Lethal Blows |
1 |
EotE - p138 |
The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. |
Dodge |
1 |
EotE - p135 |
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. |
Quick Draw |
2 |
EotE - p141 |
Once per round on the character's turn, he may draw or holster an easily accessible weapon as in incidental, not a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver. |
Stalker |
2 |
EotE - p59 |
Add [BOOST] per rank of Stalker to all Stealth and Coordination checks. |
Fearsome Countenance |
1 |
F&D - p63 |
Zabrak add automatic 1 [ADVANTAGE] to all Coercion checks they make. |
Precise Aim |
1 |
EotE - p141 |
Once per round, may perform Precise Aim maneuver. Suffer a number of strain no greater than ranks in Precise Aim, then reduce target's melee and ranged defense by that number. |
Quick Strike |
1 |
EotE - p141 |
Add 1 [BOOST] per rank of Quick Strike to combat checks against targets that have not acted yet this encounter. |
Jump Up |
1 |
EotE - p138 |
Once per round on the character's turn, the character may stand up from a prone or seated position as an Incidental. |
Targeted Blow |
1 |
EotE - p144 |
On a successful attack during combat with a non-starship/vehicle weapon, the character may spend one Destiny Point to add damage equal to his Agility to one hit of the successful attack. |
Anatomy Lessons |
1 |
EotE - p132 |
After making a successful attack, may spend 1 Destiny Point to add damage equal to Intellect to one hit. |
Toughened |
1 |
EotE - p145 |
Gain +2 wound threshold. |
Defensive Stance |
1 |
EotE - p134 |
One per round on the character's turn, the character may perform a Defensive Stance maneuver to assume a defensive stance against incoming melee attacks. He then suffers a number of strain no greater than his ranks in Defensive Stance. Until the start of the character's next turn, upgrade the difficulty of all melee combat checks targeting the character a number of times equal to the strain suffered by the character in this way. |
Brace |
1 |
EotE - p132 |
As a maneuver, the character may Brace himself. This allows a character to remove [SETBACK] per rank of Brace from the next skill check based on changing conditions, inclement weather, unstable surfaces, zero gravity, heavy gravity, or other disruptive physical obstacles that would make a skill check more difficult. |
Jury Rigged |
1 |
EotE - p138 |
The character chooses one personal weapon or piece of armor per rank of Jury Rigged. He may increase the damage of the weapon by one; decrease the Advantage cost on its Critical, or any single other effect by one to a minimum of one; or increase armor's ranged or melee defense by one. Alternatively, he can decrease the encumbrance of the item by two to a minimum of one. The bonus only applies so long as the character is using the item. If the item is ever lost or destroyed, the character may apply Jury Rigged to a new personal weapon or piece or armor. |
Point Blank |
1 |
EotE - p141 |
The character adds one damage per rank of Point Blank to one hit of successful Ranged (Heavy) or Ranged (Light) attacks made while at short or engaged. |
Disorient |
1 |
EotE - p135 |
After hitting with a combat check, the character may spend 2x [ADVANTAGE] to disorient his foe [see page 218). Disoriented targets add [SETBACK] to all skill checks. The target is disoriented for a number of rounds equal to the attacker's ranks in Disorient. |