Grit III |
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Gain +1 Strain Threshold |
Toughened IV |
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Gain +2 Wound Threshold |
Gearhead II |
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Remove Setback per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments. |
Inventor II |
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When constructing new items or modifying attachments, add Boost or remove Setback per rank of Inventor |
Armor Master |
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When wearing armor, increase total soak value by 1 |
Improved Armor Master |
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When wearing armor with a soak value of 2 or higher, increase defense by 1. |
Tinkerer |
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May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once. |
Comprehend Technology |
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Take Comprehend Technology action; make an Average Knowledge (Education) check to use Force rating as ranks in skills to use the single item. |
Saber Throw |
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Perform Saber Throw action; make Lightsaber check as ranged attack at target within medium range, adding Force dice no greater than Force Rating .Must spend 1 pip and succeed to hit target; spend 1 pip to have weapon return to hand. |
Imbue Item |
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The character may take the Imbue Item maneuver, taking 1 strain and committing 1 Force die. He then grants 1 weapon or item within short range a temporary enhancement chosen from the following options: increase weapon's damage by 1, decrease the Advantage cost for its Critical Hit or for any other effect by 1, to a minimum of 1, or increase a a piece of armor's ranged or melee defense by 1. Alternatively, the character can decrease an item's encumbrance by 2, to a minimum of 1. The character suffers 1 strain at the beginning of each of his turns in which he keeps this die committed. |
Force Rating II |
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Gain +1 Force Rating. |
Reinforce item |
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The character may take the Reinforce Item maneuver, committing 2 Force Dice. He then grants 1 weapon or piece of armor he is engaged with the Cortosis quality while 2 Force dice remain committed. the character suffers 3 strain at the beginning of each of his turns in which he keeps these dice committed. |
Mental Tools |
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Always count as having the right tools for the job when performing Mechanics checks. |
Falling Avalanche |
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Suffer 2 strain to add damage equal to Brawn to next combat check made that turn |
Supreme Armor Master |
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Once per round, may take 3 strain to take the Armor Master incidental: reduce the next Critical Injury suffered by 10 per point of soak, to a minimum of 1. |
Dedication II |
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Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |
Precision Strike |
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When this character inflicts a Critical Injury with a Brawl, Melee, or Lightsaber weapon, may suffer 1 strain to change the result to any Easy (P) Critical Injury result. |
Sense Advantage |
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Once per session, may add 2 Setback to 1 NPC's skill check. |
Grapple |
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Once per round, may perform the Grapple maneuver. Until the beginning of character's next turn, foes must spend 2 maneuvers instead of 1 to move from engaged to short range. |
Confidence II |
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May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. |