| Name |
Rank |
Activation |
Acquisition |
Description |
| Bad Motivator |
NA |
Action |
Mechanic |
Once per session, make a Hard () Mechanics check to cause one targeted device to spontaneously fail. |
| Basic Combat Training |
NA |
Passive |
Recruit |
Brawl and Ranged (Light) become career skills. |
| Dedication |
1 |
Passive |
Marauder, Mechanic, Recruit |
Brawn +2, Intellect +1. |
| Defensive Stance |
3 |
Maneuver |
Marauder, Outlaw Tech, Repulsor Fist |
Once per round, may perform a Defensive Stance maneuver and suffer a number of strain to upgrade of all incoming melee attacks by an equal number for the next round. Strain suffered this way cannot exceed talent ranks. |
| Feral Strength |
1 |
Passive |
Marauder |
Add 1 damage per rank to one hit of successful attacks made using Brawl or Melee skills. |
| Fine Tuning |
2 |
Passive |
Mechanic x2 |
When reducing the amount of system strain a starship or vehicle suffers, reduce 1 additional strain per rank. |
| Frenzied Attack |
1 |
Incidental |
Marauder |
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. |
| Gearhead |
2 |
Passive |
Mechanic x2 |
Remove per rank from Mechanics checks. Halve the credit cost to add mods to attachments. |
| Grit |
2 |
Passive |
Mechanic, Outlaw Tech |
Gain +1 strain threshold. |
| Heroic Fortitude |
NA |
Incidental |
Marauder |
May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter. |
| Jury Rigged |
1 |
Passive |
Outlaw Tech |
Choose 1 weapon, armor, or other item and give it a permanent improvement while it remains in use. |
| Lethal Blows |
2 |
Passive |
Marauder x2 |
Add +10 per rank to any Critical Injury results inflicted on opponents. |
| Natural Brawler |
NA |
Incidental |
Marauder |
Once per session, may reroll any 1 Brawl or Melee check. |
| Outdoorsman |
1 |
Passive |
Recruit |
Remove per rank from checks to move through terrain or manage environmental effects. Decrease overland travel times by half. |
| Quick Draw |
NA |
Incidental |
Recruit |
Once per round, draw or holster a weapon or accessible item as an incidental. |
| Reduntant Systems |
2 |
Action |
Mechanic |
Once per session, make an Easy () Mechanics check to harvest components from a functioning device to repair a broken one without breaking the first device. |
| Regeneration |
NA |
NA |
Trandoshan |
Recover 1 additional wound from natural healing. Can also regrow lost limbs, usually taking a month before the limb is functional again. |
| Second Wind |
1 |
Incidental |
Recruit |
Once per encounter, heal strain equal to ranks. |
| Tactical Combat Training |
2 |
Passive |
Recruit |
Melee and Ranged (Heavy) become career skills. |
| Tinkerer |
2 |
Passive |
Outlaw Tech x2 |
May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once. |
| Toughened |
7 |
Passive |
Outlaw Tech, Marauder x3, Mechanic, Recruit x2 |
Gain +2 wound threshold. |
| Utinni! |
1 |
Passive |
Outlaw Tech |
Remove per rank from checks to find or scavenge items or gear. Such checks take half the time. |
| Well Travelled |
NA |
Passive |
Recruit |
Knowledge (Core Worlds) and (Outer Rim) become career skills. |