Physical Training
Armor Training
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Level 1
Shields used by the character gain +1 Armor Value
Level 2
You are proficient at Shield Combat Maneuvers.
Level 3
If equipped with a shield, counts as Partial Cover for allies.
You have advantage on all skill tests required by Shield Combat Maneuvers.
Level 4
As a reaction, may select an adjacent ally and intercept any and all attacks against that ally that come from your front arc until the beginning of the your next turn.
You need to declare whether you are intercepting an attack before the enemy rolls to hit.
Level 5
If equipped with a shield, counts as Full Cover for allies.
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Level 1
You are proficient at wearing Heavy Armor.
If already Proficient; Heavy Armor grants an additional 2 Damage Resistance
Level 2
Heavy Armor grants an additional 2 Damage Resistance
Level 3
Heavy Armor grants an additional +1 Armor Value.
As a reaction, you can spend 5 stamina to re-roll a failed Fortitude test.
Level 4
Heavy Armor grants an additional +3 Damage Resistance
Level 5
Heavy Armor grants an additional +2 Armor Value.
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Level 1
Clothes worn by this character grant an extra +1 Damage Resistance.
Level 2
Character gains +1 AV when wearing Light or no armor.
Level 3
Clothes worn by this character grant an extra +1 Damage Resistance.
As a reaction, when wearing Light or no armor, you can spend 5 stamina to re-roll a failed Evasion test.
Level 4
Clothes worn by this character grant an extra +3 Damage Resistance
Level 5
Character gains additional +2 AV when wearing Light or no armor.
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Level 1
You are proficient at wearing Medium Armor.
If already Proficient; Medium Armor grants an additional +1 Armor Value
Level 2
Medium Armor grants an additional +2 Damage Resistance.
Level 3
Medium Armor grants an additional +1 Armor Value.
As a reaction, when hit by an attack you may spend 5 stamina to increase your passive evasion by 1 regardless of your current encumbrance, until the beginning of your next turn.
Level 4
Medium Armor grants an additional +3 Damage Resistance.
Level 5
Medium Armor grants an additional +2 Armor Value.
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Level 1
You are proficient at the use of Powered Armor and can wear it as long as you have the Interface Jacks implant.
If already Proficient; Powered Armor worn by you gains an additional +3 HP
Level 2
Powered Armor worn by you gains an additional +3 HP
Powered Armor worn by you gains an additional Mod Slot.
Level 3
May enter or exit powered armor in thirty seconds (5 rounds) rounds instead of 1 minute (10 rounds)
Powered Armor worn by you gains +1 Endurance.
Level 4
Powered Armor worn by you gains +1 Strength and +1 Dexterity.
May enter or exit Powered Armor in fifteen seconds seconds (3 rounds) rounds instead of 1 minute (10 rounds)
Powered Armor worn by you gains an additional Mod Slot.
Level 5
You may run while wearing Powered Armor.
May enter or exit Powered Armor as a single 3 AP action.
Weapon Training
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Level 1
Select one of the following options;
You are proficient with Martial Weapons (Cannot be traded in)
You gain Advantage on attack tests with Bows and Crossbows.
You can change this option if you gain proficiency with Martial Weapons later on.
Level 2
You have advantage on attack tests with Bows and Crossbows.
Free Actions can be used as Reload actions on Bows and Crossbows.
Level 3
You are proficient at Ranged Combat Maneuvers.
Bows and Crossbows can be fired with Major Disadvantage up to three times their Ideal Range as opposed to twice.
Level 4
You may nock up to two arrows at once on a bow with consecutive Reload actions. All arrows hit the same target with a single attack test but make separate damage tests. If the attack is a Combat Maneuver, only the first arrow benefits from the Maneuver’s effects.
Your attacks with Bows & Crossbows deal +1D Damage.
Your attacks with Crossbows deal an additional +1D damage when fired at half their maximum ideal range or below.
Level 5
The number of arrows you can have nocked on a bow at once increases to 3 instead of 2.
The additional damage dealt by Crossbows when fired at half their maximum ideal range or below increases to +2D.
The minimum Ideal Range of your attacks with bows and crossbows decreases by 5 feet for each rank you have in Aim - to a minimum of 10 feet.
The maximum Ideal Range of your attacks with bows and crossbows increases by 5 feet for each rank you have in Aim.
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Level 1
Select one of the following options;
You are proficient with Martial Weapons (Cannot be traded in.
You gain Advantage on attack tests with Axes.
