Physiology = Resillient Metabolism |
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Add automatic success to Resilience checks |
*Animal Bond |
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Pathfinder |
Develop long term bond with animal silhoutte 1 or smaller |
*Animal Empathy |
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Pathfinder |
When making checks to handle animals add force dice to check for success or advantage |
*Ataru Technique |
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Ataru Striker |
Use Agility for lightsaber skill |
Deadly Accuracy - Ranged heavy |
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Sharpshooter |
Add ranks in skill to weapon damage |
Deadly Accuracy - Lightsaber |
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Sharpshooter |
Add ranks in skill to weapon damage |
Dedication |
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Hunter/Sharpshooter/Pathfinder/Presence |
Agility x 2, Cunning x 1, Brawn x 1, Presence x1 |
Expert Tracker |
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Hunter |
Remove setback from checks to track/find tracks. Decrease time to track by half |
Force Rating |
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Hunter/Pathfinder/Hermit/Executioner |
Gain Force Rating x5 |
Hunter |
|
Hunter |
Add boost per rank with interacting with animals. +10 crit on animals per rank. |
*Intuitive Shot |
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Hunter |
When making ranged heavy/light combat check add force dice to roll. |
Jump Up |
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Ataru |
Once per round, stand from prone as incidental |
Keen eyed |
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Pathfinder |
Removed setbacl from perception/vigilance. Decrease search time by half |
Lethal blows |
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Sharpshooter |
+10 to crit per rank (two ranks) |
Natural Hunter |
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Hunter |
Once per session reroll vigilance or perception |
Natural Marksman |
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Sharpshooter |
Once per session reroll range light/heavy |
Outdoorsman |
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Pathfinder |
Remove setback from travel through terrain. Overland travel cut by half. |
Parry x3 |
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Ataru Striker |
When hit with melee take two strain and reduce damage by 2 plus ranks in Parry (5) |
Quick Draw |
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Ataru Striker |
Once per round may draw/holster weapon as incidental. |
Quick Fix |
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Sharpshooter |
Once per session use agility for a skill check. |
Quick Strike |
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Ataru, Executioner |
Add boost per rank of quick strike (3) to targets who have not acted in combat. |
Rapid Recovery |
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Hunter |
After encounter heal 1 additional strain per rank (2) |
*Reflect x2 |
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Ataru |
When hit with ranged take two strain and reduce damage by 2 plus ranks in Reflect (4) |
Sixth Sense |
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Hunter |
Gain +1 ranged defense |
Sniper Shot x2 |
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Sharpshooter |
Once per round before making a ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximum range of his ranged weapon up to one range band per rank For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range) |
Swift |
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Pathfinder |
The character does not suffer the penalties for moving through difficult terrain (he moves through it at normal speed, without spending additional maneuvers). |
Toughened x5 |
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Sharpshooter, Hunter, Executioner |
The character increases his wound threshold by two per rank of Toughened. (1) |
True Aim |
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Sharpshooter |
Once per round. before the character makes a ranged attack, he may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and may also upgrade his attack roll once per rank of True Aim. (2) |
*Uncanny Reactions |
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Hunter |
The character adds boosts per rank of Uncanny Reactions to his Vigilance checks. |
*Uncanny Senses |
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Hunter |
The character adds boosts per rank of Uncanny Senses to Perception checks. |
Grit x 6 |
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Pathfinder, Sharpshooter, Hermit |
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Crippling Blow |
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Sharpshooter |
Increase Difficulty of next combat check by one. If check deals damage, target suffers one strain each time it moves for remainder of encounter. |
Saber swarm |
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Ataru Striker |
