Quick Draw |
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RotS 27 for all below |
Once per round, draw or holster a weapon or accessible item as an incidental. |
Well Rounded |
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Choose any 2 skills (Leadership, Negotiation). They permanently become career skills. |
Sense Danger |
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Once per game session, remove [S][S] from any check. |
Force Rating (2) |
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duh [Total FR: 4] |
Adaptable |
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When resolving a check that uses a skill in which they have no ranks, the character may spend one Destiny Point to remove [DE] or [TH] equal to their ranks in cool. |
Dedication |
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+1 Brawn |
Force Rating +1 (Path to Power) |
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Reflect (4) |
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When hit by a ranged attack, suffer 3 strain to reduce damage by 6. |
Parry 4 |
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When hit by a melee attack, suffer 3 strain to reduce damage by 6. |
Street Smarts |
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Remove [K] per rank of Street Smarts from Streetwise or Knowledge (Underworld) |
Shien Technique |
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When making a Lightsaber check, may use Cunning instead of Brawn. |
Reflect (Improved) |
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When reflecting a hit that generated [De] or 3 [Th], may hit one target in medium range with the same damage as the initial hit. |
Reflect (Supreme) |
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If the user did not make a combat check during the previous turn, may suffer 1 strain to use reflect. |
Something to Prove |
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Once Per Session, suffer 4 strain to reroll a failed check. If the check succeeds, recover 4 strain. |
Djem So Deflection |
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After using Reflect, may spend 1 Destiny Point to perform Move maneuver as out-of-turn incidental to close distance to with or engage opponent. This may be performed once per round. |
Falling Avalanche |
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Suffer 2 Strain to add damage equal to Brawn to next Lightsaber combat check made that turn. |
Resist Disarm |
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Suffer 2 Strain to avoid being disarmed or having weapon damaged or destroyed. |
Defensive Stance |
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Once per round, may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number until the start of the character's next turn. Strain suffered this way cannot exceed ranks in Defensive Stance. |
Dedication |
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+1 Presence |
Makashi Technique |
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May use Presence instead of Brawn when making Lightsaber skill checks. |
Duelist's Training |
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Add [B] to Melee and Lightsaber checks when fighting a single opponent. |
Feint |
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Spend [TR] or [AD][AD][AD] on a missed melee attack to upgrade difficulty of opponent's next attack targeting character by ranks in Feint. |
Defensive Training 1 |
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All Lightsaber, Brawl, and Melee weapons gain Defensive = Ranks. This replaces any natural defensive rating the weapon has. |
Makashi Flourish |
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Once per encounter, make an Average Lightsaber (Presence) check 1 engaged opponent suffers 1 strain per success, and you heal and equal amount of stain. May spend 2 Advantage or Triumph the opponent until the end of the target's next turn. |
Sincerest Flattery |
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Once per encounter, when the character makes a check using a skill that another character has previously used during the encounter, they add 2 Boost. |
Temple Training |
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Before making a Lightsaber skill check, the character may spend one Destiny Point to add damage to the attack equal to their ranks in Knowledge (Lore). |
Durable (Reinforced Gauntlets) |
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Reduce any critical injury suffered by 10 per rank. |
Command |
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Add [BO] per rank of Command when making Leadership checks. Affected targets add [BO] to Discipline checks for the next 24 hours. |
Stand Firm! |
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As an action, make a Hard Leadership check. Choose one ally per Success who increase their wound threshold by the character's presence until the end of the encounter. |
Enhanced Leader |
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Add [FO] no greater than Force Rating to Leadership checks. Spend pips to gain success or advantage equal to pips spent. |
Natural Champion |
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Once per session, reroll any Leadership or Lightsaber check. |