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High Jump |
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Able to jump very high or far in normal gravity. Once per round as a maneuver, may suffer 3 strain to move 2 range bands either vertically or horizontally. |
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Grit |
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Gain +1 Strain Threshold |
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Martial Grace |
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Once per round, suffer 2 strain to add damage equal to ranks in Coordination to one hit of a successful Brawl Check. |
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Dodge |
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When targeted in combat, may use a Dodge incidental. Suffer Strain no greater thank ranks in Dodge to upgrade the difficulty of the attack by that number. |
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Force Rating |
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Gain +1 Force rating. |
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Iron Body (x2) |
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Remove setback per rank of Iron Body from Coordination and Resilience checks. Reduce the critical rating of unarmed attacks by 1 per rank of Iron Body (to a minimum of 1). |
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Acklay's Scything Attack |
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Brawl attacks gain Pierce equal to Force rating. |
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Swift |
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Do not suffer the usual penalties for moving through difficult terrain. |
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Toughened (x2) |
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Gain +2 Wound Threshold. |
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Far Strike |
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As an action, make a Brawl check as a ranged attack, adding force die up to Force rating. Increase the range of the attack by one band for each light/dark spent, to a maximum of Long range. |
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Unarmed Parry |
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May Parry while unarmed. Reduce Strain cost to Parry while unarmed by 1 (to a minimum of 1). |
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Parry |
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If wielding a Lightsaber or Melee weapon when hit by a melee attack, suffer 3 Strain to reduce damage by 2 plus ranks in Parry. |
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Precision Strike |
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When this character inflicts a Critical Injury with a Lightsaber, Melee, or Brawl weapon, may suffer 1 Strain to change the result to any Easy severity Critical Injury result. |