You can change this option if you gain proficiency with Martial Weapons later on.
Level 2
You gain Advantage on attack tests with Axes.
Your attacks with Axes gain an additional +1D damage on Critical Hits.
Level 3
You are Proficient at Armed Combat Maneuvers.
You can perform One-two attacks with Axes that have the Unwieldy Quality.
Level 4
Your attacks with Axes deal +1D Damage.
Once per turn on your turn, when scoring a Critical Hit with an Axe, you may re-roll the damage test and pick either result.
Level 5
You can now re-roll the damage and pick either damage result every time you score a Critical Hit with an Axe.
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Level 1
Select one of the following options;
You are proficient with Firearms (Cannot be traded in)
You gain Advantage on attack tests with Big Guns.
You can change this option if you gain proficiency with Firearms later on.
Level 2
You gain Advantage on attack tests with Big Guns.
Your maximum Carrying Capacity increases by 10 lb.
Level 3
You are Proficient at Ranged Combat Maneuvers.
Reduces the Reload time of all Big Guns by 1, to a minimum of 1 AP.
Level 4
Reduces the minimum ideal range of all Big Guns by 5 feet for every rank you have in Aim, to a minimum of 15 feet.
Your attacks with Big Guns gain +1D Damage.
Level 5
Increases the Blast size of attacks with Big Guns by 1.
When attacking with Big Guns, you can choose to Threaten targets within 10 feet of your original target as opposed to 5.
You can take walk actions with a Set-Up Big Gun without having to set it up again, but you have the Slowed condition while doing so.
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Level 1
Select one of the following options;
You are proficient with Tactical Weapons (Cannot be traded in)
You gain Advantage on attack tests with Brawling Weapons.
You can change this option if you gain proficiency with Tactical Weapons later on.
Level 2
You gain Advantage on attack tests with Brawling Weapons.
You may choose to count your unarmed melee attacks as attacks wielding Brawling Weapons.
Level 3
You are Proficient at Armed Combat Maneuvers.
Your Brawling weapons without the Unwieldy quality always count as having the Side-arm quality.
You can use One-two attacks on attacks of opportunity and other reaction attacks while wielding Brawling Weapons
Level 4
When wielding two brawling weapons with the Dual quality, you can use an Unarmed or Armed combat maneuver that normally costs no more than 1 AP as a Free Action every round. This does not increase the number of maneuvers you can use per turn.
When wielding a single Brawling Weapon, exerting on damage tests with it grants an additional +1D damage.
Your attacks with Brawling Weapons gain +1D damage.
Level 5
Brawling Weapons wielded by you gain the Circle of Death quality out to 5 feet..
Whenever you critically hit an enemy with a Brawling Weapon, you regain 1 Stamina.
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Level 1
Select one of the following options;
You are proficient with Tactical Weapons.(Cannot be traded in)
You gain Advantage on attack tests with Curved Blades.
You can change this option if you gain proficiency with Tactical Weapons later on.
Level 2
You gain Advantage on attack tests with Curved Blades.
When equipped with a Curved Blade, you gain Advantage on all skill tests as part of an Armed Combat Maneuver.
Level 3
You are Proficient at Armed Combat Maneuvers.
While wielding a Curved blade, you can riposte once per round without expending your reaction.
Level 4
You can perform One-two attacks with Curved Blades that have the Unwieldy Quality.
Your attacks with Curved Blades gain +1D damage.
When you Riposte with a Curved Blade, you can use a Basic or Armed Combat Maneuver that requires no more than 1 AP instead of an attack.
Level 5
When equipped with a Curved Blade, your Armed Combat Maneuvers consume 1 fewer Stamina, to a minimum of 1.
The AP cost of Combat Maneuvers you can use when performing a Riposte increases to 2.
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Level 1
Select one of the following options;
You are proficient at Unarmed Fighting Cannot be traded in)
You gain Advantage on Athletics and Grapple tests while unarmed.
You can change this option if you gain proficiency at Unarmed Fighting later on.
Level 2
You may use Athletics or Grapple as an attacking skill while Unarmed or wielding a weapon with the Unarmed Quality.
You have advantage on attacks while unarmed or using a weapon with the Unarmed quality.
Level 3
You are Proficient at Unarmed Combat Maneuvers.
When Unarmed or using a weapon with the Unarmed quality, you can use your Free Action to make a 1 AP attack.
Level 4
Any Simple Weapon you wield gains the Unarmed quality.
