Sensory Tendrils |
1 |
Knights of Fate p. 21 |
Mikkians add +1 Boost to all Perception checks they make, |
Toughened |
2 |
|
+2 Wound Threshold per rank, |
Parry |
6 |
F&D Core p. 149 |
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in parry. |
Reflect |
3 |
|
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in parry. |
Well Rounded |
1 |
|
Acquired Ranged Heavy and Ranged Light skill as Career skills. |
Quick Draw |
1 |
|
Once per round May draw/holster a weapon as an incidental instead of a manoeuvre. |
Sense Danger |
1 |
|
Once per session may remove 2 setback dice from any one check. |
Learning Opportunity |
1 |
|
Once per round, the character may spend 3 Advantage from a check they fail to upgrade the ability of their next check once. |
Grit |
1 |
|
Gain +1 Strain Threshold per rank of Grit. |
Force Rating |
1 |
|
Gain +1 Force Rating per rank of this talent. |
Adaptable |
1 |
|
When resolving a check that uses a skil in which they have no ranks, the character may spend one Destiny Point to remove a Despair or to remove Threat equal to their ranks in Cool. |
Resist Disarm |
1 |
|
Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed. |
Makashi Technique |
1 |
|
When making a check using Lightsaber skill, character may use Presence instead of Brawn. |
Dedication |
1 |
|
+1 Presence. (From Padawan) |
Sincerest Flattery |
1 |
|
Once per encounter when the character makes a check with a skill another character has previously used, add 2 boost dice to their attempt. |
Temple Training |
1 |
|
Before making a Lightsaber combat check, may spend 1 Destiny Point to add damage equal to ranks in Knowledge Lore. |
Beginner’s Luck |
1 |
|
Once per session when the character makes a check, may add success equal to the number of light side Destiny Points in the Destiny pool to the result. |
Feint |
1 |
|
Spend a Triumph or 3 Advantage generated on a missed melee attack to upgrade the difficulty of opponent’s next attack targeting this character by ranks of Feint |
Improved Parry |
1 |
|
When parrying a hit that generated Despair or 3 Threat, May hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves. |
Sun Djem |
1 |
|
May spend Triumph or 2 Advantage with successful Lightsaber check to disarm opponent. Character gets to choose anywhere in short range where the weapon lands. |
Dedication |
1 |
|
+1 Willpower (from Makeshi). |
Jump Up |
1 |
|
Once per round, may stand up from prone as an incidental. |
Improved Reflect |
1 |
|
When reflecting a bit that generated Despair or 3 Threat, may hit one target in Medium range with the same damage as the initial hit, after original attack resolves. |
Circle of Shelter |
1 |
|
When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit. |
Side By Side |
1 |
|
When the character and one or more engaged allies are wielding lightsabers add 1 Threat to all combat checks that target the character or those allies. |
Guardian of the Republic |
1 |
|
After the character uses Parry or Reflect to reduce damage from a hit against an ally, that ally cannot be targeted by combat checks for the rest of the round. |
|
1 |
|
Look into something representing her hardening worldview, e.g. Warden or even Marshal. |