Dedication |
4 |
|
+1 Willpower, +2 Cunning, +1 Intellect |
Toughened |
5 |
|
+10 wounds |
Grit |
4 |
|
+4 Strain |
Enduring |
1 |
|
+1 Soak |
Well Rounded |
2 |
Underworld, deception, vigilance, negotiation |
Choose any 2 skills. They permanently become career skills. |
Resolve |
5 |
|
When a character involuntarily suffers strain, he suffers 1 less strain per rank of Resolve, minimum 1. |
Researcher |
2 |
|
Remove ■ per rank in Researcher from all Knowledge checks. Researching a subject takes half the time. |
Durable |
1 |
|
May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1. |
Knowledge Specialization |
4 |
Lore, Education, Outer Rim, Underworld |
When acquired, choose 1 knowledge skill. May spend (*) when rolling that skill to gain * equal to ranks in Knowledge Specialization. |
Hard Headed |
2 |
|
When staggered or disoriented, perform the Hard Headed action to make a (◆◆◆) Discipline check to remove the status. Difficulty reduced by 1 per rank. |
Natural Scholar |
|
|
Once per session, may re-roll any 1 Knowledge skill check. |
Confidence |
4 |
|
May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. |
Mental Fortress |
|
|
Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect or Cunning checks until end of encounter. |
Stroke Of Genius |
|
|
Once per session, make one skill check using Intellect rather than the characteristic linked to that skill. |
Intense Focus |
|
|
Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once. |
Channel Agony |
2 |
|
After rolling a Force dice, may suffer wounds up to twice ranks in Channel Agony to add automatic ● for every two wounds suffered to the result. |
Mind Over Matter |
|
|
The character may spend one Destiny Point to recover strain equal to Willpower rating |
Transmogrify |
|
|
When making a Crafting check, may add a Force Dice no greater than Force rating. Spend o/● to add 1 success and spend 2 o/● to add 1 advantage to check. |
Power of Darkness |
|
|
Once per session, may perform the Power of Darkness maneuver. Increase wound threshold and strain threshold by 1 per Dark Side destiny point currently in the Destiny pool until the end of the encounter. |
Secret Lore |
2 |
|
Remove ■. per rank o f Secret Lore from all Knowledge (Lore) checks. Reduce the difficulty of all Knowledge (lore) checks by 1. |
Healing Trance |
3 |
|
Commit a Force dice. For every full encounter the Force dice remains committed. Heal 1 wound per Rank of healing trance. |
Improved Healing Trance |
|
|
When healing wounds due to Healing Trance, make a Resilience check to heal a Critical Injury. Difficulty of the check equals severity of the Critical Injury. |
Knowledge is Power |
|
|
Once per session, when making a check count Force rating as being equal to ranks in Knowledge (Lore) |
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. |
Reflect |
3 |
|
When hit by a ranged attack while wielding a lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Reflect. |
Soresu Technique |
|
|
When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn. |
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. |
Improved Reflect |
|
|
When reflecting a hit that generated (Y) or ###, may hit one attacker in medium range with the same damage as the initial hit, after original attack resolves. |
Supreme Parry |
|
|
If the user did not make a combat check during previous turn, may suffer 1 strain to use Parry. |
Defensive Stance |
2 |
|
Once per round, as a maneuver suffer a number of strain up to ranks in Defensive Stance to upgrade difficulty of all incoming melee attacks by an equal number for the next round. |
Force Rating |
2 |
|
+2 Force Rating |
Ancient Knowledge |
|
Special |
+2 Force Rating |