Once per turn, you can expend 1 stamina when hitting with an unarmed attack to grant it Stun(+2)
Your unarmed attacks while you are wielding no weapon deal +1D damage.
Level 5
On your turn, when you score a Critical Hit with an Unarmed attack, you can add an Unarmed Combat Maneuver to the attack as part of the same action. This does not increase the maximum number of maneuvers you can use per turn.
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Level 1
Select one of the following options;
You are proficient with Tactical Weapons (Cannot be traded in)
You gain Advantage on attack tests with Lashing Weapons.
You can change this option if you gain proficiency with Tactical Weapons later on.
Level 2
You gain Advantage on attack tests with Lashing Weapons.
Circle of Death attacks with Lashing Weapons are One-two attacks.
Level 3
You are Proficient at Armed Combat Maneuvers.
The maximum range of your Lashing weapons increases by 5 feet.
Level 4
You can perform One-Two attacks with Lashing Weapons that have the Unwieldy Quality.
Your attacks with Lashing weapons gain +1D damage.
When you make an attack with a Lashing weapon, you can spend your Free Action to use the Grip quality while still dealing damage.
Level 5
You may still deal damage when you use the Grip quality on a Lashing Weapon without expending your Free Action.
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Level 1
Select one of the following options;
You are proficient with Martial Weapons (Cannot be traded in)
You gain Advantage on attack tests with Maces.
You can change this option if you gain proficiency with Martial Weapons later on.
Level 2
You gain Advantage on attack tests with Maces.
If you strike an enemy with more than one Mace attack in the same turn, they have Disadvantage to resist the attack's Stun quality.
Level 3
You are Proficient at Armed Combat Maneuvers.
The Disadvantage to resist the Stun quality on consecutive Mace attacks increases to Major Disadvantage.
Level 4
You can perform One-Two attacks with Maces that have the Unwieldy Quality.
Your attacks with Maces gain +1D damage.
When Taking your Time with a Mace attack, you can add +(Strength)D to the damage of the attack by consuming Stamina equal to your Strength attritbute.
Level 5
Once per turn, when you score a critical hit with a Mace, you can perform an Equipment Break maneuver as a Free Action as part of that same attack. This maneuver does not count towards the maximum number of maneuvers you can use per turn.
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Level 1
Select one of the following options;
You are proficient with Firearms (Cannot be traded in)
You gain Advantage on attack tests with Pistols.
You can change this option if you gain proficiency with Firearms later on.
Level 2
You gain Advantage on attack tests with Pistols.
You can draw two pistols with a single Action (or Free Action if both have the Side-arm quality).
At Initiative count 1, you can use your Reaction to draw single pistol.
Level 3
You are Proficient at Ranged Combat Maneuvers.
Your attacks with Pistols do not cause Attacks of Opportunity.
Level 4
Pistols wielded by the character gain the Circle of Death quality against targets within 15 feet.
As long as you are holding two Pistols, you can use your Free Action to make an attack with one of them.
Your attacks with Pistols deal +1D Damage.
Level 5
Once per turn, when you critically hit an enemy with a Pistol attack, you can immediately make a second pistol attack as part of the same action. You can use this as a Reaction.
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Level 1
Select one of the following options;
You are proficient with Martial Weapons (Cannot be traded in)
You gain Advantage on attack tests with Polearms.
You can change this option if you gain proficiency with Martial Weapons later on.
Level 2
You gain Advantage on attack tests with Polearms.
You can spend a Free action on your to add Knockdown(2) and Knockback(2) to your Polearm attacks until the beginning of your next turn.
Level 3
You are Proficient at Armed Combat Maneuvers.
Polearms wielded by you gain the Circle of Death quality out to their max range.
Level 4
You can perform One-two attacks on your turn with Polearms that have the Unwieldy Quality.
Your attacks with Polearms deal +1D Damage.
You can spend a Free action on your turn to add Knockdown(3) and Knockback(3) to your Polearm attacks until the beginning of your next turn.
Level 5
You can spend a Free action on your to add Knockdown(X) and Knockback(X) to your Polearm attacks until the beginning of your next turn.
Your Circle of death attacks with Polearms are now One-two attacks.
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Level 1
Select one of the following options;
You are proficient with Firearms (Cannot be traded in)
You gain Advantage on attack tests with Rifles.
You can change this option if you gain proficiency with Firearms later on.
Level 2
You gain Advantage on attack tests with Rifles.
