVER
Once per round when driving
a vehicle, may suffer 2 strain
to perform any action as a
maneuver.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
PASSIVE
GUNNER
ACE
ACTIVE
RANKED
DURABLE
GRIT
OVERWHELM DEFENSES
COST 5
COST 5
DEBILITATING SHOT
Upon Successful attack with
a starship or vehicle weapon,
may spend
to reduce
the maximum speed of the
target by 1 until the end of
the next round.
COST 5
COST 5
TOUGHENED
Gain +2 wound threshold.
COST 10
BRACE
SPARE CLIP
COST 10
COST 10
DURABLE
ENDURING
COST 15
TRUE AIM
Once per round, may
perform a True Aim
maneuver to gain benefits of
aiming and upgrade combat
check once per rank of True
Aim.
COST 10
JURRY RIGGED
Choose 1 weapon, armor or
other item and give it a
permanent improvement
while it remains in use.
COST 15
COST 15
OVERWHELM DEFENSES
Upon unsuccessful attack
with a starship or vehicle
weapon, may spend
per rank of Overwhelm
Defenses. Reduce the
defense in the targeted zone
by 1 for every
spent.
COST 15
TOUGHENED
Gain +2 wound threshold.
COST 20
ENDURING
Gain +1 soak value.
COST 20
BRACE
EXHAUST PORT
COST 20
HEROIC FORTITUDE
May spend 1 Destiny Point to
ignore effects of Critical
Injuries on Brawn or Agility
checks until the end of the
encounter.
COST 25
JURRY RIGGED
Choose 1 weapon, armor or
other item and give it a
permanent improvement
while it remains in use.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
COST 20
TRUE AIM
Once per round, may
perform a True Aim
maneuver to gain benefits of
aiming and upgrade combat
check once per rank of True
Aim.
COST 25
PASSIVE
PILOT
ACE
ACTIVE
RANKED
Pilot Bonus Career Skills: Astrogation, Gunnery, Piloting (Planetary), Piloting (Space)
FULL THROTTLE
Take a Full Throttle action;
make a Hard (
)
Piloting check to increase a
vehicles top speed by 1 for a
number of rounds equal to
Cunning.
COST 5
SKILLED JOCKEY
Remove
per rank of
Skilled Jockey from all
Piloting (Planetary) and
Piloting (Space) checks the
character attempts.
COST 10
SKILLED JOCKEY
Remove
per rank of
Skilled Jockey from all
Piloting (Planetary) and
Piloting (Space) checks the
character attempts.
GALAXY MAPPER
Remove per rank of
Galaxy Mapper from
Astrogation checks.
Astrogation checks take half
normal time.
COST 5
COST 5
DEAD TO RIGHTS
Spend 1 Destiny Point to add
additional damage equal to
half Agility (rounded up) to
one hit of successful attack
made with ship or vehiclemounted weaponry.
GALAXY MAPPER
Remove per rank of
Galaxy Mapper from
Astrogation checks.
Astrogation checks take half
normal time.
COST 10
LETS RIDE
Once per round, may mount
or dismount a vehicle or
beast, or enter a cockpit or
weapon station on a vehicle,
as an incidental.
COST 5
RAPID RECOVERY
When healing strain after an
encounter, heal 1 additional
strain per rank of Rapid
Recovery.
COST 10
COST 10
COST 15
GRIT
NATURAL PILOT
COST 15
COST 15
COST 15
GRIT
COST 20
COST 20
MASTER PILOT
Once per round when
piloting a starship, may suffer
2 strain to perform any
action as a maneuver.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
TRICKY TARGET
Count vehicle or starship
piloted as having a silhouette
1 lower when being attacked.
COST 20
TOUGHENED
Gain +2 wound threshold.
COST 25
DEFENSIVE DRIVING
Increase defense of vehicle
or starship being piloted by 1
per rank of Defensive Driving.
COST 20
BRILLIANT EVASION
Once per encounter may
take Brilliant Evasion action;
select 1 opponent and make
Opposed Piloting (Planetary
or Space) check to stop
opponent from attacking
character for rounds equal to
Agility.
COST 25
PASSIVE
ASSASSIN
BOUNTY HUNTER
ACTIVE
RANKED
GRIT
LETHAL BLOWS
COST 5
STALKER
DODGE
COST 5
COST 5
COST 5
PRECISE AIM
Once per round, may
perform a Precise Aim
maneuver. Suffer a number
of strain no greater than
ranks in Precise Aim, then
reduce targets melee and
ranged defense by that
number.
JUMP UP
QUICK STRIKE
COST 10
COST 10
QUICK DRAW
Once per round, draw or
holster a weapon or
accessible item as an
incidental.
COST 10
COST 10
TARGETED BLOW
After making a successful
attack, may spend 1 Destiny
Point to add damage equal to
Agility to one hit.
COST 15
STALKER
STALKER
LETHAL BLOWS
COST 15
SNIPER SHOT
COST 20
COST 20
PRECISE AIM
Once per round, may
perform a Precise Aim
maneuver. Suffer a number
of strain no greater than
ranks in Precise Aim, then
reduce targets melee and
ranged defense by that
number.
COST 25
DEADLY ACCURACY
When acquired, choose 1
combat skill. Add damage
equal to ranks in that skill to
one hit of successful attack
made using that skill.
COST 25
COST 15
DODGE
ANATOMY LESSONS
After making a successful
attack, may spend 1 Destiny
Point to add damage equal to
Intellect to one hit.
COST 15
LETHAL BLOWS
COST 20
COST 20
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
MASTER OF SHADOWS
Once Per round, suffer 2
strain to decrease difficulty
of next Stealth or Subterfuge
check by one.
COST 25
PASSIVE
GADGETEER
BOUNTY HUNTER
ACTIVE
RANKED
BRACE
TOUGHENED
COST 5
COST 5
INTIMIDATING
May suffer a number of
strain to downgrade difficulty
of Coercion checks, or
upgrade difficulty when
targeted by Coercion checks,
by an equal number. Strain
suffered this way cannot
exceed ranks in Intimidating.
COST 5
SPARE CLIP
Cannot run out of ammo due
to
result. Items with
limited ammo quality run out
of ammo as normal.
JURRY RIGGED
Choose 1 weapon, armor or
other item and give it a
permanent improvement
while it remains in use.
COST 10
COST 10
POINT BLANK
Add 1 damage per rank of
Point Blank to damage of one
hit of successful attack while
using Ranged (Heavy) or
Ranged (Light) skills at close
range or engaged.
COST 10
TOUGHENED
Gain +2 wound threshold.
COST 15
ARMOR MASTER
When wearing armor,
increase total soak value by
1.
COST 15
NATURAL ENFORCER
Once per session, may re-roll
any 1 Coercion or Streetwise
check.
COST 15
DEFENSIVE STANCE
Once per round, may
perform Defensive Stance
maneuver and suffer a
number of strain to upgrade
difficulty of all incoming
melee attacks by an equal
number. Strain suffered this
way cannot exceed ranks in
Defensive Stance.
COST 5
DISORIENT
After hitting with a combat
check, may spend
to
disorient target for a number
of rounds equal to ranks in
Disorient.
COST 10
STUNNING BLOW
When making Melee checks,
may inflict damage as strain
instead of wounds. This does
not ignore soak
COST 15
JURRY RIGGED
Choose 1 weapon, armor or
other item and give it a
permanent improvement
while it remains in use.
COST 20
TINKERER
DEADLY ACCURACY
COST 20
INTIMIDATING
May suffer a number of
strain to downgrade difficulty
of Coercion checks, or
upgrade difficulty when
targeted by Coercion checks,
by an equal number. Strain
suffered this way cannot
exceed ranks in Intimidating.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
COST 20
COST 20
COST 25
CRIPPLING BLOW
Increase the difficulty of next
combat check by 1. If check
deals damage, target suffers
1 strain whenever they move
for the rest of the encounter.
COST 25
PASSIVE
SURVIVALIST
BOUNTY HUNTER
ACTIVE
RANKED
FORAGER
STALKER
Remove up to
from skill
checks to find food, water, or
shelter. Survival checks to
forage take half the time.
OUTDOORSMAN
COST 5
COST 5
EXPERT TRACKER
Remove per rank of
Expert Tracker to find tracks
or track targets. Decrease
time to track a target by half.
COST 5
COST 5
OUTDOORSMAN
Remove per rank of
Outdoorsman from checks to
move through terrain or
manage environmental
effects. Decrease overland
travel time by half.
SWIFT
HUNTER
COST 10
COST 10
TOUGHENED
Gain +2 wound threshold.
COST 15
SOFT SPOT
COST 10
COST 10
EXPERT TRACKER
Remove per rank of
Expert Tracker to find tracks
or track targets. Decrease
time to track a target by half.
STALKER
NATURAL OUTDOORSMAN
COST 15
COST 15
COST 15
TOUGHENED
Gain +2 wound threshold.
COST 20
HUNTER
EXPERT TRACKER
COST 20
COST 20
ENDURING
Gain +1 soak value.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
BLOODED
Add per rank of Blooded
to all checks to resist or
recover from poisons,
venoms, or toxins. Reduce
duration of ongoing poisons
by 1 round per rank of
Blooded to a minimum of 1.
COST 20
GRIT
HEROIC FORTITUDE
COST 25
COST 25
PASSIVE
DOCTOR
COLONIST
ACTIVE
RANKED
SURGEON
BACTA SPECIALIST
COST 5
STIM APPLICATION
Take the Stim Application
Action: make an average (
) Medicine check. If
successful, 1 engaged ally
increases 1 characteristic by
1 for the encounter and
suffers 4 strain.
GRIT
RESOLVE
COST 5
When a character
involuntarily suffers strain,
he suffers 1 less strain per
rank of Resolve to a
minimum of 1.
COST 5
COST 5
GRIT
SURGEON
COST 10
RESOLVE
When a character
involuntarily suffers strain,
he suffers 1 less strain per
rank of Resolve to a
minimum of 1.
COST 10
COST 10
COST 10
SURGEON
GRIT
BACTA SPECIALIST
COST 15
COST 15
COST 15
PRESSURE POINT
When making a Brawl check
against an opponent, instead
of dealing damage, may deal
equivalent strain plus
additional strain equal to
ranks of Medicine (this
ignores soak).
COST 15
NATURAL DOCTOR
Once per session, may re-roll
any 1 Medicine check.
TOUGHENED
Gain +2 wound threshold.
COST 20
COST 20
ANATOMY LESSONS
After making a successful
attack, may spend 1 Destiny
Point to add damage equal to
Intellect to one hit.
COST 20
COST 20
COST 25
MASTER DOCTOR
Once per round, suffer 2
strain to decrease the
difficulty of a Medicine check
by 1.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
DODGE
When targeted by combat
check, may perform a Dodge
incidental to suffer a number
of strain no greater than
ranks of Dodge, then
upgrade the difficulty of the
check by that number.
COST 25
PASSIVE
ENTREPRENEUR
COLONIST
ACTIVE
RANKED
Entrepreneur Bonus Career Skills: Discipline, Knowledge (Education), Knowledge (Underworld), Negotiation
SOUND INVESTMENTS
At the start of each session,
gain 100 credits for each rank
of Sound Investments.
COST 5
RAPID RECOVERY
When healing strain after an
encounter, heal 1 additional
strain per rank of Rapid
Recovery.
COST 10
GREASED PALMS
Before making a social check,
may spend up to 50 credits
per rank of Greased Palms to
upgrade the ability of the
check once for every 50
spent.
PLAUSIBLE DENIABILITY
Remove per rank of
Plausible Deniability from all
Coercion and Deception
checks.
COST 5
COST 10
THROWING CREDITS
At beginning of session,
spend 100 credits to ignore
strain threshold penalty due
to triggered Obligation.
COST 15
COST 15
SOUND INVESTMENTS
At the start of each session,
gain 100 credits for each rank
of Sound Investments.
RAPID RECOVERY
When healing strain after an
encounter, heal 1 additional
strain per rank of Rapid
Recovery.
GRIT
Gain +1 strain threshold.
COST 5
COST 5
SOUND INVESTMENTS
At the start of each session,
gain 100 credits for each rank
of Sound Investments.
COST 10
BOUGHT INFO
Instead of making a
Knowledge check, may take a
Bought Info action; spend
credits equal to 50 times the
difficulty of the check to pass
with on .
COST 10
SOUND INVESTMENTS
At the start of each session,
gain 100 credits for each rank
of Sound Investments.
COST 15
COST 15
TOUGHENED
Gain +2 wound threshold.
COST 20
COST 20
MASTER MERCHANT
When buying or selling
goods, or paying off or taking
Obligation, may suffer 2
strain to sell for 25% more,
buy for 25% less, pay off 1
more Obligation, or take on 1
less.
KNOW SOMEBODY
Once per session, when
attempting to purchase a
legally available item, reduce
its rarity by 1 per rank of
Know Somebody.
