Clever Solution |
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Once per game session, the character can choose to make one skill check using Cunning, rather than the characteristic linked to that skill. When he does this, he must explain how, in this particular instance, his cunning is helping him overcome this challenge. |
Dedication x4 |
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Ranks: 3 |
Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. |
Defensive Stance x2 |
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Ranks: 2 |
Once per round on the character's turn, the character may perform a Defensive Stance maneuver to defend 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. |
Dodge x3 |
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Ranks: 2 |
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. |
Enduring x2 |
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Ranks: 2 |
The character gains + 1 soak value per rank of Enduring |
Feral Strength x3 |
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Ranks: 3 |
The character adds 1 damage per rank of Feral Strength to one hit of his successful Brawl and Melee attacks. |
Frenzied Attack x3 |
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Ranks: 3 |
When making a Melee or Brawl combat check, the character may suffer a number of strain, then upgrade the ability of his combat check by that number. This number cannot exceed his ranks in Frenzied Attack. |
Grapple |
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Once per round. the character may perform the Grapple maneuver. Until the beginning of the character's next turn. enemies must spend two maneuvers instead of one maneuver to move from engaged range to short range of him. |
Grit x3 |
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Ranks: 3 |
Each rank of Grit increases a character's strain threshold by one. |
Heroic Fortitude |
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The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Brawn- or Agility-related checks until the end of the encounter. He still suffers from the injury itself. |
Iron Body x2 |
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Ranks: 2 |
The character removes Setback per rank of Iron Body from their Coordination and Resilience checks. The critical rating of the character's unarmed attacks is reduced by one per rank of Iron Body, to a minimum of 1. |
Jump Up |
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Once per round on the character's turn, the character may stand up from prone or a seated position as an Incidental. |
Knockdown |
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After hitting with a melee attack, the character may knock the target prone by spending a Triumph. If the target is larger than the acting character, it requires one additional Triumph for each silhouette larger. |
Lethal Blows x4 |
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Ranks: 4 |
The character adds + 1 0 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. |
Martial Grace |
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Once per round, the character may suffer 2 strain to add additional damage equal to ranks in Coordination to one hit of a successful Brawl combat check. |
Master of Shadows |
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Once per round, the character may voluntarily suffer two strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy (D). |
Natural Brawler |
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Once per game session, the character may reroll any one Brawl or Melee check. |
Natural Rogue |
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Once per game session, the character may reroll any one Skulduggery or Stealth check. |
Precision Strike |
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When the character inflicts a Critical Injury with a Brawl, Melee, or Lightsaber weapon, she may suffer 1 strain to change the result to any Easy (D) Critical Injury result Additionally, whenever the character defeats a minion or rival NPC, she may always choose to do so by nonlethal means, even if the environment or exceptional circumstances would normally make that very difficult or impossible. |
Precision Strike (Improved) |
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Once per round, when the character inflicts a Critical Injury with a Brawl, Melee, or Lightsaber weapon, she may suffer 2 strain to change the result to any Average (DD) Critical Injury result. |
Reserved |
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Soft Spot |
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After making a successful attack with a non-starship/ vehicle weapon, the character may spend one Destiny Point to add damage equal to his Cunning to one hit of the successful attack. |
Stunning Blow |
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When making Melee checks, the character may choose to deal damage as strain instead of wounds. This does not ignore soak. |
Stunning Blow (Improved) |
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When dealing strain damage with Melee or Brawl checks, the character may spend a Triumph result to stagger his target for one round per Triumph spent. |
Toughened x7 |
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Ranks: 7 |
The character increases his wound threshold by two per rank of Toughened. |
Well-Rounded |
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The character chooses any two skills. They permanently become career skills. (Ranged-Light and Vigilance) |
Parry |
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Ranks: 2 |
When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated the character may take a Parry incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon. |
Parry (Improved) |
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The character may perform the Parry incidental while unarmed. When the character performs the Parry incidental while unarmed, reduce the strain she suffers from the Parry incidental by 1, to a minimum of 1. |
Creative Killer |
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The character reduces the critical rating of all improvised weapons he is wielding by 2 (to a minimum of 1). |
Stalker |
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Ranks: 2 |
The character adds Boost per rank of Stalker to his Coordination and Stealth checks. |
Quick Strike |
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Ranks: 1 |
The character adds Boost per rank of Quick Strike to his combat checks made against any target that has not yet acted in the encounter. |
Quick Draw |
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Once per round on the character's turn, he may draw or holster an easily accessible weapon or item as an incidental, instead of 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. |
Codebreaker |
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Ranks: 1 |
The character removes (Setback) from any attempt to break codes or decrypt communications equal to his ranks in Codebreaker. In addition, the character decreases the difficulty of Computers or Intellect checks made to break codes or decrypt communications by one. This does not increase with additional ranks of Codebreaker. |
Convincing Demeanor |
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Ranks: 1 |
Remove (Setback) per rank of Convincing Demeanor from any Deception or Skulduggery check. |
Sniper Shot |
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Once per round before making a non-thrown 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). |