You can take Major Disadvantage on your Rifle attacks to add +1D damage.
Level 3
You are Proficient at Ranged Combat Maneuvers.
Rifles take 1 less AP to reload, to a minimum of 1.
Level 4
The minimum range of Rifles is decreased by 5 feet for every rank you have in Aim- to a maximum of 50% reduction.
Choosing to take Major Disadvantage on your Rifle attacks now adds +2D damage.
Level 5
When taking your time with a Rifle attack, you may roll damage twice and keep the best result.
Your attacks with Rifles deal +1D Damage.
Once per round, if you are Prone or at least 15 feet above your target, you can re-roll a failed attack test with a Rifle.
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Level 1
Select one of the following options;
You are proficient with Tactical Weapons (Cannot be traded in)
You gain Advantage on attack tests with Segmented Weapons
You can change this option if you gain proficiency with Tactical Weapons later on.
Level 2
You gain Advantage on attack tests with Segmented Weapons.
Bulky segmented weapons now grant +2 Armor Value that does not degrade on your front arc as long as you are wielding them with both hands are not Prone.
Level 3
You are Proficient at Armed Combat Maneuvers.
If you successfully use the Parry combat maneuver to deflect a melee attack while wielding a Segmented Weapon, you get a free damage test against the attacker with the weapon you used to Parry.
Level 4
You can perform One-two attacks with Segmented Weapons that have the Unwieldy Quality.
Your attacks with Segmented Weapons gain +1D damage.
You can now use the Parry combat maneuver as a free action while wielding a segmented weapon.
Level 5
Segmented weapons may use the Clash combat maneuver as if they were a Shield.
You gain an additional reaction which can only be used for the Clash Combat Maneuver, or for a Parry Combat Maneuver set up during your turn.
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Level 1
Select one of the following options;
You are proficient with Firearms (Cannot be traded in)
You gain Advantage on attack tests with Shotguns.
You can change this option if you gain proficiency with Firearms later on.
Level 2
Enemies have Disadvantage on Evasion tests against your Shotgun attacks.
Your attacks with Shotguns no longer provoke attacks of opportunity.
Level 3
You are Proficient at Ranged Combat Maneuvers.
Your attacks with Shotguns deal +1D Damage.
Level 4
Shotguns gain the Circle of Death quality against targets within 10 feet.
You can take -2D Damage to add +5 points of Damage on Shotgun attacks.
Level 5
Evasion tests against your Shotgun attacks have a difficulty of (3)
When taking your time with a Shotgun attack, you may roll the Damage test twice and use the better one.
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Level 1
You gain Advantage on Attacks with Simple Weapons.
Level 2
You can use any non-weapon object of the appropriate size and weight as a simple weapon.
Your attacks with simple weapons deal an additional +1D damage.
Level 3
You are Proficient at Armed Combat Maneuvers.
You can use One-two attacks while wielding a Simple Weapon with the Unwieldy quality.
You gain an additional Advantage on Attacks with Simple Weapons quality.
Level 4
You can use any non-weapon object of the appropriate size and weight as martial or tactical weapon of your choice. These are also considered Simple weapons.
You can use a grappled enemy (as per the Grapple combat maneuver) as a simple weapon with the following profile;
Grappled Enemy (Attack: Strength+Strike / Damage: 5pts+(Strength)D / Range: 5 - 10 feet / Unwieldy, Stun(X), Unarmed, )
On a hit, both the grappled enemy and the target receive the damage and any effects from the damage test and the enemy is then no longer grappled.
On a miss, the grappled enemy takes no damage, but remains grappled until they can break free.
Level 5
Simple Weapons wielded by you gain the Sever quality.
Simple weapons wielded by you gain the Strong Grip quality.
Your attacks with Simple Weapons gain +1D Damage.
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Level 1
Select one of the following options;
You are proficient with Firearms (Cannot be traded in)
Your attacks with SMGs with the Burst Fire quality gain Burst Fire(+1).
You can change this option if you gain proficiency with Firearms later on.
Level 2
The minimum range of SMGs is halved (Rounding Up)
Your attacks with SMGs gain with the Burst Fire quality gain Burst Fire(+2).
Level 3
You are Proficient at Ranged Combat Maneuvers.
Whenever you reload a weapon, you can move 10 feet for each AP you spend reloading.
Level 4
The reload time of SMGs is reduced by 1, to a minimum of Reload(1)
Firing a Burst weapon does not trigger an Attack of Opportunity towards you.