COST 20
COST 20
NATURAL MERCHANT
Once per session, may reroll
any 1 Streetwise or
Negotiation check.
COST 25
INTENSE FOCUS
Perform an Intense Focus
maneuver; suffer 1 strain and
upgrade the ability of the
next skill check once.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
SOUND INVESTMENTS
At the start of each session,
gain 100 credits for each rank
of Sound Investments.
COST 25
PASSIVE
MARSHAL
COLONIST
ACTIVE
RANKED
Marshal Bonus Career Skills: Coercion, Knowledge (Underworld), Ranged (Light), Vigilance
HARD HEADED
When staggered or
disoriented, perform the
Hard Headed action; make a
Daunting (
)
Discipline check to remove
status. Difficulty reduced per
rank of Hard Headed.
GRIT
STREET SMARTS
COST 5
TOUGHENED
Gain +2 wound threshold.
COST 5
COST 5
COST 5
DURABLE
GOOD COP
COST 10
May spend
from
Charm or Negotiation check
to upgrade ability of a single
allys subsequent Social
Interaction check against the
target a number of times
equal to ranks in Good Cop.
BAD COP
May spend
from a
Deception or Coercion check
to upgrade ability of a single
allys subsequent Social
Interaction check against the
target a number of times
equal to ranks in Bad Cop.
COST 10
HARD HEADED
When staggered or
disoriented, perform the
Hard Headed action; make a
Daunting (
)
Discipline check to remove
status. Difficulty reduced per
rank of Hard Headed.
GRIT
GOOD COP
COST 15
COST 20
COST 10
May spend
from
Charm or Negotiation check
to upgrade ability of a single
allys subsequent Social
Interaction check against the
target a number of times
equal to ranks in Good Cop.
POINT BLANK
Add 1 damage per rank of
Point Blank to damage of one
hit of successful attack while
using Ranged (Heavy) or
Ranged (Light) skills at close
range or engaged.
COST 15
COST 15
UNRELENTING SKEPTIC
COST 10
COST 15
DURABLE
QUICK DRAW
When targeted by a
Deception check, the
character automatically adds
to the check equal to
ranks in Vigilance.
COST 20
BAD COP
POINT BLANK
May spend
from a
Deception or Coercion check
to upgrade ability of a single
allys subsequent Social
Interaction check against the
target a number of times
equal to ranks in Bad Cop.
COST 20
COST 20
COST 25
IMPROVED UNRELENTING
SKEPTIC
When targeted by a
Deception check that fails,
may spend 1 Destiny Point to
add
to result.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
NATURAL MARKSMAN
Once per session, may re-roll
any 1 Ranged (Light) or
Ranged (Heavy) check.
COST 25
PASSIVE
PERFORMER
COLONIST
ACTIVE
RANKED
SMOOTH TALKER
When first acquired, choose
1 skill; Charm, Coercion,
Deception, or Negotiation.
When making checks with
that skill, spend to gain
additional equal to ranks
in Smooth Talker.
COST 5
COST 5
DISTRACTING BEHAVIOR
Make a Distracting Behavior
maneuver and suffer strain
no greater than ranks in
Cunning. Until beginning of
next turn, equal number of
NPCs suffer
on checks.
Range increases with
additional ranks.
CONVINCING DEMEANOR
Remove per rank of
Convincing Demeanor from
Deception or Skulduggery
checks.
COST 5
COST 5
DISTRACTING BEHAVIOR
Make a Distracting Behavior
maneuver and suffer strain
no greater than ranks in
Cunning. Until beginning of
next turn, equal number of
NPCs suffer
on checks.
Range increases with
additional ranks.
COST 10
DISTRACTING BEHAVIOR
Make a Distracting Behavior
maneuver and suffer strain
no greater than ranks in
Cunning. Until beginning of
next turn, equal number of
NPCs suffer
on checks.
Range increases with
additional ranks.
CONGENIAL
May suffer a number of
strain to downgrade difficulty
of Charm or Negotiation
checks or upgrade difficulty
when targeted by Charm or
Negotiation checks, by an
equal number. Strain
suffered this way cannot
exceed ranks in Congenial.
DODGE
JUMP UP
COST 10
COST 10
COST 10
INTENSE PRESENCE
Spend 1 Destiny Point to
recover strain equal to
Presence rating.
NATURAL ATHLETE
Once per session, may reroll
any 1 Athletics or
Coordination check.
COST 15
COST 15
SECOND WIND
Once per encounter, may use
Second Wind incidental to
heal strain equal to ranks in
Second Wind.
COST 15
COST 15
SMOOTH TALKER
When first acquired, choose
1 skill; Charm, Coercion,
Deception, or Negotiation.
When making checks with
that skill, spend to gain
additional equal to ranks
in Smooth Talker.
IMPROVED DISTRACTING
BEHAVIOR
GRIT
TOUGHENED
COST 20
COST 20
COST 20
COST 20
BIGGEST FAN
Once per session, may take a
Biggest Fan action; make a
Hard (
) Charm check
to turn one NPC into the
characters biggest fam.
COST 25
DECEPTIVE TAUNT
Once per session, may make
Deceptive Taunt action.
Make opposed Deception
check. If successful, one
adversary must attack the
character during adversarys
next turn.
COST 25
COODRINATION DODGE
When targeted by a combat
check, may spend 1 Destiny
Point to add
equal to
ranks in Coordination to
check.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
PASSIVE
POLITICO
COLONIST
ACTIVE
RANKED
Politico Bonus Career Skills: Charm, Coercion, Deception, Knowledge (Core Worlds)
GRIT
PLAUSIBLE DENIABILITY
COST 5
COST 5
INSPIRING RHETORIC
Take the Inspiring Rhetoric
action: make an Average
(
) Leadership check.
Each causes 1 ally in close
range to recover 1 strain.
Spend
to cause 1 affected
ally to recover 1 additional
strain.
COST 10
COST 5
SCATHING TIRADE
Take a Scathing Tirade
action: make an Average
(
) Coercion check. Each
causes one enemy in close
range to suffer 1 strain.
Spend
to cause 1 affected
enemy to suffer 1 additional
strain.
PLAUSIBLE DENIABILITY
Remove per rank of
Plausible Deniability from all
Coercion and Deception
checks.
COST 10
COST 10
IMPROVED INSPIRING RHETORIC
COST 5
COST 10
DODGE
TOUGHENED
COST 15
WELL ROUNDED
Choose any 2 skills. They
permanently become career
skills.
COST 15
COST 15
COST 15
GRIT
COST 20
COST 20
COST 20
NOBODYS FOOL
May upgrade difficulty of
incoming Charm, Coercion,
or Deception checks once per
rank of Nobodys Fool.
COST 20
STEELY NERVES
Spend 1 Destiny Point to
ignore effects of Critical
Injuries on Willpower or
Presence checks until the
end of the encounter.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
NATURAL CHARMER
Once per session, may re-roll
any 1 Charm or Deception
check.
COST 25
INTENSE PRESENCE
Spend 1 Destiny Point to
recover strain equal to
Presence rating.
COST 25
PASSIVE
SCHOLAR
COLONIST
ACTIVE
RANKED
Scholar Bonus Career Skills: Knowledge (Outer Rim), Knowledge (Underworld), Knowledge (Xenology), Perception
RESPECTED SCHOLAR
May downgrade difficulty of
checks to interact with
institutes of learning by one
level per rank of Respected
Scholar.
SPEAKS BINARY
When directing NPC droids,
may grant them per rank
of Speaks Binary on checks.
GRIT
BRACE
COST 5
COST 5
COST 5
COST 5
RESEARCHER
Removes per rank of
Researcher from all
Knowledge checks.
Researching a subject takes
half the time.
COST 10
CODEBREAKER
Remove per rank in
Codebreaker from checks to
break codes or decrypt
communications. Decrease
difficulty of checks to break
codes or decrypt
communications by 1.
COST 15
KNOWLEDGE SPECIALIZATION
RESPECTED SCHOLAR
May downgrade difficulty of
checks to interact with
institutes of learning by one
level per rank of Respected
Scholar.
COST 10
KNOWLEDGE SPECIALIZATION
RESOLVE
RESEARCHER
When a character
involuntarily suffers strain,
he suffers 1 less strain per
rank of Resolve to a
minimum of 1.
COST 10
NATURAL SCHOLAR
Once per session, may re-roll
any 1 Knowledge skill check.
COST 15
COST 10
WELL ROUNDED
Choose any 2 skills. They
permanently become career
skills.
COST 15
COST 15
INTENSE FOCUS
Perform an Intense Focus
maneuver; suffer 1 strain and
upgrade the ability of the
next skill check once.
COST 20
CONFIDENCE
May decrease difficulty of
Discipline checks to avoid
fear by 1 per rank of
Confidence.
COST 20
RESOLVE
When a character
involuntarily suffers strain,
he suffers 1 less strain per
rank of Resolve to a
minimum of 1.
COST 20
COST 20
STROKE OF GENIUS
Once per session, make one
skill check using Intellect
rather than the characteristic
linked to that skill.
COST 25
MENTAL FORTRESS
Spend 1 Destiny Point to
ignore effects of Critical
Injuries on Intellect or
Cunning checks until end of
encounter.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
TOUGHENED
Gain +2 wound threshold.
COST 25
COLONIST
INSIGHTFUL REVELATION
ATTACHED TO
COST 30
REDUCE SETBACK
Remove from skill check
to activate Insightful
Revelation.
COST 10
DESTINY
REDUCE DIFFICULTY
COST 10
COST 10
ADD BOOST
Add to skill check to
activate Insightful Revelation.
COST 15
REDUCE SETBACK
Remove from skill check
to activate Insightful
Revelation.
COST 15
INCREASE EFFECT
If the check is successful, the
character may spend to
gain one additional piece of
equally useful information.
COST 15
ADDITIONAL SKILLS
When making the Insightful
Revelation action, the
character may replace
Knowledge (Education) with
any other Knowledge skill.
COST 10
DURATION
The character may perform
the Insightful Revelation
action one additional time
per game session.
COST 15
UNMATCHED EXPERTISE
COLONIST
ATTACHED TO
COST 30
REDUCE SETBACK
Remove from career skill
checks made while
Unmatched Expertise is
activated.
COST 10
REDUCE DIFFICULTY
Reduce the difficulty of
career skill checks by 2
instead of 1.
COST 15
ACTIVATION
Activate Unmatched
Expertise as a maneuver
instead of as an action.
ACTIVATION
Activate Unmatched
Expertise as an Incidental
instead of as a maneuver.
COST 10
COST 10
SUPERIOR REDUCTION
Once per session, while
Unmatched Expertise is
activated, may reduce the
difficulty of one non-career
skill.
COST 15
DESTINY
REDUCE SETBACK
Remove from career skill
checks made while
Unmatched Expertise is
activated.
COST 10
REDUCE DIFFICULTY
COST 15
COST 15
PASSIVE
COMMODORE
COMMANDER
ACTIVE
RANKED
Commodore Bonus Career Skills: Astrogation, Computers, Knowledge (Education), Knowledge (Outer Rim)
SOLID REPAIRS
The character repairs +1 hull
trauma per rank of Solid
Repairs whenever he repairs
a starship or vehicle.
COST 5
COMMAND
Add per rank of Command
when making Leadership
checks. Affected targets add
to Discipline checks for
next 24 hours.
RAPID REACTION
Suffer a number of strain to
add an equal number of
to initiative checks. Strain
suffered cannot exceed ranks
in Rapid Reaction.
COST 5
KNOW SCHEMATIC
Once per session, may
perform the Know Schematic
maneuver; make a Hard
(
) Knowledge
(Education) check. Success
grants familiarity with a
building or ships design.
COMMANDING PRESENCE
COST 5
GRIT
COST 15
COST 10
COST 10
COMMAND
Add per rank of Command
when making Leadership
checks. Affected targets add
to Discipline checks for
next 24 hours.
RAPID REACTION
Suffer a number of strain to
add an equal number of
to initiative checks. Strain
suffered cannot exceed ranks
in Rapid Reaction.
COMMANDING PRESENCE
COST 15
GRIT
COST 25
GALAXY MAPPER
Remove per rank of
Galaxy Mapper from
Astrogation checks.
Astrogation checks take half
normal time.
COST 15
MASTER STARHOPPER
COST 20
COST 20
COST 20
COST 20
SOLID REPAIRS
COST 5
COST 10
COST 15
HOLD TOGETHER
FAMILIAR SUNS
COST 10
SOLID REPAIRS
GALAXY MAPPER
FIRE CONTROL
Take the Fire Control action:
all combat checks made from
current starship or vehicle
count their targets
silhouette as one higher than
normal until beginning of
next turn. Does not stack.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
GALAXY MAPPER
Remove per rank of
Galaxy Mapper from
Astrogation checks.
Astrogation checks take half
normal time.
