Conditioned |
1 |
F&D p. 141 |
Remove 1 setback die per rank of Conditioned from Athletics and Coordination Checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned |
Parry |
7 |
F&D p. 149 |
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. |
Quick Draw |
1 |
F&D p. 146 |
Once per round, draw or holster a weapon or accessible item as an incidental. |
Dodge |
2 |
F&D p. 142 |
When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number. |
Reflect |
2 |
F&D p. 150 |
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect. |
Ataru Technique |
1 |
F&D p. 139 |
When making a check using the Lightsaber skill, the character may use Agility instead of Brawn. |
Quick Strike |
2 |
F&D p. 150 |
Add 1 boost die per rank of Quick Strike to combat checks against targets that have not acted yet this encounter. |
Improved Parry |
1 |
F&D p. 149 |
When parrying a hit that generated 1 Despair or 3 Threat, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves. |
Jump Up |
1 |
F&D p. 146 |
Once per round on the character's turn, the character may stand up from prone or a seated position as an incidental. |
Skilled Jockey |
1 |
F&D p. 152 |
The character removes 1 setback die per rank of Skilled Jockey from his Piloting (Planetary) and Piloting (Space) checks. |
Confidence |
1 |
F&D p. 141 |
The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of Confidence. If he decreases the difficulty to zero he does not have to make a Discipline check. |
Rapid Reaction |
1 |
F&D p. 150 |
The character may suffer a number of strain to add an equal number of successes to any Vigilance or Cool checks to determine initiative order. The number may not exceed his ranks in Rapid Reaction. |
Touch of Fate |
1 |
F&D p. 153 |
Once per game session, the character may add 2 boost die to any one skill check. |
Intuitive Strike |
1 |
F&D p. 145 |
When making a combat check with a vehicle weapon, the character may add Force die no greater than the Force rating to the check. The character may spend 2 Force Points to add 1 success or 1 advantage (character's choice) to the result. |
Saber Swarm |
1 |
F&D p. 151 |
Force Talent. The character may take the Saber Swarm maneuver, suffering 1 strain. His next Lightsaber (Agility) combat check this turn gains the Linked item quality, with ranks equal to Force rating. |
Hawk Bat Swoop |
1 |
F&D p. 144 |
Force Talent. The character may take a Hawk Bat Swoop action, performing a Lightsaber (Agility) melee combat check against one target within short range and adding Force Dice no greater than Force rating to the pool. The character may spend Force Points before resolving the success or failure of the check to engage the target immediately as an incidental, and may spend Force Points to add Advantage to the check. If the character cannot move to engage the target, the attack automatically misses. |
Dedication |
3 |
F&D p. 141 |
Each rank permanently increases a single characteristic of the players choice by 1 point. This cannot bring the characteristic above 6. |
Tricky Target |
1 |
F&D p. 153 |
Any vehicle the character pilots counts as having a silhouette one lower than normal when being attacked, to a minimum of 0. |
Force Rating |
1 |
F&D p. 143 |
Force Talent. Each rank permanently increases the character's Force rating by 1. |
Grit |
4 |
F&D p. 144 |
Each rank of Grit increases a character's strain threshold by 1. |
Saber Throw |
1 |
F&D p. 151 |
Force Talent. The character may take the Saber Throw action. Making a Lightsaber combat check as a ranged attack at one target within medium range, adding Force Dice no greater than his Force Rating to the check. The character must spend Force Points and succeed on the check to hit his target, he may spend Force Points to have his weapon return to his hand after resolving the attack. |
Resist Disarm |
1 |
F&D p. 151 |
If the character would be disarmed or his weapon would be damaged or destroyed, he may choose to suffer 2 strain to ignore the effect. |
Makashi Technique |
1 |
F&D p. 146 |
Force Talent. When making a check using the Lightsaber skill, the character may use Presence instead of Brawn. |
Duelist's Training |
1 |
F&D p. 142 |
The character adds 1 Boost Die to his Melee and Lightsaber checks when engaged with only a single opponent. A single minion group counts as multiple opponents. |
Feint |
2 |
F&D p. 142 |
Upon missing an opponent with a Lightsaber, Brawl, or Melee combat check, the character may spend 1 Triumph or 3 Advantages to upgrade the difficulty of the opponent's next combat check targeting the character during this encounter by the character's ranks in Feint. |
Sum Djem |
1 |
F&D p. 152 |
Force Talent. When the character makes a successful Lightsaber combat check, he may spend a Triumph or 2 Advantages to disarm his opponent (with GM's approval). The disarmed weapon lands anywhere within short range of the engagement (character's choice). |
Defensive Training |
1 |
F&D p. 141 |
When the character wields a Lightsaber weapon, Melee weapon, or Brawl weapon, that weapon gains ranks in the Defensive item quality equal to the character’s ranks in Defensive Training (this replaces any ranks in Defensive the weapon already has). |
Makashi Flourish |
1 |
F&D p. 146 |
Force Talent. Once per encounter, the character may take the Makashi Flourish action, making an Average Lightsaber check (2 purple). If it is successful, one engaged opponent suffers strain equal to Successes (ignoring soak), and the character recovers an equal amount of strain. The character may also spend 3 Advantages or 1 Triumph generated on the check to stagger the opponent until the end of the target's next turn. |
Makashi Finish |
1 |
F&D p. 146 |
Force Talent. The character may take the Makashi Finish action, making a Lightsaber combat check against an engaged target, adding Force Dice no greater than the Force Rating to the check. The character may spend Force Points to add +10 to any Critical Injury Role resulting from the check. |