Level 5
When Taking your time with SMG attacks, you can increase the Damage of each shot in a Burst by 1 point.
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Level 1
Select one of the following options;
You are proficient with Martial Weapons (Cannot be traded in)
You gain Advantage on attack tests with Swords.
You can change this option if you gain proficiency with Martial Weapons later on.
Level 2
You gain Advantage on attack tests with swords
You can choose to use swords without the Bulky quality with two hands, doing so grants an Advantage on attack tests and +1D Damage.
You can choose to use Bulky swords with one hand, doing so grants a Disadvantage on attack tests and -2D damage.
Level 3
You are Proficient at Armed Combat Maneuvers.
You can choose whether to attack with Dexterity or Strength with any sword, regardless of it having the Finesse quality or not.
Level 4
You can use One-two attacks while wielding Sword with the Unwieldy quality.
Your attacks with swords gain 1D damage.
The penalty for using a Bulky sword one handed is reduced to -1D damage. Likewise, the bonus for using a sword without the Bulky quality two handed is increased to +2D damage.
Level 5
When taking your time on sword attacks, you may choose one of the following qualities to add to the attack; Sever, Knockdown(+3), Knockback(+3), Grip or Stun(+3).
Taking your time on Sword attacks grants them +1D damage.
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Level 1
Select one of the following options;
You are proficient with Tactical Weapons. (Cannot be traded in)
You gain Advantage on attack tests with Throwing Weapons.
You can change this option if you gain proficiency with Tactical Weapons later on.
Level 2
You gain Advantage on attack tests with throwing weapons.
Attacking with a Throwing weapon does not trigger Attacks of Opportunity
Level 3
You are Proficient at Ranged Combat Maneuvers
Your maximum ideal range with Throwing Weapons is now 10 times your Strength.
Level 4
Drawing a Throwing Weapon does not take an action or free action.
You can use your free action to attack with a Throwing weapon.
Your attacks with Throwing Weapons gain +1D damage.
Level 5
Missed attacks with Throwing Weapons will only threaten enemies.
You can expend two uses of a throwing weapon in a single attack to roll the attack dice twice and use the highest result.
General Training
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Level 1
Advantage on tests to resist or prevent damage, injuries and wounds from falling.
You always count as having a running start for horizontal jumps.
Level 2
Advantage on tests to climb, jump and swim.
When taking a Run or Sneak Run action, you can commit 1 stamina for every 20 feet you run to ignore obstacles and difficult terrain.
Level 3
You can now vault over characters (both allies and enemies) as if they were obstacles.
When using a Run action, Sneak Run action or Charge maneuver, the character can vault over a single enemy without provoking an attack of opportunity. (You will lose the hidden condition if sneak running)
When falling, you can use your reaction to perform a Strength(Athletics) or Dexterity(Athletics) test halfway down the distance of the fall to attempt to catch yourself as long as there is a surface to grab onto.
Level 4
When using a Run or Sneak Run action, the character can run on vertical surfaces for a distance of up to half their walking speed.
Falling can no longer render you prone as long as you remain conscious.
The amount of Stamina you expend to ignore difficult terrain and obstacles while running decreases to 1 stamina for every 30 feet.
Level 5
When you Take your time in any Strength or Dexterity test that is not an attack, you can re-roll the test and pick the better result.
Exerting on a Physical test grants an additional Advantage.
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Level 1
Your Sneak Attack maneuvers deal +1D damage.
Level 2
You are proficient at Larceny.
You may perform Sneak Attack maneuvers as a reaction, this does not increase the maximum number of combat maneuvers you may use per round.
Level 3
You may use Sneak as an attacking skill with any weapon capable of carrying out Sneak Attack Maneuvers.
Your Sneak Attack maneuvers deal +1D damage.
Level 4
When flanking, you gain Major Advantage on attack tests instead of advantage.
As a free action on your turn, you may perform a Disengage or Reposition action after successfully striking an enemy with a Sneak Attack.
Level 5
Prone or Surprised targets are automatically hit by your Sneak Attack Maneuvers.
Your Sneak Attack maneuvers deal an additional +2D damage.
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Level 1
As a free action on your turn, you can choose to give yourself the Berserk Condition, when you gain the condition this way, however, the difficulty to break out of it increases to Insight [Willpower 3] instead of the normal 2.
You regain D3 Stamina whenever you are afflicted by the Berserk condition.