COST 25
PASSIVE
SQUADRON LEADER
COMMANDER
ACTIVE
RANKED
Squadron Leader Bonus Career Skills: Gunnery, Mechanics, Piloting (Planetary), Piloting (Space)
GRIT
QUICK STRIKE
COST 5
COST 5
FIELD COMMANDER
Take the Field Commander
action; make an Average
(
) Leadership check. A
number of allies equal to
Presence may immediately
suffer 1 stain to perform 1
free maneuver.
CONFIDENCE
May decrease difficulty of
Discipline checks to avoid
fear by 1 per rank of
Confidence.
COST 10
LETS RIDE
DEFENSIVE DRIVING
COST 5
COST 5
QUICK STRIKE
Add per rank of Quick
Strike to combat checks
against targets that have not
acted yet this encounter.
COST 10
SITUATIONAL AWARENESS
COST 10
COST 10
COMMAND
Add per rank of Command
when making Leadership
checks. Affected targets add
to Discipline checks for
next 24 hours.
GRIT
FULL STOP
COST 15
COST 15
DEFENSIVE DRIVING
Increase defense of vehicle
or starship being piloted by 1
per rank of Defensive Driving.
COST 15
COST 15
COMMAND
Add per rank of Command
when making Leadership
checks. Affected targets add
to Discipline checks for
next 24 hours.
COST 20
FORM ON ME
Allies equal to ranks in
Leadership in close range
gain the benefits of the Gain
the Advantage action.
COST 20
TRICKY TARGET
Count vehicle or starship
piloted as having a silhouette
1 lower when being attacked.
COST 20
COST 20
MASTER LEADER
Once per round, suffer 2
strain to decrease difficulty
of next Leadership check by
one, to a minimum of Easy
( )
COST 25
CONFIDENCE
May decrease difficulty of
Discipline checks to avoid
fear by 1 per rank of
Confidence.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
BRILLIANT EVASION
Once per encounter may
take Brilliant Evasion action;
select 1 opponent and make
Opposed Piloting (Planetary
or Space) check to stop
opponent from attacking
character for rounds equal to
Agility.
COST 25
PASSIVE
TACTICIAN
COMMANDER
ACTIVE
RANKED
OUTDOORSMAN
Remove per rank of
Outdoorsman from checks to
move through terrain or
manage environmental
effects. Decrease overland
travel time by half.
COMMANDING PRESENCE
TOUGHENED
Gain +2 wound threshold.
COST 5
COST 5
COST 5
SIDE STEP
Once per round, may
perform Side Step maneuver
and suffer a number of strain
to upgrade difficulty of all
incoming ranged attacks by
an equal number for the next
round. Strain suffered this
way cannot exceed ranks in
Side Step.
COST 5
OUTDOORSMAN
Remove per rank of
Outdoorsman from checks to
move through terrain or
manage environmental
effects. Decrease overland
travel time by half.
CONFIDENCE
May decrease difficulty of
Discipline checks to avoid
fear by 1 per rank of
Confidence.
COST 10
QUICK DRAW
Once per round, draw or
holster a weapon or
accessible item as an
incidental.
SWIFT
Do not suffer the usual
penalties for moving through
difficult terrain.
COST 10
COST 10
COST 10
NATURAL OUTDOORSMAN
Once per session, reroll any 1
Resilience or Survival check.
TOUGHENED
Gain +2 wound threshold.
COST 15
COST 15
BODY GUARD
Once per round, perform the
Body Guard maneuver to
guard an engaged character.
Suffer a number of strain no
greater than ranks of Body
Guard, then until the
beginning of the next turn
upgrade the difficulty of
combat checks targeting the
character by that number.
COST 15
CONFIDENCE
May decrease difficulty of
Discipline checks to avoid
fear by 1 per rank of
Confidence.
COST 20
COMMANDING PRESENCE
COST 20
FIELD COMMANDER
Take the Field Commander
action; make an Average
(
) Leadership check. A
number of allies equal to
Presence may immediately
suffer 1 stain to perform 1
free maneuver.
COST 20
BODY GUARD
Once per round, perform the
Body Guard maneuver to
guard an engaged character.
Suffer a number of strain no
greater than ranks of Body
Guard, then until the
beginning of the next turn
upgrade the difficulty of
combat checks targeting the
character by that number.
COST 15
SIDE STEP
Once per round, may
perform Side Step maneuver
and suffer a number of strain
to upgrade difficulty of all
incoming ranged attacks by
an equal number for the next
round. Strain suffered this
way cannot exceed ranks in
Side Step.
COST 20
COORDINATED ASSAULT
Take the Coordinated Assault
maneuver; a number of
engaged allies equal to
Leadership ranks add
to
combat checks until
beginning of next turn. Range
increases per rank of
Coordinated Assault.
COST 25
NATURAL LEADER
Once per session, may re-roll
any 1 Cool or Leadership
check.
COST 25
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
PASSIVE
AGITATOR
DIPLOMAT
ACTIVE
RANKED
PLAUSIBLE DENIABILITY
Remove per rank of
Plausible Deniability from all
Coercion and Deception
checks.
COST 5
NOBODYS FOOL
May upgrade difficulty of
incoming Charm, Coercion,
or Deception checks once per
rank of Nobodys Fool.
GRIT
INTIMIDATING
COST 5
COST 5
COST 5
STREET SMARTS
Remove per rank of Street
Smarts from Streetwise or
Knowledge (Underworld)
checks.
COST 10
STREET SMARTS
Remove per rank of Street
Smarts from Streetwise or
Knowledge (Underworld)
checks.
COST 10
CONVINCING DEMEANOR
Remove per rank of
Convincing Demeanor from
Deception or Skulduggery
checks.
COST 10
INTIMIDATING
May suffer a number of
strain to downgrade difficulty
of Coercion checks, or
upgrade difficulty when
targeted by Coercion checks,
by an equal number. Strain
suffered this way cannot
exceed ranks in Intimidating.
COST 10
CONVINCING DEMEANOR
Remove per rank of
Convincing Demeanor from
Deception or Skulduggery
checks.
COST 15
PLAUSIBLE DENIABILITY
Remove per rank of
Plausible Deniability from all
Coercion and Deception
checks.
COST 15
SCATHING TIRADE
Take a Scathing Tirade
action: make an Average
(
) Coercion check. Each
causes one enemy in close
range to suffer 1 strain.
Spend
to cause 1 affected
enemy to suffer 1 additional
strain.
GRIT
Gain +1 strain threshold.
COST 15
COST 15
NATURAL ENFORCER
Once per session, may re-roll
any 1 Coercion or Streetwise
check.
COST 20
NOBODYS FOOL
May upgrade difficulty of
incoming Charm, Coercion,
or Deception checks once per
rank of Nobodys Fool.
COST 20
COST 20
INTIMIDATING
May suffer a number of
strain to downgrade difficulty
of Coercion checks, or
upgrade difficulty when
targeted by Coercion checks,
by an equal number. Strain
suffered this way cannot
exceed ranks in Intimidating.
COST 20
INTIMIDATING
May suffer a number of
strain to downgrade difficulty
of Coercion checks, or
upgrade difficulty when
targeted by Coercion checks,
by an equal number. Strain
suffered this way cannot
exceed ranks in Intimidating.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
COST 25
INCITE REBELLION
Once per session, may take
an Incite Rebellion action;
make a Hard (
)
Coercion check to cause a
number of beings up to ranks
in Coercion to become
rebellious until the end of
the encounter.
COST 25
PASSIVE
AMBASSADOR
DIPLOMAT
ACTIVE
RANKED
Diplomat Bonus Career Skills: Charm, Discipline, Knowledge (Core Worlds), Negotiation
INDISTINGUISHABLE
Upgrade difficulty of checks
to identify character once
per rank of Indistinguishable.
COST 5
INDISTINGUISHABLE
Upgrade difficulty of checks
to identify character once
per rank of Indistinguishable.
COST 5
GRIT
NOBODYS FOOL
May upgrade difficulty of
incoming Charm, Coercion,
or Deception checks once per
rank of Nobodys Fool.
COST 10
COST 5
COST 5
GRIT
CONFIDENCE
DODGE
COST 10
COST 10
COST 10
COST 15
INSPIRING RHETORIC
Take the Inspiring Rhetoric
action: make an Average
(
) Leadership check.
Each causes 1 ally in close
range to recover 1 strain.
Spend
to cause 1 affected
ally to recover 1 additional
strain.
STEELY NERVES
Spend 1 Destiny Point to
ignore effects of Critical
Injuries on Willpower or
Presence checks until the
end of the encounter.
CONFIDENCE
May decrease difficulty of
Discipline checks to avoid
fear by 1 per rank of
Confidence.
COST 15
COST 15
COST 15
IMPROVED INSPIRING RHETORIC
INTENSE PRESENCE
Spend 1 Destiny Point to
recover strain equal to
Presence rating.
COST 20
COST 20
COST 20
DODGE
When targeted by combat
check, may perform a Dodge
incidental to suffer a number
of strain no greater than
ranks of Dodge, then
upgrade the difficulty of the
check by that number.
COST 20
COST 25
NATURAL CHARMER
Once per session, may re-roll
any 1 Charm or Deception
check.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
SIXTH SENSE
Gain +1 ranged defense.
COST 25
PASSIVE
DIPLOMAT
QUARTERMASTER
ACTIVE
RANKED
KNOW SOMEBODY
Once per session, when
attempting to purchase a
legally available item, reduce
its rarity by 1 per rank of
Know Somebody.
COST 5
SMOOTH TALKER
When first acquired, choose
1 skill; Charm, Coercion,
Deception, or Negotiation.
When making checks with
that skill, spend to gain
additional equal to ranks
in Smooth Talker.
GRIT
Gain +1 strain threshold.
COST 5
COST 5
COST 5
SMOOTH TALKER
When first acquired, choose
1 skill; Charm, Coercion,
Deception, or Negotiation.
When making checks with
that skill, spend to gain
additional equal to ranks
in Smooth Talker.
COST 10
GRIT
GREASED PALMS
Before making a social check,
may spend up to 50 credits
per rank of Greased Palms to
upgrade the ability of the
check once for every 50
spent.
COST 10
COST 15
COST 15
MASTER MERCHANT
When buying or selling
goods, or paying off or taking
Obligation, may suffer 2
strain to sell for 25% more,
buy for 25% less, pay off 1
more Obligation, or take on 1
less.
TOUGHENED
Gain +2 wound threshold.
COST 10
COST 10
BOUGHT INFO
Instead of making a
Knowledge check, may take a
Bought Info action; spend
credits equal to 50 times the
difficulty of the check to pass
with on .
GRIT
Gain +1 strain threshold.
COST 15
COST 15
KNOW SOMEBODY
Once per session, when
attempting to purchase a
legally available item, reduce
its rarity by 1 per rank of
Know Somebody.
SOUND INVESTMENTS
At the start of each session,
gain 100 credits for each rank
of Sound Investments.
SOUND INVESTMENTS
At the start of each session,
gain 100 credits for each rank
of Sound Investments.
COST 20
COST 20
NATURAL NEGOTIATOR
SUPERIOR REFLEXES
INTENSE FOCUS
Perform an Intense Focus
maneuver; suffer 1 strain and
upgrade the ability of the
next skill check once.
COST 20
COST 20
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
COST 25
COST 25
TOUGHENED
Gain +2 wound threshold.
COST 25
PASSIVE
MECHANIC
ENGINEER
ACTIVE
RANKED
GEARHEAD
Remove per rank of
Gearhead from Mechanics
checks. Halve the credit cost
to add mods to attachments.
TOUGHENED
Gain +2 wound threshold.
COST 5
COST 5
REDUNDANT SYSTEMS
Once per session, may take a
Redundant Systems action;
make an Easy ( ) Mechanics
check to harvest components
from a functioning device to
repair a broken one without
breaking the first device.
FINE TUNING
When reducing the amount
of system strain a starship or
vehicle suffers, reduce 1
additional strain per rank of
Fine Tuning.
SOLID REPAIRS
The character repairs +1 hull
trauma per rank of Solid
Repairs whenever he repairs
a starship or vehicle.
COST 5
COST 5
SOLID REPAIRS
The character repairs +1 hull
trauma per rank of Solid
Repairs whenever he repairs
a starship or vehicle.
COST 10
GEARHEAD
Remove per rank of
Gearhead from Mechanics
checks. Halve the credit cost
to add mods to attachments.
GRIT
Gain +1 strain threshold.
COST 10
COST 10
COST 10
SOLID REPAIRS
The character repairs +1 hull
trauma per rank of Solid
Repairs whenever he repairs
a starship or vehicle.
ENDURING
Gain +1 soak value.
COST 15
COST 15
BAD MOTIVATOR
Once per session, may take a
Bad Motivator action; make a
Hard (
) Mechanics
check to cause one targeted
device to spontaneously fail.
TOUGHENED
Gain +2 wound threshold.
COST 15
COST 15
CONTRAPTION
Once per session, take
Contraption action; make a
Hard (
) Mechanics
check to fashion a device to
solve a current problem
using just the tools and parts
on hand.
