Adversary |
4 |
|
Upgrade the difficulty of any combat check targeting this character four times. |
Parry (improved) |
5 |
|
When struck by a melee attack but before applying Soak, suffer 3 Strain to reduce damage by 7. When parrying a hit that generated (1 Failure) or (3 threat) , may hit attacker once with a wielded Brawl, Melee, or Lightsaber weapon dealing base damage, after the original attack is resolved. |
Reflect (improved) |
5 |
|
When struck by a ranged attack but before applying Soak, suffer 3 Strain to reduce damage by 7. When reflecting a hit that generated (1 Failure) or (3 threat), may hit one target within Medium range dealing the same damage as the initial attack, after the original attack is resolved. |
Saber throw |
1 |
|
Make a Lightsaber check against a target within Medium range, adding Force die up to Force rating: spend (1 force pip) for attack to succeed and (1 force pip) for lightsaber to return to hand. |
Starship Adversary |
1 |
|
Upgrade difficulty of all combat checks against a ship this character is commanding once. |
Terrifying |
1 |
|
At the beginning of an encounter, each enemy within Medium range must make a Hard (3 red) fear check |
Durable |
4 |
|
Subtract 40 from Critical Injury rolls made against the character. |
Visage of Death |
1 |
|
Once per encounter, after Tremayne kills an Imperial character, he may spend a Destiny Point to add (1 success and advantage) to checks made by other Imperial characters in the current encounter for the remainder of the encounter |
Integrated Combat |
1 |
|
Whenever Tremayne makes a combat check with his lightsaber and generates a Critial Injury, he may also, as an incidental, activate one Force power he possesses as if he had spent (force pips) equal to the severity of the Critical Injury |
You are MINE |
1 |
|
After inflicting a Critical Hit or Injury in combat, Tremayne may spend (2 advantage) to add +10 to Critical Hit or Injury roll results |
Peerless Armor |
1 |
|
Once per encounter as an out-of-turn incidental, the Tremayne may spend a Destiny Point to increase the soak provided by this armor to +6 (rather than +3) until the end of the Tremayne's next turn. |
Power through Pain |
1 |
|
Via the mutualistic relationship with his living armor, tremayne gains the benefit of 1 dark side pip being generated per force power usage |
Mutualistic Self-preservation |
1 |
|
As a free action each full round of combat, Tremayne can make a (2 purple difficultiy) medicine check and recover 10 wounds and 10 strain. |