Level 2
Whenever you are afflicted by the Berserk condition, your melee Damage tests gain +1D damage.
Level 3
Whenever you are afflicted by the Berserk condition, you gain D3 Damage Resistance, which lasts until used or until you are no longer Berserk.
You have advantage on Willpower tests while afflicted by the Berserk condition.
Level 4
All your Melee Attacks gain +1D damage for each injury or untreated wound you have.
Whenever you are in combat and would take damage that would render you unconscious, you use your reaction to make an Insight(Willpower) test where the difficulty is 1 + 1 for every 5 points of Hit Point damage you took (rounded up). If you pass the test you are instead reduced to 1 HP.
Level 5
As long as you are engaged in combat and afflicted by the Berserk condition, you ignore the effects of all Injuries and non-fatal Wounds
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Level 1
Advantage on tests as part of a Disarm or Equipment Break combat maneuver.
Level 2
Advantage on tests to escape and resist restraints, grappling, immobilizing and other restraining effects.
You can expend 2 stamina to use a Break action for 1 AP.
Level 3
When breaking an object, equipment or gear, add +1 to the result on the Equipment Damage table.
Your attacks against inanimate objects, barriers, walls, etc, gain +5pts of damage.
Level 4
You can use Break actions as 1 AP actions without expending additional stamina
The stamina cost of the Equipment Break and Disarm combat maneuvers is reduced by 1, to a minimum of 1.
Level 5
Major Advantage on tests to Break through doors, barricades and other obstacles.
You can use the Break action as a free action and doing so does not interrupt movement actions.
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Level 1
Your maximum carrying capacity increases by 5 lb.
You have advantage on Grapple tests using Strength.
Level 2
Your maximum Hit Points increases by a number equal to your Athletics Rank.
Your maximum carrying capacity increases by an additional 5 lb to 10lb total.
Level 3
Your maximum Stamina increases by a number equal to your Athletics rank.
Your maximum carrying capacity increases by an additional 5 lb to 15lb total.
Level 4
Your maximum Hit Points increases by a number equal to your Strength attribute.
Your maximum carrying capacity increases by an additional 5 lb to 20lb total.
Level 5
Your maximum Stamina increases by a number equal to your Strength attribute.
Your maximum carrying capacity increases by an additional 5 lb to 25lb total.
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Level 1
Advantage on Melee attacks as part of a Charge Combat Maneuver.
Level 2
When performing a Charge Combat Maneuver you may use your free action to perform an attack against a single target within range and in your path.
Melee attacks during a Charge Combat Maneuver gain Knockback(+2).
Level 3
The last Melee attack you make as part of a Charge Combat Maneuver gains the Breach quality.
Melee Attacks gain +1D damage when part of a Charge combat maneuver.
Level 4
When you make a Charge combat Maneuver, you can expend additional stamina to increase your run speed by 5 feet per stamina spent, to a maximum of your Athletics rank.
Level 5
Melee attacks during a Charge Combat Maneuver gain Knockdown(+2).
Melee Attacks gain +5pts of damage instead of +1D damage when part of a Charge combat maneuver.
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Level 1
You gain advantage on attack tests using vehicle mounted weapons.
Level 2
You are proficient at Combat Piloting.
Level 3
You roll 1 fewer die when stressing vehicle mounted weapons.
You gain +1D damage on attacks using Vehicle mounted Weapons.
Level 4
You are proficient at Spaceship Piloting
When a vehicle you are piloting undergoes a Crisis, you may re-roll the crisis and select either result.
When piloting a spaceship, any movement actions you use allow the vehicle to move an 1 extra stellar mile
Level 5
Any vehicles you pilot gain +1 maximum evasion to a maximum of 4
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Level 1
You have Advantage on Grapple tests using Dexterity
Level 2
You can use the Switch Weapon action as a Reaction.
You can use the Use Item action as a free action.
Level 3
Advantage on attack tests with weapons with the Finesse quality.
You can use the Pick up action as free action.
Level 4
Once per round, may use the Switch Weapon or Use Item action without consuming an Action or Free Action.
Level 5
May use Dexterity in place of Strength in melee Damage Tests.
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Level 1
+1 Maximum Implant Bulk.
Level 2
Advantage on tests to adapt to implants.
Dermal Implants grant Fireproof(+1), Chemproof(+1), Coldproof(1+) or Shockproof(+1)
Level 3
+3 Hit Points for every Dermal Implant the character has.
Level 4
Character can have a second Dermal Implant.