SOLID REPAIRS
The character repairs +1 hull
trauma per rank of Solid
Repairs whenever he repairs
a starship or vehicle.
COST 20
FINE TUNING
When reducing the amount
of system strain a starship or
vehicle suffers, reduce 1
additional strain per rank of
Fine Tuning.
COST 20
COST 25
When staggered or
disoriented, perform the
Hard Headed action; make a
Daunting (
)
Discipline check to remove
status. Difficulty reduced per
rank of Hard Headed.
COST 20
COST 20
NATURAL TINKERER
HARD HEADED
HOLD TOGETHER
Spend 1 Destiny Point to
perform a Hold Together
incidental immediately after
vehicle or starship takes
damage to turn it into system
strain.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
COST 25
PASSIVE
SABOTEUR
ENGINEER
ACTIVE
RANKED
RESOLVE
SECOND WIND
When a character
involuntarily suffers strain,
he suffers 1 less strain per
rank of Resolve to a
minimum of 1.
COST 5
GRIT
COST 10
RAPID RECOVERY
COST 5
COST 5
POWERFUL BLAST
GRIT
COST 5
TOUGHENED
Gain +2 wound threshold.
COST 10
RAPID RECOVERY
When healing strain after an
encounter, heal 1 additional
strain per rank of Rapid
Recovery.
COST 15
RESOLVE
HARD HEADED
When a character
involuntarily suffers strain,
he suffers 1 less strain per
rank of Resolve to a
minimum of 1.
COST 15
When staggered or
disoriented, perform the
Hard Headed action; make a
Daunting (
)
Discipline check to remove
status. Difficulty reduced per
rank of Hard Headed.
COST 15
COST 15
IMPROVED TIME TO GO
SECOND WIND
COST 10
COST 10
TIME TO GO
POWERFUL BLAST
Increase Blast damage dealt
by explosives, explosive
weapons, and grenades by
+1 per rank of Powerful Blast.
COST 20
SELECTIVE DETONATION
When using a weapon with
the Blast quality, spend
to
exclude 1 target that would
be affected by the explosion,
up to ranks in Selective
Detonation.
TOUGHENED
Gain +2 wound threshold.
COST 20
COST 20
COST 20
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
MASTER GRENADIER
Decrease the
cost to
activate the Blast quality on
any weapon used by 1 to a
minimum of 1.
COST 25
SELECTIVE DETONATION
When using a weapon with
the Blast quality, spend
to
exclude 1 target that would
be affected by the explosion,
up to ranks in Selective
Detonation.
COST 25
COST 25
PASSIVE
SCIENTIST
ENGINEER
ACTIVE
RANKED
Scientist Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Lore), Medicine
KNOWLEDGE SPECIALIZATION
RESPECTED SCHOLAR
May downgrade difficulty of
checks to interact with
institutes of learning by one
level per rank of Respected
Scholar.
RESEARCHER
Removes per rank of
Researcher from all
Knowledge checks.
Researching a subject takes
half the time.
COST 5
COST 5
KNOWLEDGE SPECIALIZATION
HIDDEN STORAGE
SPEAKS BINARY
When directing NPC droids,
may grant them per rank
of Speaks Binary on checks.
COST 5
COST 5
RESEARCHER
Removes per rank of
Researcher from all
Knowledge checks.
Researching a subject takes
half the time.
COST 10
TINKERER
May add 1 additional hard
point to a number of items
equal to ranks in Tinkerer.
Each item may only be
modified once.
COST 10
COST 10
COST 10
RESPECTED SCHOLAR
May downgrade difficulty of
checks to interact with
institutes of learning by one
level per rank of Respected
Scholar.
COST 15
NATURAL SCHOLAR
Once per session, may re-roll
any 1 Knowledge skill check.
COST 20
MENTAL FORTRESS
Spend 1 Destiny Point to
ignore effects of Critical
Injuries on Intellect or
Cunning checks until end of
encounter.
SPEAKS BINARY
When directing NPC droids,
may grant them per rank
of Speaks Binary on checks.
COST 15
STROKE OF GENIUS
Once per session, make one
skill check using Intellect
rather than the characteristic
linked to that skill.
COST 15
INVENTOR
When constructing new
items or modifying
attachments, add or
remove per rank of
Inventor.
COST 20
COST 25
COST 15
COST 20
INTENSE FOCUS
INVENTOR
CAREFUL PLANNING
Once per session, may
introduce a fact into the
narrative as if a Destiny Point
had been spent.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
TINKERER
May add 1 additional hard
point to a number of items
equal to ranks in Tinkerer.
Each item may only be
modified once.
COST 20
UTILITY BELT
Spend 1 Destiny Point to
perform a Utility Belt
incidental; produce a
previously undocumented
item or weapon (with
restrictions) from a tool belt
or satchel.
COST 25
PASSIVE
ARCHAEOLOGIST
EXPLORER
ACTIVE
RANKED
Archaeologist Bonus Career Skills: Athletics, Discipline, Knowledge (Education), Knowledge (Lore)
WELL ROUNDED
Choose any 2 skills. They
permanently become career
skills.
COST 5
HARD HEADED
When staggered or
disoriented, perform the
Hard Headed action; make a
Daunting (
)
Discipline check to remove
status. Difficulty reduced per
rank of Hard Headed.
RESEARCHER
Removes per rank of
Researcher from all
Knowledge checks.
Researching a subject takes
half the time.
GRIT
Gain +1 strain threshold.
COST 5
COST 5
COST 5
DURABLE
TOUGHENED
COST 10
COST 10
RESOLVE
KNOWLEDGE SPECIALIZATION
When a character
involuntarily suffers strain,
he suffers 1 less strain per
rank of Resolve to a
minimum of 1.
COST 10
COST 10
STUNNING BLOW
When making Melee checks,
may inflict damage as strain
instead of wounds. This does
not ignore soak
COST 15
HARD HEADED
When staggered or
disoriented, perform the
Hard Headed action; make a
Daunting (
)
Discipline check to remove
status. Difficulty reduced per
rank of Hard Headed.
KNOCKDOWN
After hitting with a melee
attack, may spend to
knock the target prone.
COST 15
RESPECTED SCHOLAR
May downgrade difficulty of
checks to interact with
institutes of learning by one
level per rank of Respected
Scholar.
COST 15
ENDURING
Gain +1 soak value.
COST 20
GRIT
COST 25
COST 15
COST 20
COST 20
DEDICATION
KNOWLEDGE SPECIALIZATION
COST 20
PIN
RESEARCHER
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
RESPECTED SCHOLAR
May downgrade difficulty of
checks to interact with
institutes of learning by one
level per rank of Respected
Scholar.
COST 25
MUSEUM WORTHY
Once per session, take
Museum Worthy action;
make a Hard (
)
Knowledge (Education) check
to ascertain information
regarding a relic, ruin, or
piece of history.
COST 25
PASSIVE
BIG-GAME HUNTER
EXPLORER
ACTIVE
RANKED
Big-Game Hunter Bonus Career Skills: Knowledge (Xenology), Ranged (Heavy), Stealth, Survival
FORAGER
GRIT
Remove up to
from skill
checks to find food, water, or
shelter. Survival checks to
forage take half the time.
STALKER
COST 5
OUTDOORSMAN
COST 5
COST 5
COST 5
TOUGHENED
Gain +2 wound threshold.
COST 10
OUTDOORSMAN
Remove per rank of
Outdoorsman from checks to
move through terrain or
manage environmental
effects. Decrease overland
travel time by half.
CONFIDENCE
May decrease difficulty of
Discipline checks to avoid
fear by 1 per rank of
Confidence.
COST 10
SWIFT
Do not suffer the usual
penalties for moving through
difficult terrain.
COST 10
COST 10
STALKER
NATURAL HUNTER
COST 15
GRIT
COST 15
HUNTERS QUARRY
COST 20
EXPERT TRACKER
Remove per rank of
Expert Tracker to find tracks
or track targets. Decrease
time to track a target by half.
COST 15
QUICK STRIKE
Add per rank of Quick
Strike to combat checks
against targets that have not
acted yet this encounter.
COST 20
HEIGHTENED AWARENESS
COST 15
EXPERT TRACKER
Remove per rank of
Expert Tracker to find tracks
or track targets. Decrease
time to track a target by half.
COST 20
COST 20
BRING IT DOWN
Once per attack, spend 1
Destiny Point to add damage
to a single hit equal to
targets Brawn value.
COST 25
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
SUPERIOR REFLEXES
Gain +1 melee defense.
COST 25
PASSIVE
DRIVER
EXPLORER
ACTIVE
RANKED
FULL THROTTLE
Take a Full Throttle action;
make a Hard (
)
Piloting check to increase a
vehicles top speed by 1 for a
number of rounds equal to
Cunning.
ALL-TERRAIN DRIVER
Do not suffer usual penalties
for driving through difficult
terrain when using Piloting
(Planetary).
COST 5
FINE TUNING
When reducing the amount
of system strain a starship or
vehicle suffers, reduce 1
additional strain per rank of
Fine Tuning.
GEARHEAD
Remove per rank of
Gearhead from Mechanics
checks. Halve the credit cost
to add mods to attachments.
COST 5
COST 5
COST 5
GRIT
SKILLED JOCKEY
COST 10
Remove
per rank of
Skilled Jockey from all
Piloting (Planetary) and
Piloting (Space) checks the
character attempts.
COST 10
COST 15
DEFENSIVE DRIVING
Increase defense of vehicle
or starship being piloted by 1
per rank of Defensive Driving.
COST 20
TRICKY TARGET
Count vehicle or starship
piloted as having a silhouette
1 lower when being attacked.
COST 15
RAPID REACTION
Suffer a number of strain to
add an equal number of
to initiative checks. Strain
suffered cannot exceed ranks
in Rapid Reaction.
GRIT
Gain +1 strain threshold.
COST 10
COST 10
FINE TUNING
When reducing the amount
of system strain a starship or
vehicle suffers, reduce 1
additional strain per rank of
Fine Tuning.
TOUGHENED
Gain +2 wound threshold.
COST 15
COST 15
SKILLED JOCKEY
Remove
per rank of
Skilled Jockey from all
Piloting (Planetary) and
Piloting (Space) checks the
character attempts.
NATURAL DRIVER
Once per session, may re-roll
any 1 Piloting (Planetary) or
Gunnery check.
COST 20
GEARHEAD
Remove per rank of
Gearhead from Mechanics
checks. Halve the credit cost
to add mods to attachments.
COST 20
COST 20
COST 25
FULL STOP
When piloting a ship or
vehicle, take a full-stop
maneuver to reduce speed to
zero and suffer system strain
equal to the speed reduced.
COST 25
MASTER DRIVER
Once per round when driving
a vehicle, may suffer 2 strain
to perform any action as a
maneuver.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
PASSIVE
FRINGER
EXPLORER
ACTIVE
RANKED
GALAXY MAPPER
Remove per rank of
Galaxy Mapper from
Astrogation checks.
Astrogation checks take half
normal time.
STREET SMARTS
Remove per rank of Street
Smarts from Streetwise or
Knowledge (Underworld)
checks.
GALAXY MAPPER
Remove per rank of
Galaxy Mapper from
Astrogation checks.
Astrogation checks take half
normal time.
STREET SMARTS
Remove per rank of Street
Smarts from Streetwise or
Knowledge (Underworld)
checks.
COST 5
COST 5
GRIT
TOUGHENED
COST 10
COST 10
COST 10
COST 10
MASTER STARHOPPER
COST 5
COST 5
SKILLED JOCKEY
RAPID RECOVERY
DEFENSIVE DRIVING
Increase defense of vehicle
or starship being piloted by 1
per rank of Defensive Driving.
COST 15
RAPID RECOVERY
When healing strain after an
encounter, heal 1 additional
strain per rank of Rapid
Recovery.
DURABLE
May reduce any Critical
Injury suffered by 10 per rank
of Durable to a minimum of
1.
COST 15
COST 15
COST 15
RAPID RECOVERY
When healing strain after an
encounter, heal 1 additional
strain per rank of Rapid
Recovery.
JUMP UP
GRIT
KNOCKDOWN
COST 20
COST 20
COST 20
COST 20
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
TOUGHENED
Gain +2 wound threshold.
COST 25
DODGE
DODGE
COST 25
COST 25
PASSIVE
SCOUT
EXPLORER
ACTIVE
RANKED
RAPID RECOVERY
When healing strain after an
encounter, heal 1 additional
strain per rank of Rapid
Recovery.
COST 5
FORAGER
STALKER
GRIT
COST 10
RAPID RECOVERY
When healing strain after an
encounter, heal 1 additional
strain per rank of Rapid
Recovery.
COST 15
COST 5
COST 5
COST 5
QUICK STRIKE
Remove up to
from skill
checks to find food, water, or
shelter. Survival checks to
forage take half the time.
SHORTCUT
COST 10
NATURAL HUNTER
Once per session, may re-roll
any 1 Perception or Vigilance
check.
