When a character involuntarily suffers Strain, he suffers 1 less Strain per rank of Resolve, to a minimum of 1.
Once per encounter, may use a Second Wind incidental to heal Strain equal to reains in Second Wind.
Gain +1 Strain Threshold
When healing Strain after an encounter, heal 1 additional Strain per rank of Rapid Recovery.
Increase the Blast damage dealt by explosives, explosive weapons, and grenades by +1 per rank of Powerful Blast.
Gain +2 Wound Threshold
May spend a 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.
When staggered or disoriented, take the Hard Headed action to make a :eD: :eD: :eD: :eD: Discipline check to remove the status. Difficulty reduced by 1 per rank.
When using Time to Go, allow one Engaged ally to perform an out of turn Move maneuver as an incidental to move into cover or out of the blast range of a weapon or explosion.
When using a weapon with the Blast quality, spend :e^: to exclude 1 target that would be affected by the explosion, up to ranks in Selective Detonation.
Gain +1 to a single Characteristic. This cannot bring a characteristic above 6.
Decrease the :e^: cost to activate Blast quality on any weapon used by 1 to a minimum of 1.
When incapacitated due to Strain exceeding Threshold, take a :eD: :eD: :eD: :eD: :eD: Discipline check to reduce Strain to 1 below Threshold. Difficulty reduced by 1 per rank of Hard Headed.
Career skills: Athletics, Computers, Mechanics, Perception, Piloting (Space), Vigilance, Knowledge (Education), Ranged (Light)
Spec skills: Coordination, Mechanics, Skulduggery, Stealth