Level 5
The character gains a +1 Modifier on Fortitude and Vitality tests for each Dermal Implant they have.
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Level 1
You gain Advantage on tests to pilot non-spaceship vehicles.
Level 2
You are proficient at Engineering or Larceny.
You have advantage on tests to repair non-spaceship vehicles.
Level 3
You can enter/mount or exit/dismount any non-spaceship vehicle as a free action.
Your Advantage on tests to pilot non-spaceship vehicles increases to Major Advantage.
You can use Piloting in place of Mechacrafting to repair non-spaceship vehicles you own.
Level 4
You are proficient at Combat Piloting
Whenever a non-spaceship vehicle you're piloting takes damage, you can use your reaction to make a Dexterity(Piloting) check and reduce the damage by a number equal to your successes.
Level 5
Whenever a non-spaceship vehicle you are piloting undergoes a crisis, you can delay the result until one round after you've stopped the vehicle. At that point, all the accrued crisis's trigger at once. Damage may still force the vehicle to stop, however.
Attacks carried out by driving your vehicle into a creature or mechanical unit gain Coup de Grace(+3).
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Level 1
Requires the Genetic Modifications trait.
You can only have one Gene-Modded training option.
You gain +1 Gene Mod point.
Level 2
You gain advantage on attack tests with weapons provided by your Gene Mods.
You gain +1 Hit Points for every two Gene-Mods point you spend, rounded down, this also applies retroactively.
Level 3
You gain +2 Gene Mod points
Level 4
You gain +1D damage on attacks provided by your Gene Mods.
You gain +1 natural Damage Resistance for every two Gene-Mod points you spend, rounded down, this also applies retroactively
Level 5
You gain +3 Gene Mod points.
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Level 1
Advantage on skill tests as part of a Combat Maneuver.
Level 2
You become proficient at Unarmed Maneuvers, Armed Maneuvers, Shield Maneuvers, Ranged Maneuvers, LarcenyorPet Maneuvers.
Level 3
The Stamina cost of Combat Maneuvers is reduced by 1, to a minimum of 1.
Level 4
The AP cost of Combat Maneuvers is reduced by 1, to a minimum of 1 if wielding a weapon without the Unwieldy quality or a minimum of 2 if wielding a weapon with the Unwieldy quality.
Level 5
You may use an additional Combat Maneuver every round.
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Level 1
+1 Maximum Implant Bulk.
Level 2
Advantage on tests to adapt to implants.
+1 Modifer on Strike tests if equipped with at least one Prosthetic Implant.
Level 3
+1 Modifier on Grapple and Athletics tests if equipped with at least one Prosthetic Implant.
Level 4
The character can graft one extra arm prosthetic implant. This implant can only hold one handed weapons and gear
+1 Modifier on Aim tests if equipped with at lest one Prosthetic Implant.
Level 5
The character can graft an additional extra arm prosthetic implant. A character with two additional arm implants can hold bulky weapons and gear on them.
A character with an two additional arm implants gains an addditional reaction every round.
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Level 1
Advantage on Melee attacks with weapons that have the Bulky and/or Unwieldy qualities
Level 2
When Taking your time on a Melee attack, you can grant the attack one of the following qualities: Knockback(+2), Knockdown(+2), Stun(+2).
Level 3
When you make a melee attack with a weapon that has the Bulky and/or Unwieldy qualities, you can Take your Time and consume 2 stamina to grant it the Destroyer quality.
If a Melee Weapon already has the Destroyer quality, you may use it without taking your time by consuming 2 Stamina.
Level 4
Melee attacks with weapons that have the Bulky and/or Unwieldy qualities gain +1D damage.
Level 5
May Take your time on Melee attacks with weapons that have the Bulky and/or Unwieldy qualities to attack all targets within range at the cost of 1 Stamina per target.
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Level 1
Your walking speed increases by 5 feet
Level 2
Reduces your Encumbrance Disadvantage to athletics tests by 1.
Increases your Sneak walk and Disengage speed by 5 feet.
Level 3
May use other actions in the middle of any movement action, then resume your movement.
Level 4
You no longer have disadvantage from Encumbrance on Athletics tests.
Increases your Running Speed by 10 feet.
Increases your Sneak Running speed by 5 feet.
Level 5
You are immune to the Slowed condition.
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Level 1
+1 extra Natural Damage Resistance
Level 2
+2 extra Natural Damage Resistance
Advantage on Vitality tests to resist Injuries.