COST 15
LETS RIDE
Once per round, may mount
or dismount a vehicle or
beast, or enter a cockpit or
weapon station on a vehicle,
as an incidental.
COST 10
FAMILIAR SUNS
Once per session, may
perform a Familiar Suns
maneuver; make a Hard
(
) Knowledge (Outer
Rim) or (Core Worlds) check
to reveal the current type of
planetary environment and
other useful information.
DISORIENT
After hitting with a combat
check, may spend
to
disorient target for a number
of rounds equal to ranks in
Disorient.
COST 10
SHORTCUT
During a chase, add per
rank in Shortcut to any
checks made to catch or
escape an opponent.
COST 15
COST 15
GRIT
HEIGHTENED AWARENESS
COST 20
TOUGHENED
Gain +2 wound threshold.
COST 20
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
COST 20
COST 20
UTILITY BELT
QUICK STRIKE
STALKER
DISORIENT
COST 25
COST 25
PASSIVE
TRADER
EXPLORER
ACTIVE
RANKED
Trader Bonus Career Skills: Deception, Knowledge (Core Worlds), Knowledge (Underworld), Negotiation
KNOW SOMEBODY
Once per session, when
attempting to purchase a
legally available item, reduce
its rarity by 1 per rank of
Know Somebody.
CONVINCING DEMEANOR
Remove per rank of
Convincing Demeanor from
Deception or Skulduggery
checks.
COST 5
COST 5
COST 5
SMOOTH TALKER
When first acquired, choose
1 skill; Charm, Coercion,
Deception, or Negotiation.
When making checks with
that skill, spend to gain
additional equal to ranks
in Smooth Talker.
COST 5
GRIT
SPARE CLIP
COST 10
COST 10
KNOW SOMEBODY
Once per session, when
attempting to purchase a
legally available item, reduce
its rarity by 1 per rank of
Know Somebody.
COST 15
TOUGHENED
Gain +2 wound threshold.
COST 10
COST 10
NOBODYS FOOL
May upgrade difficulty of
incoming Charm, Coercion,
or Deception checks once per
rank of Nobodys Fool.
COST 15
SMOOTH TALKER
When first acquired, choose
1 skill; Charm, Coercion,
Deception, or Negotiation.
When making checks with
that skill, spend to gain
additional equal to ranks
in Smooth Talker.
NOBODYS FOOL
May upgrade difficulty of
incoming Charm, Coercion,
or Deception checks once per
rank of Nobodys Fool.
COST 15
COST 15
COST 20
STEELY NERVES
Spend 1 Destiny Point to
ignore effects of Critical
Injuries on Willpower or
Presence checks until the
end of the encounter.
COST 20
KNOW SOMEBODY
Once per session, when
attempting to purchase a
legally available item, reduce
its rarity by 1 per rank of
Know Somebody.
COST 25
NATURAL NEGOTIATOR
Once per session, may re-roll
any 1 Cool or Negotiation
check.
COST 25
COST 20
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
COST 20
MASTER MERCHANT
When buying or selling
goods, or paying off or taking
Obligation, may suffer 2
strain to sell for 25% more,
buy for 25% less, pay off 1
more Obligation, or take on 1
less.
COST 25
EXPLORER
SUDDEN DISCOVERY
ATTACHED TO
COST 30
ADD BOOST
Add to skill check to
activate Sudden Discovery.
COST 10
ADD BOOST
Add to skill check to
activate Sudden Discovery.
COST 15
REDUCE SETBACK
Remove from skill check
to activate Sudden Discovery.
COST 10
REDUCE DIFFICULTY
Reduce the difficulty of the
skill check to activate Sudden
Discovery to Average (
).
COST 15
REDUCE SETBACK
Remove from skill check
to activate Sudden Discovery.
COST 10
FREQUENCY
Sudden Discovery may be
used twice per game session.
COST 15
CHANGE SKILL
Sudden Discovery Can be
activated with the
Astrogation or Survival skills.
COST 10
DESTINY
Sudden Discovery costs 1
Destiny Point instead of 2.
COST 15
UNMATCHED MOBILITY
EXPLORER
ATTACHED TO
COST 30
DURATION
Unmatched Mobility lasts for
one additional round.
COST 10
FREE MANEUVER
Gain one additional free
maneuver while base ability
is active. This does not
increase per-turn maneuvers.
FREE MANEUVER
Gain one additional free
maneuver while base ability
is active. This does not
increase per-turn maneuvers.
COST 10
DURATION
Unmatched Mobility lasts for
one additional round.
COST 15
DURATION
Unmatched Mobility lasts for
one additional round.
COST 15
COST 10
DESTINY
MELEE DEFENSE
Gain +1 melee defense while
Unmatched Mobility is
active.
COST 10
RANGED DEFENSE
COST 15
COST 15
PASSIVE
BODY GUARD
HIRED GUN
ACTIVE
RANKED
Body Guard Bonus Career Skills: Gunnery, Perception, Piloting (Planetary), Ranged (Heavy)
TOUGHENED
Gain +2 wound threshold.
COST 5
BARRAGE
DURABLE
HARD HEADED
When staggered or
disoriented, perform the
Hard Headed action; make a
Daunting (
)
Discipline check to remove
status. Difficulty reduced per
rank of Hard Headed.
COST 5
COST 5
COST 5
BODY GUARD
GRIT
BARRAGE
BRACE
COST 10
COST 10
COST 10
COST 10
BODY GUARD
Once per round, perform the
Body Guard maneuver to
guard an engaged character.
Suffer a number of strain no
greater than ranks of Body
Guard, then until the
beginning of the next turn
upgrade the difficulty of
combat checks targeting the
character by that number.
SIDE STEP
Once per round, may
perform Side Step maneuver
and suffer a number of strain
to upgrade difficulty of all
incoming ranged attacks by
an equal number for the next
round. Strain suffered this
way cannot exceed ranks in
Side Step.
COST 15
DEFENSIVE STANCE
Once per round, may
perform Defensive Stance
maneuver and suffer a
number of strain to upgrade
difficulty of all incoming
melee attacks by an equal
number. Strain suffered this
way cannot exceed ranks in
Defensive Stance.
BRACE
Perform a Brace maneuver to
remove per rank of Brace
from next Action. This may
only remove
added by
environmental
circumstances.
COST 15
COST 15
COST 15
ENDURING
Gain +1 soak value.
COST 20
SIDE STEP
Once per round, may
perform Side Step maneuver
and suffer a number of strain
to upgrade difficulty of all
incoming ranged attacks by
an equal number for the next
round. Strain suffered this
way cannot exceed ranks in
Side Step.
COST 20
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
BARRAGE
DEFENSIVE STANCE
Once per round, may
perform Defensive Stance
maneuver and suffer a
number of strain to upgrade
difficulty of all incoming
melee attacks by an equal
number. Strain suffered this
way cannot exceed ranks in
Defensive Stance.
COST 25
When staggered or
disoriented, perform the
Hard Headed action; make a
Daunting (
)
Discipline check to remove
status. Difficulty reduced per
rank of Hard Headed.
COST 20
COST 20
TOUGHENED
HARD HEADED
COST 25
COST 25
PASSIVE
DEMOLITIONIST
HIRED GUN
ACTIVE
RANKED
POWERFUL BLAST
Increase Blast damage dealt
by explosives, explosive
weapons, and grenades by
+1 per rank of Powerful Blast.
GRIT
SELECTIVE DETONATION
COST 5
COST 5
STEADY NERVES
Remove per rank of
Steady Nerves from Cool or
Skulduggery checks.
COST 5
COST 5
TOUGHENED
Gain +2 wound threshold.
COST 10
TIME TO GO
The character may spend 1
Destiny Point to perform a
Move maneuver as an
incidental to attempt to
move into cover or out of the
blast range of a weapon or
explosion.
POWERFUL BLAST
Increase Blast damage dealt
by explosives, explosive
weapons, and grenades by
+1 per rank of Powerful Blast.
GRIT
Gain +1 strain threshold.
COST 10
COST 10
COST 10
ENDURING
Gain +1 soak value.
COST 15
IMPROVED TIME TO GO
When activating Time to Go,
allow 1 engaged ally to also
perform an out of turn Move
maneuver as an incidental to
attempt to move into cover
or out of the blast range of a
weapon or explosion.
STEADY NERVES
Remove per rank of
Steady Nerves from Cool or
Skulduggery checks.
COST 15
RAPID REACTION
Suffer a number of strain to
add an equal number of
to initiative checks. Strain
suffered cannot exceed ranks
in Rapid Reaction.
COST 15
COST 15
IMPROVISED DETONATION
POWERFUL BLAST
Increase Blast damage dealt
by explosives, explosive
weapons, and grenades by
+1 per rank of Powerful Blast.
GRIT
SELECTIVE DETONATION
COST 20
COST 20
COST 20
COST 20
IMPROVED IMPROVISED
DETONATION
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
MASTER GRENADIER
Decrease the
cost to
activate the Blast quality on
any weapon used by 1 to a
minimum of 1.
COST 25
SELECTIVE DETONATION
When using a weapon with
the Blast quality, spend
to
exclude 1 target that would
be affected by the explosion,
up to ranks in Selective
Detonation.
COST 25
PASSIVE
ENFORCER
HIRED GUN
ACTIVE
RANKED
TOUGHENED
Gain +2 wound threshold.
COST 5
INTIMIDATING
May suffer a number of
strain to downgrade difficulty
of Coercion checks, or
upgrade difficulty when
targeted by Coercion checks,
by an equal number. Strain
suffered this way cannot
exceed ranks in Intimidating.
COST 5
DURABLE
STUNNING BLOW
COST 10
FEARSOME
When an adversary becomes
engaged with the character,
the character may force the
adversary to make a fear
check, with the difficulty
equal to the characters
ranks in Fearsome.
STREET SMARTS
Remove per rank of Street
Smarts from Streetwise or
Knowledge (Underworld)
checks.
COST 5
COST 5
NATURAL ENFORCER
Once per session, may re-roll
any 1 Coercion or Streetwise
check.
COST 10
COST 10
COST 10
INTIMIDATING
May suffer a number of
strain to downgrade difficulty
of Coercion checks, or
upgrade difficulty when
targeted by Coercion checks,
by an equal number. Strain
suffered this way cannot
exceed ranks in Intimidating.
COST 15
SECOND WIND
Once per encounter, may use
Second Wind incidental to
heal strain equal to ranks in
Second Wind.
COST 20
DEFENSIVE STANCE
Once per round, may
perform Defensive Stance
maneuver and suffer a
number of strain to upgrade
difficulty of all incoming
melee attacks by an equal
number. Strain suffered this
way cannot exceed ranks in
Defensive Stance.
TOUGHENED
Gain +2 wound threshold.
COST 15
LOOM
When an ally engaged with
the character makes a
successful Charm, Deception,
or Negotiation check, the
character adds
per rank in
Coercion to the allys check.
COST 15
COST 15
STREET SMARTS
Remove per rank of Street
Smarts from Streetwise or
Knowledge (Underworld)
checks.
COST 20
COST 20
INTIMIDATING
May suffer a number of
strain to downgrade difficulty
of Coercion checks, or
upgrade difficulty when
targeted by Coercion checks,
by an equal number. Strain
suffered this way cannot
exceed ranks in Intimidating.
COST 20
FEARSOME
When an adversary becomes
engaged with the character,
the character may force the
adversary to make a fear
check, with the difficulty
equal to the characters
ranks in Fearsome.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
COST 25
FEARSOME
When an adversary becomes
engaged with the character,
the character may force the
adversary to make a fear
check, with the difficulty
equal to the characters
ranks in Fearsome.
COST 25
PASSIVE
HEAVY
HIRED GUN
ACTIVE
RANKED
BURLY
BARRAGE
BRACE
COST 5
SPARE CLIP
COST 10
SIDE STEP
TOUGHENED
COST 5
COST 5
COST 5
BARRAGE
GRIT
COST 10
DURABLE
May reduce any Critical
Injury suffered by 10 per rank
of Durable to a minimum of
1.
COST 10
COST 10
BURLY
HEROIC FORTITUDE
TOUGHENED
Gain +2 wound threshold.
COST 15
COST 15
COST 15
COST 15
BRACE
BARRAGE
COST 20
BURLY
RAIN OF DEATH
COST 20
DEDICATION
COST 25
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
COST 20
ARMOR MASTER
When wearing armor,
increase total soak value by
1.
COST 25
HEROIC RESILIENCE
Immediately after being hit
by an attack but before
suffering damage, spend 1
Destiny Point to increase
soak by ranks in Resilience.
COST 20
HEAVY HITTER
Once per session, spend
on a successful Ranged
(Heavy) or Gunnery check to
add the Breach 1 quality to
the attack, or increase an
existing Breach rating by 1.
COST 25
PASSIVE
MARAUDER
HIRED GUN
ACTIVE
RANKED
TOUGHENED
Gain +2 wound threshold.