Force talent. The character may take the Saber Swarm maneuver, suffering 1 strain. His next Lightsaber (Agility) combat check this turn gains the Linked item quality, with ranks equal to Force rating. |
Hawk Bat Swoop |
1 |
Ataru Striker |
Force talent. The character may take a Hawk Bat Swoop action, performing a Lightsaber (Agility) melee combat check against one target within short range and adding C no greater than Force rating to the pool. The character may spend π before resolving the success or failure of the check to engage the target immediately as an incidental, and may spend π to add a to the check. If the character cannot move to engage the target, the attack automatically misses. |
Mental Bond |
1 |
Pathfinder |
Can perform the mental bond action. Commit {} Can communicate with bonded animal at long range and see through its senses. |
Saber Throw |
1 |
Ataru Striker |
Force talent. The character may take the Saber Throw action, making a Lightsaber combat check as a ranged attack at one target within medium range, adding C no greater than his Force rating to the check. The character must spend π and succeed on the check to hit his target; he may spend π to have his weapon return to his hand after resolving the attack. |
Targeted Blow |
1 |
Sharpshooter |
On a successful ranged attack during combat with a nonstarship/vehicle weapon. the character may spend one Destiny Point to add damage equal to his Agility to the attack. |
Soothing Tone |
1 |
Hermit |
Once per encounter when riding a beast the character may perform a Soothing Tone action, attemptint an Average (dd) Knowledge (Xenology) check If successful the beast the character is riding recovers strain equal to s on the check (or heals that number of wounds if it does not have a strain threshold). |
Conditioned |
3 |
Hermit, Ataru Striker |
Removed Setback per rank of conditioned from athletics and coordination checks. Reduce falling damage and strain suffered from falling by 1 per rank of conditioned. |
Improved Animal Bond |
1 |
Hermit |
When using a maneuver to direct a bonded animal may suffer 1 strain to add one boost to that animal's next check. |
Natural Outdoorsman |
1 |
Hermit |
Once per Session may reroll any 1 Resilience or Survival. |
Dodge |
2 |
Ataru Striker |
When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge. |
Improved Parry |
1 |
Ataru Striker |
When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check that generates y or ttt and the character uses the Parry incidental to reduce the damage from that hit, after the attack is resolved, the character automatically hits the attacker once with a wielded Brawl, Melee, or Lightsaber weapon. This hit deals the weaponβs base damage plus any damage from applicable talents. This ability may not be used if the original attack disables the character. |
Balance |
1 |
Ataru Striker |
When the character heals Strain at the end of the encounter, they may add Force Dice to the role equal to force rating. They recover strain equal to white pips. |
Enduring |
1 |
Hermit |
+1 Soak |
Quick Movement |
1 |
Pathfinder |
Force talent. Before making a nonβForce power check during structured gameplay, the character may suffer 2 strain to add C no greater than Force rating to the check. The character may spend ππ generated during the check to perform one free Move maneuver after the check is finished. This Move maneuver may be in addition to any other maneuvers performed this turn and can allow the character to perform three maneuvers in a turn. |
Hunter's Quarry |
1 |
Executioner |
The character may take the Hunter's Quarry action against an opponent within long range making a Hard (ddd) Survival Check, if the check succeeds, upgrade the ability of all attacks made against the target by one until the end of the characters turn. |
Hunter's Quarry Improved |
1 |
Executioner |
The Character can choose to suffer 2 strain to perform the Hunter's Quarry action as a maneuver instead. |
Precise Aim |
1 |
Executioner |
Once per round on the character's turn. the character may perform a Precise Aim maneuver before attempting a combat-related skill check to reduce a target's defense by one. |
Marked for Death |
1 |
Executioner |
Force Talent. The character may take the Marked for Death Maneuver, selecting one target and commiting C. The character adds automatic aa to combat checks against that target while C remains committed but cannot use the Marked for Death talent again until the character uncommits C. the original target is incapacitated or the session ends a gained in this way cannot be used to recover strain |
Unexpected Demise - Base |
1 |
Ataru |
Once per game session as ana ction, the character may spend two Destiny Points and make a :eD: :eD: :eD: Perception Check. If succesful, for the next two rounds the character may spend one maneuver to add one automatic :e!: to his next combat check in that turn. In addition, for the next two rounds when the character inflicts a Critical Injury on a Rival NPC, the target is immediately incapacitated in the same way as a Minion NPC. |
Unexpected Demise - Duration |
1 |
Ataru |
Unexpected Demise lasts for one additional round. |
Unexpected Demise - Destiny |
1 |
Ataru |
Unexpected Demise costs one Destiny Point instead of two. |