Level 3
When injured, the character may re-roll the injury received but must keep the second result.
Advantage on tests to resist pain or similar effects.
Level 4
Can take one extra wound before death.
Advantage on Vitality tests to resist Wounds.
Level 5
When wounded, the character may reroll the wound received but must keep the second result.
When afflicted by a physical Permanent Condition, the character may re-roll the condition but must keep the second result.
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Level 1
Advantage on Pick pockets, Open Locks and use sleight of hand.
Level 2
You are Proficient at Larceny.
You gain Advantage on tests to hide and move silently.
Level 3
May use your Sneak Rank in place of your Athletics Rank to determine running speed.
You gain Advantage on tests to Forge Documents and Items.
Level 4
You are proficient at Tinkering.
You can re-roll failed tests to pick locks or disarm alarms when taking your time.
You advantage on Skill tests done as part of a Larceny Combat Maneuver.
Level 5
You can re-roll tests to hide or move silently but must take the second result.
You can Hide as a reaction.
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Level 1
You gain advantage on attacks with weapons that have the Thrown quality.
Level 2
You can throw small objects and weapons that have the Thrown quality an additional 5 feet away for each skill rank you have in Aim and Athletics.
Level 3
When throwing an Explosive you get a free Disengage action as part of the same action.
When taking your time on an attack with a weapon that has the Thrown quality, you get a free Disengage action as part of the same action.
Level 4
By taking your time on the attack, you can grant any object you throw the Stun(+2) quality.
If the object is an explosive, only targets in the center of the blast radius are susceptible to this increased Stun.
Level 5
Throwing a weapon or object blindly, around corners or out of range does not incur disadvantages.
Throwing an explosive does not trigger an attack of opportunity.
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Level 1
You can draw two equipped melee weapons with a single action (or free action if both weapons have the Side-arm quality).
Level 2
While wielding two melee weapons without the Heavy quality, you can use your free action to make an additional attack
Level 3
While wielding two melee weapons without the Heavy quality, you can use One-two attacks as attacks of opportunity, but each attack must use a different weapon.
While wielding two melee weapons, you gain an +2 Armor Value on your front Arc that does not degrade.
Level 4
While wielding two melee weapons that do not have the Heavy quality, you can use an additional Combat Maneuver each round, but if you use more than one maneuver, at least one must use a different weapon.
Level 5
While wielding two melee weapons that do not have the Heavy quality you can take your time to attack all targets within the range of your shorter ranged weapon at a cost of 1 stamina per target.
You must divide the targets as evenly as possible between both weapons.
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Level 1
You have Advantage on tests against exhaustion & fatigue.
Level 2
Your Rest actions in combat always recover the maximum possible amount of Stamina (5).
Level 3
You can spend your Free Action on your turn to recover 1 Stamina.
Whenever you are subjected to an effect or ability that lets you regain Stamina, you recover 1 additional Stamina.
Level 4
You do not lose any stored Stamina if you receive the Winded injury
You can reduce your exhaustion by 2 points as opposed to 1 over an hour long rest.
Level 5
You may take your time on a Rest action to recover 10 stamina.
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Level 1
Advantage on tests to avoid being knocked off a mount.
Level 2
You are proficient at Animal Handling
You and your animal companion gain Advantage on attack tests while you are riding it.
Level 3
You and your animal companion gain Advantage on Fortitude, Willpower and Evasion tests while you are riding it.
Level 4
You are proficient at Pet Maneuvers
You can mount or dismount as a Free Action.
Level 5
When your animal companion takes Hit Point damage, you can take half of the damage in its place.
You and your animal companion gain +1D damage on attacks while you are riding it.
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Level 1
Enemies in range of your Melee Weapons to you have Disadvantage on ranged attacks.
Level 2
You can use your reaction to make a melee attack against any enemy in range that attacks a target other than you.
Level 3
When performing an attack of opportunity, you can attempt an opposed Dexterity(Grapple) or Strength(Grapple) test against the target's Dexterity(Evasion) or Strength(Athletics) instead of an attack. If you win the opposed test, the target is immobilized until the end of their turn.
When you are targeted by a melee attack, you can use your reaction to change the direction you’re facing.
Level 4
When you successfully hit an enemy with a reaction attack or attack of opportunity, they have major disadvantage on their next attack that turn.
When an enemy leaves your threat range, you can use your reaction to move half your walking speed.
Level 5
Enemies who are Disengaging still trigger your attacks of opportunity.