Rages When Wounded |
|
E-CRB:52 |
When a Wookiee has suffered any wounds, he deals +1 damage to Brawl and Melee attacks. When a Wookiee is Critically Injured, he instead deals +2 damage to Brawl and Melee attacks. |
Second Wind |
2 |
E-CRB:142 |
Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind. |
Point Blank |
1 |
E-CRB:141 |
Add 1 damage per rank of Point Blank to damage of one hit of successful attack while using Ranged (Heavy) or Ranged (Light) skills at short range or engaged. |
Strong Arm |
|
E-CRB:144 |
Treat thrown weapons as if they had 1 greater range. |
Natural Marksman |
|
E-CRB:139 |
Once per session, may reroll any one Ranged (Light) or Ranged (Heavy) check. |
Lethal Blows |
3 |
E-CRB:138 |
Adds +30 to any Critical Injury rolls inflicted on opponents. |
True Aim |
2 |
E-CRB:145 |
Once per round, may perform a True Aim manoeuvre to gain benefits of aiming and upgrade combat check once per rank of True Aim. |
Last One Standing: Base Ability |
|
Dangerous Covenants: 35 |
Once per game session during a combat encounter, the character may spend 2 Destiny Points to make a Hard Resilience check. If he succeeds, he skips his next turn and eliminates all enemy minions in the encounter. (The minions are all eliminated immediately, so will not get to participate further in the combat, but for the sake of the narrative, the PC can spend the next round of combat incapacitating them). The narrative means by which he accomplishes this is up to the player character, but should be suitably exciting, and must also be approved by the GM. |
Confidence |
|
E-CRB:133 |
May decrease the difficulty of any Discipline check to avoid the effects of fear by one level per rank of Confidence. If he decreases the difficulty to zero, he does not have to make a Discipline check. |
Command |
1 |
E-CRB:133 |
Gain boost when making Leadership checks (or other checks to inspire, lead, or rally an audience) per rank of Command. Inspired targets also add boost per rank to any subsequent Discipline checks they make over the next twenty-four hours. This does not increase with additional ranks of Command. |
Frenzied Attack |
1 |
E-CRB:135 |
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. The number cannot exceed his ranks in Frenzied Attack. |
Last One Standing: Add Boost |
|
Dangerous Covenants: 35 |
Add Boost to skill check to activate Last One Standing. |
Side Step |
1 |
E-CRB:142 |
Once per round on the character's turn, the character may perform a Side Step maneuver to side step and try to avoid incoming ranged attacks. He then suffers a number of strain no greater than his ranks in Side Step. Until the start of the character's next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the character. |