Dedication |
3 |
|
+2 Willpower, +1 Cunning |
Toughened |
4 |
|
+8 Wounds |
Grit |
4 |
|
+4 Strain |
Intimidating |
2 |
|
May suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number |
Fearsome |
3 |
|
When an enemy becomes engaged with the character, they may force the enemy to make a fear check, with the difficulty equal to ranks in Fearsome. |
Plausible Deniability |
|
|
Remove ■ per rank of Plausible Deniability from all Coercion and Deception checks. |
Prey on the Weak |
2 |
|
Add +1 damage to one hit of successful combat checks against disoriented targets per rank of Prey on the Weak |
Sense Advantage |
|
|
Once per session, may add ■■ to 1 NPC’s skill check. |
Crippling Blow |
|
|
Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter |
Terrify |
|
|
As an action, make a (◆◆◆) Coercion check, adding o/● no greater than Force rating. Disorient 1 target within medium range per *. Spending (V)(V) extends duration and o/● immobilizes affected target |
Improved Terrify |
|
|
Reduce the difficulty of Terrify’s check to (◆◆) and may spend (X) to stagger an affected target. |
Heroic Fortitude |
|
|
May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter |
Against All Odds |
|
|
When incapacitated, perform an Against all Odds action; make (◆◆◆) Resilience check with o/● equal to Force rating. Heal wounds equal to *, spend o/● to add *. |
Parry |
4 |
|
When hit by a melee attack while wielding a melee weapon or lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Parry. |
Improved Parry |
|
|
When parrying a hit that generated (Y) or ###, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage), after original attack resolves. |
Second Wind |
2 |
|
Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind. |
Quick Draw |
|
|
Once per round, draw or holster a weapon or item as an incidental. |
Conditioned |
3 |
|
Remove ■ per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling 1 per rank of Conditioned. |
Multiple Opponents |
|
|
Add □ to Lightsaber, Brawl, and Melee checks when engaged with multiple opponents. |
Durable |
2 |
|
May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1. |
Defensive Training |
1 |
|
When wielding a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training. |
Sum Djem |
|
|
May spend (X) or (V)(V) with a successful Lightsaber attack to disarm opponent. |
Natural Blademaster |
|
|
Once per session, may re-roll any 1 Lightsaber or Melee check. |
Center of Being |
|
|
Take a Center of Being maneuver. Until the start of next turn, attacks against the character increase their crit rating by 1 per rank of Center of Being. |
Sarlacc Sweep |
|
|
Increase difficulty of Lightsaber check by 1 to perform Sarlacc Sweep action. May spend (V)(V) to hit additional engaged targets. |
Power of Two |
|
Special |
+1 Force Rating |
Side Step |
2 |
|
Once per round, as a maneuver suffer a number of strain up to ranks in Side Step to upgrade difficulty of all incoming ranged attacks by an equal number for the next round. |
Improved Side Step |
|
|
When the Character performs a Side Step maneuver, until the start of their next turn they may spend 3 Threat or Despair from an attacker's check to inflict one hit with a ranged weapon they are wielding |
Jump Up |
|
|
Once per round, may stand from seated or prone as an incidental |
Armor Master |
1 |
|
When wearing armor, increase total soak value by 1. |
Improved Armor Master |
|
|
When wearing armor with a soak value of 2 or higher, increase defense by 1. |
To The Death |
|
|
Once per session, suffer strain up to willpower and add +10 per strain suffered to critical rolls the character inflicts or suffers until the end of the encounter |
Hit and Run |
|
|
After the character completes an attack targeting an opponent they are engaged with, they may immediately move to short range using a jetpack. |