COST 5
FRENZIED ATTACK
When making a Melee or
Brawl check, suffer a number
of strain to upgrade the
attack an equal number of
times. The strain suffered
may not exceed ranks in
Frenzied Attack.
FERAL STRENGTH
Add 1 damage per rank of
Feral Strength to one hit of
successful attacks made
using Brawl or Melee skills.
COST 5
LETHAL BLOWS
Add +10 per rank of Lethal
Blows to any Critical Injury
result inflicted on opponents.
COST 5
COST 5
FERAL STRENGTH
Add 1 damage per rank of
Feral Strength to one hit of
successful attacks made
using Brawl or Melee skills.
TOUGHENED
Gain +2 wound threshold.
COST 10
COST 10
ENDURING
Gain +1 soak value.
COST 15
HEROIC FORTITUDE
May spend 1 Destiny Point to
ignore effects of Critical
Injuries on Brawn or Agility
checks until the end of the
encounter.
KNOCKDOWN
After hitting with a melee
attack, may spend to
knock the target prone.
COST 10
COST 10
LETHAL BLOWS
Add +10 per rank of Lethal
Blows to any Critical Injury
result inflicted on opponents.
TOUGHENED
Gain +2 wound threshold.
COST 15
COST 15
FRENZIED ATTACK
When making a Melee or
Brawl check, suffer a number
of strain to upgrade the
attack an equal number of
times. The strain suffered
may not exceed ranks in
Frenzied Attack.
COST 15
TOUGHENED
Gain +2 wound threshold.
COST 20
FERAL STRENGTH
Add 1 damage per rank of
Feral Strength to one hit of
successful attacks made
using Brawl or Melee skills.
NATURAL BRAWLER
Once per session, may re-roll
any 1 Brawl or Melee check.
COST 20
COST 25
ENDURING
Gain +1 soak value.
COST 25
COST 20
COST 20
FRENZIED ATTACK
LETHAL BLOWS
DEFENSIVE STANCE
Once per round, may
perform Defensive Stance
maneuver and suffer a
number of strain to upgrade
difficulty of all incoming
melee attacks by an equal
number. Strain suffered this
way cannot exceed ranks in
Defensive Stance.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
PASSIVE
MERCENARY
HIRED GUN
ACTIVE
RANKED
COMMAND
Add per rank of Command
when making Leadership
checks. Affected targets add
to Discipline checks for
next 24 hours.
SECOND WIND
Once per encounter, may use
Second Wind incidental to
heal strain equal to ranks in
Second Wind.
COST 5
COST 5
POINT BLANK
Add 1 damage per rank of
Point Blank to damage of one
hit of successful attack while
using Ranged (Heavy) or
Ranged (Light) skills at close
range or engaged.
COST 5
SIDE STEP
Once per round, may
perform Side Step maneuver
and suffer a number of strain
to upgrade difficulty of all
incoming ranged attacks by
an equal number for the next
round. Strain suffered this
way cannot exceed ranks in
Side Step.
COST 5
SECOND WIND
Once per encounter, may use
Second Wind incidental to
heal strain equal to ranks in
Second Wind.
CONFIDENCE
May decrease difficulty of
Discipline checks to avoid
fear by 1 per rank of
Confidence.
COST 10
STRONG ARM
Treat thrown weapons as if
they had 1 greater range.
COST 10
COST 10
POINT BLANK
Add 1 damage per rank of
Point Blank to damage of one
hit of successful attack while
using Ranged (Heavy) or
Ranged (Light) skills at close
range or engaged.
COST 10
FIELD COMMANDER
Take the Field Commander
action; make an Average
(
) Leadership check. A
number of allies equal to
Presence may immediately
suffer 1 stain to perform 1
free maneuver.
COMMAND
Add per rank of Command
when making Leadership
checks. Affected targets add
to Discipline checks for
next 24 hours.
NATURAL MARKSMAN
Once per session, may re-roll
any 1 Ranged (Light) or
Ranged (Heavy) check.
COST 15
COST 15
COST 15
SNIPER SHOT
Before making a non-thrown
ranged attack, may perform
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.
COST 15
GRIT
TOUGHENED
COST 20
COST 20
LETHAL BLOWS
Add +10 per rank of Lethal
Blows to any Critical Injury
result inflicted on opponents.
COST 20
COST 20
DEADLY ACCURACY
When acquired, choose 1
combat skill. Add damage
equal to ranks in that skill to
one hit of successful attack
made using that skill.
COST 25
TRUE AIM
Once per round, may
perform a True Aim
maneuver to gain benefits of
aiming and upgrade combat
check once per rank of True
Aim.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
TRUE AIM
Once per round, may
perform a True Aim
maneuver to gain benefits of
aiming and upgrade combat
check once per rank of True
Aim.
COST 25
HIRED GUN
COST 30
REDUCED SETBACK
Remove from skill check
to activate Last One
Standing.
COST 10
REDUCE DIFFICULTY
Reduce the difficulty of the
skill check to activate Last
One Standing to Average
(
).
COST 15
ADD BOOST
Add To skill check to
activate Last One Standing.
COST 10
INCREASE EFFECT
When triggering Last One
Standing, eliminate one rival
per increase effect upgrade
in addition to the minions.
COST 15
REDUCED SETBACK
Remove from skill check
to activate Last One
Standing.
ADD BOOST
Add To skill check to
activate Last One Standing.
COST 10
COST 10
INCREASE EFFECT
When triggering Last One
Standing, eliminate one rival
per increase effect upgrade
in addition to the minions.
COST 15
DESTINY
Last One Standing costs 1
Destiny Point instead of 2.
COST 15
HIRED GUN
UNMATCHED PROTECTION
ATTACHED TO
COST 30
DURATION
Unmatched Protection lasts
for one additional round.
DURATION
Unmatched Protection lasts
for one additional round.
COST 10
COST 10
SOAK
PROTECT ALLY
COST 10
COST 10
DURATION
Unmatched Protection lasts
for one additional round.
COST 15
DESTINY
ADDITIONAL REDUCTION
COST 15
COST 15
ADDITIONAL REDUCTION
May reduce the damage of 1
additional hit suffered each
round.
COST 15
PASSIVE
PILOT
SMUGGLER
ACTIVE
RANKED
Pilot Bonus Career Skills: Astrogation, Gunnery, Piloting (Planetary), Piloting (Space)
FULL THROTTLE
Take a Full Throttle action;
make a Hard (
)
Piloting check to increase a
vehicles top speed by 1 for a
number of rounds equal to
Cunning.
COST 5
SKILLED JOCKEY
Remove
per rank of
Skilled Jockey from all
Piloting (Planetary) and
Piloting (Space) checks the
character attempts.
COST 10
SKILLED JOCKEY
Remove
per rank of
Skilled Jockey from all
Piloting (Planetary) and
Piloting (Space) checks the
character attempts.
GALAXY MAPPER
Remove per rank of
Galaxy Mapper from
Astrogation checks.
Astrogation checks take half
normal time.
COST 5
COST 5
DEAD TO RIGHTS
Spend 1 Destiny Point to add
additional damage equal to
half Agility (rounded up) to
one hit of successful attack
made with ship or vehiclemounted weaponry.
GALAXY MAPPER
Remove per rank of
Galaxy Mapper from
Astrogation checks.
Astrogation checks take half
normal time.
COST 10
LETS RIDE
Once per round, may mount
or dismount a vehicle or
beast, or enter a cockpit or
weapon station on a vehicle,
as an incidental.
COST 5
RAPID RECOVERY
When healing strain after an
encounter, heal 1 additional
strain per rank of Rapid
Recovery.
COST 10
COST 10
COST 15
GRIT
NATURAL PILOT
COST 15
COST 15
COST 15
GRIT
COST 20
COST 20
MASTER PILOT
Once per round when
piloting a starship, may suffer
2 strain to perform any
action as a maneuver.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
TRICKY TARGET
Count vehicle or starship
piloted as having a silhouette
1 lower when being attacked.
COST 20
TOUGHENED
Gain +2 wound threshold.
COST 25
DEFENSIVE DRIVING
Increase defense of vehicle
or starship being piloted by 1
per rank of Defensive Driving.
COST 20
BRILLIANT EVASION
Once per encounter may
take Brilliant Evasion action;
select 1 opponent and make
Opposed Piloting (Planetary
or Space) check to stop
opponent from attacking
character for rounds equal to
Agility.
COST 25
PASSIVE
SCOUNDREL
SMUGGLER
ACTIVE
RANKED
CONVINCING DEMEANOR
Remove per rank of
Convincing Demeanor from
Deception or Skulduggery
checks.
COST 5
QUICK DRAW
Once per round, draw or
holster a weapon or
accessible item as an
incidental.
COST 5
RAPID REACTION
Suffer a number of strain to
add an equal number of
to initiative checks. Strain
suffered cannot exceed ranks
in Rapid Reaction.
COST 5
COST 5
CONVINCING DEMEANOR
Remove per rank of
Convincing Demeanor from
Deception or Skulduggery
checks.
COST 10
CONVINCING DEMEANOR
Remove per rank of
Convincing Demeanor from
Deception or Skulduggery
checks.
QUICK STRIKE
Add per rank of Quick
Strike to combat checks
against targets that have not
acted yet this encounter.
COST 10
COST 10
COST 10
HIDDEN STORAGE
Gain hidden storage in
vehicles or equipment that
holds items with total
encumbrance equal to ranks
in Hidden Storage.
TOUGHENED
Gain +2 wound threshold.
COST 15
COST 15
COST 15
SIDE STEP
Once per round, may
perform Side Step maneuver
and suffer a number of strain
to upgrade difficulty of all
incoming ranged attacks by
an equal number for the next
round. Strain suffered this
way cannot exceed ranks in
Side Step.
COST 15
TOUGHENED
Gain +2 wound threshold.
COST 20
RAPID REACTION
Suffer a number of strain to
add an equal number of
to initiative checks. Strain
suffered cannot exceed ranks
in Rapid Reaction.
COST 20
HIDDEN STORAGE
Gain hidden storage in
vehicles or equipment that
holds items with total
encumbrance equal to ranks
in Hidden Storage.
COST 20
SIDE STEP
Once per round, may
perform Side Step maneuver
and suffer a number of strain
to upgrade difficulty of all
incoming ranged attacks by
an equal number for the next
round. Strain suffered this
way cannot exceed ranks in
Side Step.
COST 20
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
NATURAL CHARMER
Once per session, may re-roll
any 1 Charm or Deception
check.
COST 25
SOFT SPOT
After making a successful
attack, spend 1 Destiny Point
to add damage equal to
Cunning to one hit.
COST 25
QUICK STRIKE
Add per rank of Quick
Strike to combat checks
against targets that have not
acted yet this encounter.
COST 25
PASSIVE
THIEF
SMUGGLER
ACTIVE
RANKED
STREET SMARTS
Remove per rank of Street
Smarts from Streetwise or
Knowledge (Underworld)
checks.
COST 5
INDISTINGUISHABLE
Upgrade difficulty of checks
to identify character once
per rank of Indistinguishable.
COST 5
BYPASS SECURITY
Remove per rank of
Bypass Security from checks
made to disable a security
device or open a locked door.
COST 5
COST 5
COST 10
STALKER
DODGE
GRIT
COST 10
COST 10
COST 10
GRIT
HIDDEN STORAGE
RAPID REACTION
COST 15
COST 15
SHORTCUT
During a chase, add per
rank in Shortcut to any
checks made to catch or
escape an opponent.
COST 15
COST 15
BYPASS SECURITY
Remove per rank of
Bypass Security from checks
made to disable a security
device or open a locked door.
NATURAL ROGUE
Once per session, may re-roll
any 1 Skulduggery or Stealth
check.
COST 20
COST 20
MASTER OF SHADOWS
Once Per round, suffer 2
strain to decrease difficulty
of next Stealth or Subterfuge
check by one.
COST 25
DODGE
STREET SMARTS
Remove per rank of Street
Smarts from Streetwise or
Knowledge (Underworld)
checks.
COST 25
COST 20
COST 20
INDISTINGUISHABLE
JUMP UP
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
PASSIVE
COMMANDO
SOLDIER
ACTIVE
RANKED
PHYSICAL TRAINING
Add per rank of Physical
Training to Athletics and
Resilience checks.
GRIT
TOUGHENED
COST 5
COST 5
COST 5
POINT BLANK
Add 1 damage per rank of
Point Blank to damage of one
hit of successful attack while
using Ranged (Heavy) or
Ranged (Light) skills at close
range or engaged.
COST 5
TOUGHENED
Gain +2 wound threshold.
COST 10
DURABLE
PHYSICAL TRAINING
ARMOR MASTER
COST 10
COST 10
COST 10
BLOODED
STRONG ARM
NATURAL OUTDOORSMAN
Once per session, reroll any 1
Resilience or Survival check.
COST 15
COST 15
FERAL STRENGTH
Add 1 damage per rank of
Feral Strength to one hit of
successful attacks made
using Brawl or Melee skills.
