|
Toughened |
1 |
The Old Republic pg. 15 |
Gain +2 wound threshold. |
|
Parry |
5 |
The Old Republic pg. 15 |
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. |
|
Grit |
1 |
The Old Republic pg. 15 |
Gain +1 strain threshold. |
|
Durable |
5 |
The Old Republic pg. 15 |
May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1. |
|
Improved Parry |
1 |
The Old Republic pg. 15 |
When parrying a hit that generated (1 Despair or 3 Threat), the Blademaster may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves. |
|
Saber Throw |
1 |
The Old Republic pg. 15 |
Perform Saber Throw action; make Lightsaber combat check as ranged attack at target within medium range, adding Force dice no greater than Force rating. Must spend one Force and succeed to hit target, and spend one additional Force to have weapon return to hand. |
|
Falling Avalanche |
1 |
The Old Republic pg. 15 |
Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn. |
|
Power From Pain |
1 |
The Old Republic pg. 15 |
Oncepersessionasanincidental, may spend 1 Destiny Point to gain +1 Force Rating for each Critical Injury character is suffering until the end of the encounter. |
|
Terrifying Kill |
1 |
The Old Republic pg. 15 |
The character may spend 1 Destiny Point to take the Terrifying Kill maneuver after incapacitating or inflictin a Critical Injury. Roll l no greater than Force rating, and spend x to inflict 1 strain on each character within short range of target. |
|
Natural Blademaster |
1 |
The Old Republic pg. 15 |
Once per session, may reroll any 1 Lightsaber or Melee check. |
|
Adversary |
3 |
Force & Destiny Core Rulebook |
Upgrade the difficulty of any combat check targeting this character once per rank of Adversary. |
|
Crippling Blow |
1 |
Force & Destiny Core Rulebook |
The character may voluntarily increase the difficulty of a combat check by one to deal a crippling blow. If he succeeds and deal's damage to the target's wound threshold, the target suffers 1 strain whenever he moves for the rest of the encounter. |
|
Fearsome |
3 |
Force & Destiny Core Rulebook |
When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with the difficulty equal to the character's ranks in Fearsome. At the GM's discretion, some adversaries may be immune to this talent based on the type of adversary or ongoing circumstances. |
|
Feint |
2 |
Force & Destiny Core Rulebook |
Upon missing an opponent with a Lightsaber, Melee or Brawl combat check, the character may spend one Triumph or three Advantage to upgrade the difficulty of the opponent's next combat check targeting the character during this encounter equal to the character's ranks in Feint. |
|
Reflect |
2 |
Force & Destiny Core Rulebook |
(Force talent) When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after the damage is calculated but before soak is applied, he may take the Reflect incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Reflect. Only usable once per hit and when the character is wielding a lightsaber. |
|
Swift |
1 |
Force & Destiny Core Rulebook |
The character does not suffer the penalties for moving through difficult terrain. He moves through it at normal speed, without spending additional maneuvers. |