Toughened (5 pt, 10 pt) |
2 |
AoR 158 |
The character increases his wound threshold by two per rank of Toughened |
Armor Master (10 pt) |
|
AoR 142 |
When wearing armor, the character increases his total soak value by one. |
Innate Talent: Sniper Shot (range finder) |
1 |
Aor 156 |
Once per round before making a non-thrown ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximum range of his ranged weapon up to one range band per rank. For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range). |
Iron Body (5 pt, 15 pt) |
2 |
No Disintegrations page 34 |
The character removes I Setback per rank of Iron Body From her Coordination and Resilience Checks. The critical rating of the character’s unarmed attacks is reduced by l per rank of Iron Body, to a minimum of 1. |
Parry (5 pt, 10,pt |
2 |
No Disintegrations page 35 |
when the Character suffers a hit from (Brawl, Melee, or Lightsaber combat ,after damage is calculated [but before soak is applied, 50 immediately after step 3 of ‘ Perform a Combat Check, page 204- of the EDGE 0F :‘3 THE EMPIRE Core Rulebook], the Character may Take a Parry incidental She suffers 3 Strain and reduces the damage dealt by that hit by a number equal to 2 plus her ranks in Parry. This talent may only be used once per hit and when the character is wielding a Light saber or Melee weapon. |
Unarmed Parry (15 pt) |
|
No Disintegrations page 36 |
The character may perform the Parry incidental while unarmed. When the character performs the Parry incidental while unarmed, reduce the strain she suffers from the Parry incidental by I, to a minimum of 1. |
Martial Grace (10 pt) |
|
No Disintegrations page 35 |
Once per round, the character may suffer 2 Strain to add additional damage equal to her ranks in Coordination up to one hit of a successful Brawl combat check. |
Grapple (15 pt) |
|
No Disintegrations page 34 |
Once per round, the character may perform the Grapple maneuver. Until the beginning of her next turn, enemleS must spend two maneuvers instead of one maneuver to move from engaged range to short range of her |
Point Blank (5 pt) |
|
AoR page 154 |
The character adds 1 damage per rank of Point Blank to one hit of his successful Ranged (Heavy) or Ranged (Light) attacks made while at short range or engaged. |
Strong Arm (10 pt) |
|
AoR page 157 |
Characters with the Strong Arm talent treat thrown weapons as if they had one step greater range, to a maximum of medium range. |
Feral Strength (15 pt) |
|
AoR page 146 |
The character adds 1 damage per rank of Feral Strength to one hit of his successful Brawl and Melee attacks. |
Knockdown (20 pt) |
|
AoR page 150 |
After hitting with a melee attack, the character may knock the target prone by spending a Triumph. If the target is larger than the acting character, it requires one additional Triumph for each silhouette larger. |
Improved Precision Strike (15 pt) |
|
ND page 35 |
Once per round, when the character inflicts a critical injury with a Brawl or Melee weapon, she may suffer 2 strain to change the result to any Average Critical Injury result. |
Physical Training (5 pt) |
1 |
AoR page |
The character adds 1 Boost per rank of Physical Training to his Athletics and Resilience checks. |
Precision Strike (5) |
|
ND page 35 |
When the character inflicts a Critical Injury with a Brawl, Melee, or Lightsaber weapon, she may suffer 1strain to change the result to any Easy Critical Injury result. Additionally, whenever the character defeats a minion or rival NPC, she may always choose to do so by nonlethal means, even if the environment or exceptional circumstances would normally make that very difficult or impossible. |
Grit (5,10) |
2 |
Site page 136 |
Each rank of Grit increases a character’s Strain threshold by one. |
Conditioned(5) |
1 |
CoR pageb38 |
The character removes one Setback per rank in Conditioned from their Athletics and Coordination checks . They reduce the damage and strain suffered from falling by one per rank of Conditioned. |
Side Step (10) |
1 |
F&D page 151 |
Once per round on character’s turn, the character may perform a Side Step maneuver to 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 Strain suffered by the character. |