COST 15
COST 15
TOUGHENED
Gain +2 wound threshold.
COST 20
HEROIC FORTITUDE
May spend 1 Destiny Point to
ignore effects of Critical
Injuries on Brawn or Agility
checks until the end of the
encounter.
COST 20
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
DURABLE
KNOCKDOWN
COST 20
UNSTOPPABLE
If a Critical Injury roll is 1 or
reduced to 1, do not receive
the critical injury.
COST 25
COST 20
FERAL STRENGTH
Add 1 damage per rank of
Feral Strength to one hit of
successful attacks made
using Brawl or Melee skills.
COST 25
PASSIVE
MEDIC
SOLDIER
ACTIVE
RANKED
FORAGER
STIMPACK SPECIALIZATION
Remove up to
from skill
checks to find food, water, or
shelter. Survival checks to
forage take half the time.
COST 10
SURGEON
COST 5
COST 5
COST 5
TOUGHENED
GRIT
COST 5
SURGEON
STIMPACK SPECIALIZATION
COST 10
COST 10
WELL ROUNDED
Choose any 2 skills. They
permanently become career
skills.
GRIT
COST 15
COST 15
COST 10
STIM APPLICATION
BACTA SPECIALIST
MASTER DOCTOR
Once per round, suffer 2
strain to decrease the
difficulty of a Medicine check
by 1.
COST 15
COST 15
DODGE
NATURAL DOCTOR
COST 20
STIMPACK SPECIALIZATION
COST 20
COST 20
COST 20
ANATOMY LESSONS
After making a successful
attack, may spend 1 Destiny
Point to add damage equal to
Intellect to one hit.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
COST 25
COST 25
PASSIVE
SHARPSHOOTER
SOLDIER
ACTIVE
RANKED
Sharpshooter Bonus Career Skills: Cool, Perception, Ranged (Light), Ranged (Heavy)
EXPERT TRACKER
Remove per rank of
Expert Tracker to find tracks
or track targets. Decrease
time to track a target by half.
COST 5
SNIPER SHOT
Before making a non-thrown
ranged attack, may perform
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.
BRACE
GRIT
COST 5
COST 5
COST 5
GRIT
TRUE AIM
COST 10
DEADLY ACCURACY
COST 10
BRACE
LETHAL BLOWS
COST 15
COST 15
LETHAL BLOWS
Add +10 per rank of Lethal
Blows to any Critical Injury
result inflicted on opponents.
COST 10
COST 10
SNIPER SHOT
Before making a non-thrown
ranged attack, may perform
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.
TRUE AIM
Once per round, may
perform a True Aim
maneuver to gain benefits of
aiming and upgrade combat
check once per rank of True
Aim.
COST 15
COST 15
EXPERT TRACKER
Remove per rank of
Expert Tracker to find tracks
or track targets. Decrease
time to track a target by half.
COST 20
DEADLY ACCURACY
When acquired, choose 1
combat skill. Add damage
equal to ranks in that skill to
one hit of successful attack
made using that skill.
TOUGHENED
Gain +2 wound threshold.
COST 20
COST 25
NATURAL MARKSMAN
Once per session, may re-roll
any 1 Ranged (Light) or
Ranged (Heavy) check.
COST 25
COST 20
COST 20
QUICK FIX
CRIPPLING BLOW
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
TARGETED BLOW
After making a successful
attack, may spend 1 Destiny
Point to add damage equal to
Agility to one hit.
COST 25
PASSIVE
INFILTRATOR
SPY
ACTIVE
RANKED
GRIT
DODGE
COST 5
FRENZIED ATTACK
COST 5
COST 5
DEFENSIVE STANCE
Once per round, may
perform Defensive Stance
maneuver and suffer a
number of strain to upgrade
difficulty of all incoming
melee attacks by an equal
number. Strain suffered this
way cannot exceed ranks in
Defensive Stance.
COST 5
STUNNING BLOW
When making Melee checks,
may inflict damage as strain
instead of wounds. This does
not ignore soak
GRIT
SOFT SPOT
COST 10
COST 10
KNOCKDOWN
After hitting with a melee
attack, may spend to
knock the target prone.
COST 15
COST 10
COST 10
FRENZIED ATTACK
When making a Melee or
Brawl check, suffer a number
of strain to upgrade the
attack an equal number of
times. The strain suffered
may not exceed ranks in
Frenzied Attack.
GRIT
DODGE
COST 15
COST 15
NATURAL BRAWLER
JUMP UP
TOUGHENED
Gain +2 wound threshold.
COST 20
COST 20
COST 15
COST 20
DEFENSIVE STANCE
Once per round, may
perform Defensive Stance
maneuver and suffer a
number of strain to upgrade
difficulty of all incoming
melee attacks by an equal
number. Strain suffered this
way cannot exceed ranks in
Defensive Stance.
COST 20
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
CLEVER SOLUTION
Once per session, make one
skill check using Cunning
rather than the characteristic
linked to that skill.
COST 25
MASTER OF SHADOWS
Once per round, suffer 2
strain to decrease difficulty
of next Stealth or
Skulduggery check by 1.
COST 25
NATURAL ROGUE
Once per session, may re-roll
any 1 Skulduggery or Stealth
check.
COST 25
PASSIVE
SCOUT
SPY
ACTIVE
RANKED
RAPID RECOVERY
When healing strain after an
encounter, heal 1 additional
strain per rank of Rapid
Recovery.
COST 5
FORAGER
STALKER
GRIT
COST 10
RAPID RECOVERY
When healing strain after an
encounter, heal 1 additional
strain per rank of Rapid
Recovery.
COST 15
COST 5
COST 5
COST 5
QUICK STRIKE
Remove up to
from skill
checks to find food, water, or
shelter. Survival checks to
forage take half the time.
SHORTCUT
COST 10
NATURAL HUNTER
Once per session, may re-roll
any 1 Perception or Vigilance
check.
COST 15
LETS RIDE
Once per round, may mount
or dismount a vehicle or
beast, or enter a cockpit or
weapon station on a vehicle,
as an incidental.
COST 10
FAMILIAR SUNS
Once per session, may
perform a Familiar Suns
maneuver; make a Hard
(
) Knowledge (Outer
Rim) or (Core Worlds) check
to reveal the current type of
planetary environment and
other useful information.
DISORIENT
After hitting with a combat
check, may spend
to
disorient target for a number
of rounds equal to ranks in
Disorient.
COST 10
SHORTCUT
During a chase, add per
rank in Shortcut to any
checks made to catch or
escape an opponent.
COST 15
COST 15
GRIT
HEIGHTENED AWARENESS
COST 20
TOUGHENED
Gain +2 wound threshold.
COST 20
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
COST 20
COST 20
UTILITY BELT
QUICK STRIKE
STALKER
DISORIENT
COST 25
COST 25
PASSIVE
SLICER
SPY
ACTIVE
RANKED
Slicer Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Underworld), Stealth
CODEBREAKER
Remove per rank in
Codebreaker from checks to
break codes or decrypt
communications. Decrease
difficulty of checks to break
codes or decrypt
communications by 1.
GRIT
TECHNICAL APTITUDE
COST 5
COST 5
BYPASS SECURITY
Remove per rank of
Bypass Security from checks
made to disable a security
device or open a locked door.
COST 5
COST 5
DEFENSIVE SLICING
When defending computer
systems, add per rank of
Defensive Slicing to
opponents checks.
COST 10
NATURAL PROGRAMMER
Once per session, may re-roll
any 1 Computers or
Astrogation check.
COST 15
DEFENSIVE SLICING
When defending computer
systems, add per rank of
Defensive Slicing to
opponents checks.
COST 20
TECHNICAL APTITUDE
Reduce time needed to
complete Computer-related
tasks by 25% per rank.
GRIT
BYPASS SECURITY
COST 10
COST 10
BYPASS SECURITY
Remove per rank of
Bypass Security from checks
made to disable a security
device or open a locked door.
COST 15
COST 20
COST 10
DEFENSIVE SLICING
When defending computer
systems, add per rank of
Defensive Slicing to
opponents checks.
GRIT
Gain +1 strain threshold.
COST 15
COST 15
CODEBREAKER
Remove per rank in
Codebreaker from checks to
break codes or decrypt
communications. Decrease
difficulty of checks to break
codes or decrypt
communications by 1.
RESOLVE
When a character
involuntarily suffers strain,
he suffers 1 less strain per
rank of Resolve to a
minimum of 1.
COST 20
COST 20
SKILLED SLICER
When making a Computers
check may spend to make
further Computers checks
within this system as
maneuvers.
COST 25
MASTER SLICER
Once per round, may take a
Master Slicer incidental to
suffer 2 strain and decrease
difficulty of Computers or
other slicing checks by 1, to a
minimum of Easy ( ).
COST 25
MENTAL FORTRESS
Spend 1 Destiny Point to
ignore effects of Critical
Injuries on Intellect or
Cunning checks until end of
encounter.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
PASSIVE
MECHANIC
TECHNICIAN
ACTIVE
RANKED
GEARHEAD
Remove per rank of
Gearhead from Mechanics
checks. Halve the credit cost
to add mods to attachments.
TOUGHENED
Gain +2 wound threshold.
COST 5
COST 5
REDUNDANT SYSTEMS
Once per session, may take a
Redundant Systems action;
make an Easy ( ) Mechanics
check to harvest components
from a functioning device to
repair a broken one without
breaking the first device.
FINE TUNING
When reducing the amount
of system strain a starship or
vehicle suffers, reduce 1
additional strain per rank of
Fine Tuning.
SOLID REPAIRS
The character repairs +1 hull
trauma per rank of Solid
Repairs whenever he repairs
a starship or vehicle.
COST 5
COST 5
SOLID REPAIRS
The character repairs +1 hull
trauma per rank of Solid
Repairs whenever he repairs
a starship or vehicle.
COST 10
GEARHEAD
Remove per rank of
Gearhead from Mechanics
checks. Halve the credit cost
to add mods to attachments.
GRIT
Gain +1 strain threshold.
COST 10
COST 10
COST 10
SOLID REPAIRS
The character repairs +1 hull
trauma per rank of Solid
Repairs whenever he repairs
a starship or vehicle.
ENDURING
Gain +1 soak value.
COST 15
COST 15
BAD MOTIVATOR
Once per session, may take a
Bad Motivator action; make a
Hard (
) Mechanics
check to cause on targeted
device to spontaneously fail.
TOUGHENED
Gain +2 wound threshold.
COST 15
COST 15
CONTRAPTION
Once per session, take
Contraption action; make a
Hard (
) Mechanics
check to fashion a device to
solve a current problem
using just the tools and parts
on hand.
SOLID REPAIRS
The character repairs +1 hull
trauma per rank of Solid
Repairs whenever he repairs
a starship or vehicle.
COST 20
FINE TUNING
When reducing the amount
of system strain a starship or
vehicle suffers, reduce 1
additional strain per rank of
Fine Tuning.
COST 20
COST 25
When staggered or
disoriented, perform the
Hard Headed action; make a
Daunting (
)
Discipline check to remove
status. Difficulty reduced per
rank of Hard Headed.
COST 20
COST 20
NATURAL TINKERER
HARD HEADED
HOLD TOGETHER
Spend 1 Destiny Point to
perform a Hold Together
incidental immediately after
vehicle or starship takes
damage to turn it into system
strain.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
COST 25
PASSIVE
OUTLAWTECH
TECHNICIAN
ACTIVE
RANKED
OutlawTechBonusCareerSkills:Knowledge(Education),Knowledge(Underworld),Mechanics,Streetwise
TINKERER
UTINNI!
Mayadd1additionalhard
pointtoanumberofitems
equaltoranksinTinkerer.
Eachitemmayonlybe
modifiedonce.
SPEAKS BINARY
Removebperrankof
Utinni!Fromcheckstofind
orscavengeitemsorgear.
Suchcheckstakehalfthe
time.
COST 5
SOLID REPAIRS
Thecharacterrepairs+1hull
traumaperrankofSolid
Repairswheneverherepairs
astarshiporvehicle.
WhendirectingNPCdroids,
maygrantthembperrank
ofSpeaksBinaryonchecks.
COST 5
TINKERER
Mayadd1additionalhard
pointtoanumberofitems
equaltoranksinTinkerer.
Eachitemmayonlybe
modifiedonce.
COST 5
COST 5
GRIT
UTINNI!
Gain+1strainthreshold.
COST 10
COST 10
TOUGHENED
Removebperrankof
Utinni!Fromcheckstofind
orscavengeitemsorgear.
Suchcheckstakehalfthe
time.
Gain+2woundthreshold.
COST 10
COST 10
UTILITY BELT
Spend1DestinyPointto
performaUtilityBelt
incidental;producea
previouslyundocumented
itemorweapon(with
restrictions)fromatoolbelt
orsatchel.
COST 15
SIDE STEP
Onceperround,may
performSideStepmaneuver
andsufferanumberofstrain
toupgradedifficultyofall
incomingrangedattacksby
anequalnumberforthenext
round.Strainsufferedthis
waycannotexceedranksin
SideStep.
