Start of Season 1 d10 Strength d8 Alertness Start of Season 2 d10 Strength d8 Alertness d4 Academic d6 Tracking d4 Diplomat d4 Diplomat d10 d6 Staff Weapon d10 d6 Staff Weapon, Zat None Ain t Got Time To Bleed, Threat Assessment Ain t Got Time To Bleed, Threat Assessment
Start of Season 3 d10 Strength Start of Season 4 d10 d6 Staff Weapon, Zat Ain t Got Time To Bleed, Threat Assessment Unstoppable d10 d6 Staff Weapon, Zat, Pilot, Ships Weapons Badass
Start of Season 5 d10 Willpower Start of Season 6 d10 Willpower d12 Kal No Reem Badass, Big Damn Hero d12 Kal No Reem, d6 Zat Badass, Big Damn Hero, Blind Fighting
Start of Season 7 Start of Season 8 d12 Kal No Reem, Intimidation Fire d8 Diplomat d6 Diplomacy d12 Intimidation, Firearms d8 SG Combat Pack, d6 Zat Fire
Start of Season 9 Start of Season 10 d12 Alertness d6 Stealth d10 Diplomat d6 Diplomacy, Leadership, Persuasion d12 Intimidation, Firearms d8 SG Combat Pack, d6 Zat Needs Tritonin Leader Fire, Take A Beating Tactician, The d6 Stealth d10 Diplomat d6 Diplomacy, Leadership, Persuasion d12 Intimidation, Firearms, Politics d10 SG Combat Pack Needs Tritonin Leader Fire, Take A Beating, Dual Wield Tactician
End of Season 10 d12 Alertness, Sensors d6 Stealth d12 Diplomat d6 Diplomacy, Leadership, Persuasion, Subterfuge d12 d8 Hand To Hand Fighting, Firearms Intimidation, Politics d10 SG Combat Pack Needs Tritonin For The Free Leader Fire, Take A Beating, Dual Wield Tactician, Imposing Ain t Got Time To Bleed Big Damn Hero You have a knack for showing up just in the nick of time to pull your friends bacon out of the fire. Role: Activation: An Ally of yours is in a Action Scene and has just Given Ground. You must Spend a Plot Point to activate this Talent. Effect: You can join the Scene. Add a d8 to your first Action Pool, if you arrive weapons drawn. Add a d6 to each following Action Pool for the Scene if you continue to press your advantage. You can not use this Talent if you are too busy elsewhere or have no way to reasonably get there in a short amount of time. Blind Fighting You ve trained to use all your senses in combat. Role: Activation: You are in a Melee Based Contested Action and you have a Complication representing Blindness or Low Visibility. You must Spend a Plot Point to activate this Talent. Effect: You may Add your Alertness to your Action Pool and Keep a 3 rd die. Also, you can Ignore the Complication for this Action of the Contested Action. Covering Fire You can provide others on your team with protection by pinning down enemy combatants by spraying bullets in their general direction. Role: Activation: An ally of yours is taking an Action to Create an Asset based on out maneuvering an opponent in physical combat. You are wielding a firearm or ranged energy weapon. Either of you must Spend a Plot Point to activate this Talent. Effect: They can Add your Die to their Action Pool and Keep a 3 rd die.
Dual Wield You can wield two 1-handed weapons at the same time better than most. Role: Activation: You are in a Fight Action and you are wielding two 1-handed weapons. You must Spend a Plot Point to activate this Talent. Effect: You may Add your Alertness Die to your Action Pool and Keep a 3 rd die. You detect ambushes better than most. Role: Tactician Activation: You are making a Notice Action to detect an ambush. Spend a Plot Point for added effect. Effect: Add an extra d8 to your Action Pool. If you Spend a Plot Point to create an Asset, Step Up the Asset (to a maximum of d12). I Can Read Tracks Like A Book You are an expert tracker. Role: Activation: You are making a Notice Action while examining tracks. Effect: The Asset created doesn t require Spending a Plot Point. Also, Step Up the Asset created by one die type. Imposing You can instill fear in other people, either do to your size or reputation Maybe both. Role: Activation: You are in an Impression Action with someone and you are trying to get them to fear you. Effect: You may Add a d10 to your Action Pool. However, if you do, you also must Add a d4. Take A Beating Taking a beating for you is just part of the job. Role: Activation: You re trying to Remove an injury based Complication on yourself. You must Spend a Plot Point to activate this Talent. Effect: Add your Vitality to your Action Pool and Keep a 3 rd die. On a failed roll, Step Back the Complication. Normally, a failed roll would Step Up the Complication by one die type. Unstoppable