BRACE
DEFENSIVE STANCE
PerformaBracemaneuverto
removebperrankofBrace
fromnextAction.Thismay
onlyremovebaddedby
environmental
circumstances.
COST 15
Onceperround,may
performDefensiveStance
maneuverandsuffera
numberofstraintoupgrade
difficultyofallincoming
meleeattacksbyanequal
number.Strainsufferedthis
waycannotexceedranksin
DefensiveStance.
COST 15
COST 15
JURRY RIGGED
Choose1weapon,armoror
otheritemandgiveita
permanentimprovement
whileitremainsinuse.
COST 20
SPEAKS BINARY
WhendirectingNPCdroids,
maygrantthembperrank
ofSpeaksBinaryonchecks.
COST 20
INVENTOR
Whenconstructingnew
itemsormodifying
attachments,addbor
removebperrankof
Inventor.
JURRY RIGGED
Choose1weapon,armoror
otheritemandgiveita
permanentimprovement
whileitremainsinuse.
COST 20
COST 20
INVENTOR
Whenconstructingnew
itemsormodifying
attachments,addbor
removebperrankof
Inventor.
COST 25
DEDICATION
Gain+1toasingle
characteristic.Thiscannot
bringacharacteristicabove
6.
COST 25
KNOW SCHEMATIC
Oncepersession,may
performtheKnowSchematic
maneuver;makeaHard
(ddd)Knowledge
(Education)check.Success
grantsfamiliaritywitha
buildingorshipsdesign.
COST 25
BRACE
PerformaBracemaneuverto
removebperrankofBrace
fromnextAction.Thismay
onlyremovebaddedby
environmental
circumstances.
COST 25
PASSIVE
SLICER
TECHNICIAN
ACTIVE
RANKED
Slicer Bonus Career Skills: Computers, Knowledge (Education), Knowledge (Underworld), Stealth
CODEBREAKER
Remove per rank in
Codebreaker from checks to
break codes or decrypt
communications. Decrease
difficulty of checks to break
codes or decrypt
communications by 1.
GRIT
TECHNICAL APTITUDE
COST 5
COST 5
BYPASS SECURITY
Remove per rank of
Bypass Security from checks
made to disable a security
device or open a locked door.
COST 5
COST 5
DEFENSIVE SLICING
When defending computer
systems, add per rank of
Defensive Slicing to
opponents checks.
COST 10
NATURAL PROGRAMMER
Once per session, may re-roll
any 1 Computers or
Astrogation check.
COST 15
DEFENSIVE SLICING
When defending computer
systems, add per rank of
Defensive Slicing to
opponents checks.
COST 20
TECHNICAL APTITUDE
Reduce time needed to
complete Computer-related
tasks by 25% per rank.
GRIT
BYPASS SECURITY
COST 10
COST 10
BYPASS SECURITY
Remove per rank of
Bypass Security from checks
made to disable a security
device or open a locked door.
COST 15
COST 20
COST 10
DEFENSIVE SLICING
When defending computer
systems, add per rank of
Defensive Slicing to
opponents checks.
GRIT
Gain +1 strain threshold.
COST 15
COST 15
CODEBREAKER
Remove per rank in
Codebreaker from checks to
break codes or decrypt
communications. Decrease
difficulty of checks to break
codes or decrypt
communications by 1.
RESOLVE
When a character
involuntarily suffers strain,
he suffers 1 less strain per
rank of Resolve to a
minimum of 1.
COST 20
COST 20
SKILLED SLICER
When making a Computers
check may spend to make
further Computers checks
within this system as
maneuvers.
COST 25
MASTER SLICER
Once per round, may take a
Master Slicer incidental to
suffer 2 strain and decrease
difficulty of Computers or
other slicing checks by 1, to a
minimum of Easy ( ).
COST 25
MENTAL FORTRESS
Spend 1 Destiny Point to
ignore effects of Critical
Injuries on Intellect or
Cunning checks until end of
encounter.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
PASSIVE
UNIVERSAL
FORCE-SENSITIVE EMERGENT
ACTIVE
RANKED
INSIGHT
UNCANNY SENSES
COST 5
INDISTINGUISHABLE
Upgrade difficulty of checks
to identify character once
per rank of Indistinguishable.
COST 5
UNCANNY REACTIONS
Add per rank of Uncanny
Reactions to all Vigilance
checks.
TOUGHENED
Gain +2 wound threshold.
COST 10
COST 15
TOUGHENED
Gain +2 wound threshold.
COST 20
COST 5
COST 5
SLEIGHT OF MIND
Add to all Stealth checks
unless the opposition is
immune to Force powers.
COST 10
UNCANNY SENSES
GRIT
SLEIGHT OF MIND
Add to all Stealth checks
unless the opposition is
immune to Force powers.
COST 10
UNCANNY REACTIONS
Add per rank of Uncanny
Reactions to all Vigilance
checks.
GRIT
COST 10
INDISTINGUISHABLE
COST 15
COST 15
SENSE DANGER
Once per session, remove
from any 1 check.
COST 20
COST 15
TOUCH OF FATE
Once per session, add
to any 1 check.
COST 20
BALANCE
When the character heals
strain at the end of the
encounter, he may add
Force Rating. He regains
additional strain equal to
generated.
COST 20
INVIGORATE
Once per encounter, may
add
to a check using
Brawn or Agility made by an
ally in short range.
add
and add .
COST 25
FORCE OF WILL
Once per session, make one
skill check using Willpower
rather than the characteristic
linked to that skill.
COST 25
FORCE RATING
Gain +1 Force Rating.
COST 25
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
PASSIVE
UNIVERSAL
UNCANNY SENSES
Add per rank of Uncanny
Senses to all Perception
checks.
ACTIVE
RANKED
INSIGHT
FORAGER
COST 5
COST 5
UNCANNY REACTIONS
Remove up to
from skill
checks to find food, water, or
shelter. Survival checks to
forage take half the time.
COST 5
COST 5
CONVINCING DEMEANOR
Remove per rank of
Convincing Demeanor from
Deception or Skulduggery
checks.
COST 10
SENSE DANGER
Once per session, remove
from any 1 check.
COST 15
OVERWHELM EMOTIONS
May add
per Force Rating
to Charm, Coercion, or Deceit
checks and add to
some checks and
to
others.
INTENSE FOCUS
Perform an Intense Focus
maneuver; suffer 1 strain and
upgrade the ability of the
next skill check once.
COST 10
QUICK DRAW
Once per round, draw or
holster a weapon or
accessible item as an
incidental.
COST 10
COST 10
SENSE EMOTIONS
Add to all Charm,
Coercion, and Deception
checks unless the target is
immune to Force powers.
COST 15
BALANCE
TOUCH OF FATE
COST 15
COST 15
STREET SMARTS
Remove per rank of Street
Smarts from Streetwise or
Knowledge (Underworld)
checks.
COST 20
SIXTH SENSE
Gain +1 ranged defense.
COST 25
UNCANNY SENSES
Add per rank of Uncanny
Senses to all Perception
checks.
COST 20
FORCE RATING
Gain +1 Force Rating.
COST 25
UNCANNY REACTIONS
Add per rank of Uncanny
Reactions to all Vigilance
checks.
COST 20
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
STREET SMARTS
Remove per rank of Street
Smarts from Streetwise or
Knowledge (Underworld)
checks.
COST 20
SUPERIOR REFLEXES
Gain +1 melee defense.
COST 25
PASSIVE
RECRUIT
UNIVERSAL
ACTIVE
RANKED
COST 5
SECOND WIND
Once per encounter, may use
Second Wind incidental to
heal strain equal to ranks in
Second Wind.
COST 5
OUTDOORSMAN
Remove per rank of
Outdoorsman from checks to
move through terrain or
manage environmental
effects. Decrease overland
travel time by half.
TACTICAL COMBAT
TRAINING
COST 5
COST 5
SECOND WIND
Once per encounter, may use
Second Wind incidental to
heal strain equal to ranks in
Second Wind.
COST 10
COST 10
QUICK DRAW
WELL-TRAVELED
GRIT
COST 15
COST 15
COST 15
SECOND WIND
Once per encounter, may use
Second Wind incidental to
heal strain equal to ranks in
Second Wind.
COST 25
COST 10
SPARE CLIP
Cannot run out of ammo due
to
result. Items with
limited ammo quality run out
of ammo as normal.
COST 15
JUMP UP
GRIT
CREATIVE KILLER
COST 20
COST 20
DEDICATION
Gain +1 to a single
characteristic. This cannot
bring a characteristic above
6.
COST 25
COST 20
COST 20
DYNAMIC FIRE
COST 10
TOUGHENED
TOUGHENED
TOUGHENED
Gain +2 wound threshold.
COST 25
ENDURING
Gain +1 soak value.
COST 25
ENHANCE
FORCE ABILITY
COST 10
CONTROL
CONTROL
CONTROL
COST 5
Take a Force Leap action: make a Enhance power check. The user
may spend to jump horizontally to any location in short range.
COST 5
CONTROL
COST 10
CONTROL
CONTROL
COST 5
COST 5
CONTROL
COST 10
CONTROL
RANGE
COST 5
COST 10
COST 10
CONTROL
CONTROL
COST 10
COST 10
FORESEE
FORCE ABILITY
COST 10
CONTROL
STRENGTH
When making a skill check to determine initiative, the Force user may roll a Foresee power check as part of the
pool. He may spend to gain per point on the check.
COST 10
MAGNITUDE
Spend to increase targets
affected equal to Magnitude
upgrades purchased.
COST 5
RANGE
COST 5
CONTROL
COST 5
RANGE
DURATION
RANGE
COST 5
COST 10
COST 5
MAGNITUDE
COST 5
STRENGTH
COST 5
COST 5
CONTROL
DURATION
When performing a Foresee power check as part of an initiative check, the Force user may spend
affected targets to take one free maneuver before the first round of combat begins.
COST 15
to allow all
COST 5
INFLUENCE
FORCE ABILITY
COST 10
RANGE
MAGNITUDE
COST 5
COST 5
CONTROL
The Force user may make an opposed Discipline vs. Discipline
check combined with an Influence Power check. If the user sends
and succeeds on the check, he can force the target to adopt an
emotional state or believe something untrue, lasting for 1 round
or 5 minutes.
COST 10
CONTROL
STRENGTH
COST 10
COST 15
RANGE
MAGNITUDE
COST 10
RANGE
COST 5
COST 10
DURATION
Spend to increase
duration by a number of
rounds (or minutes) equal to
duration upgrades
purchased.
Spend to increase
duration by a number of
rounds (or minutes) equal to
duration upgrades
purchased.
COST 5
MAGNITUDE
DURATION
COST 10
DURATION
COST 5
DURATION
Spend to increase
duration by a number of
rounds (or minutes) equal to
duration upgrades
purchased.
COST 5
Spend to increase
duration by a number of
rounds (or minutes) equal to
duration upgrades
purchased.
COST 5
MOVE
FORCE ABILITY
COST 10
MAGNITUDE
Spend to increase targets
affected equal to magnitude
upgrades purchased.
COST 5
MAGNITUDE
Spend to increase targets
affected equal to magnitude
upgrades purchased.
COST 5
MAGNITUDE
Spend to increase targets
affected equal to magnitude
upgrades purchased.
COST 10
MAGNITUDE
Spend to increase targets
affected equal to magnitude
upgrades purchased.
COST 10
STRENGTH
Spend to increase
silhouette able to be
targeted equal to strength
upgrades purchased.
RANGE
Spend to increase powers
range by a number of range
bands equal to range
upgrades purchased.
COST 10
STRENGTH
Spend to increase
silhouette able to be
targeted equal to strength
upgrades purchased.
RANGE
Spend to increase powers
range by a number of range
bands equal to range
upgrades purchased.
COST 5
COST 5
CONTROL
The Force user can hurl objects to damage targets, by making a
Discipline check combined with a Move power check, dealing
damage equal to 10 times silhouette.
COST 10
COST 10
STRENGTH
Spend to increase
silhouette able to be
targeted equal to strength
upgrades purchased.
COST 15
STRENGTH
Spend to increase
silhouette able to be
targeted equal to strength
upgrades purchased.
COST 20
CONTROL
RANGE
COST 5
COST 15
CONTROL
The character can perform fine manipulation of items, allowing
him to do whatever he would normally with his hands via this
power at this powers range.
COST 15
SENSE
FORCE ABILITY
COST 10
CONTROL
CONTROL
COST 10
COST 10
CONTROL
RANGE
COST 10
MAGNITUDE
COST 5
CONTROL
RANGE
COST 10
RANGE
Ongoing effect: Commit . Once per round, when the Force user
makes a combat check, he upgrades the ability of that check
once.
COST 10
COST 5
MAGNITUDE
COST 10
CONTROL
COST 10
MAGNITUDE
COST 10
COST 10