Street Smarts |
1 |
|
The character removes Setback per rank of Street Smarts from his Streetwise and Knowledge (Underworld) checks. |
Shien Technique |
1 |
|
When making a Lightsaber skill check, the character may use Cunning instead of Brawn. |
Reflect |
5 |
|
When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after 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 2 plus his ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon. |
Reflect (Improved) |
1 |
|
When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check and uses the Reflect incidental to reduce the damage from that hit, after the attack is resolved, the character may spend 1 Despair or 3 Threat to automatically hit one target within medium range, dealing the same damage as the hit from the initial ranged attack. The ranged attack's hit must be one that can be reflected and redirected (generally only blaster weapons or other energy attacks fall into the category; anything else is subject to GM oversight). This talent may not be used if the original attack incapacitates the character. |
Dodge |
2 |
|
When targeted by a combat check (ranged or melee) the character may choose to immediately perform the Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks of Dodge. |
Resilient Metabolism |
1 |
|
Add automatic Success to all Resilience checks. |
Sleight of Mind |
1 |
|
The character adds 1 Boost per rank of Sleight of Mind to his Stealth checks unless the being attempting to detect the character is immune to Force powers. |
Conditioned |
1 |
|
The character removes 1 Setback per rank of Conditioned from his Athletics and Coordination checks. He reduces the damage and strain suffered from falling by 1 per rank of Conditioned. |
Force Rating |
2 |
|
Each rank permanently increase the character's Force rating by 1. |
Parry |
2 |
|
When the character suffers a hit from a Brawl, Melee, or Lightsaber check, after damage is calculated (but before soak is applied), the character may take a Parry incidental. He suffers 3 strain and reduces the damage dealt by that hit by 2 plus his ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon. |
Toughened |
2 |
|
The character increases his wound threshold by 2 per rank of Toughened. |
Grit |
2 |
|
The character increases his strain threshold by 1 per rank of Grit. |
Uncanny Reactions |
1 |
|
The character adds 1 Boost per rank of Uncanny Reactions to his Vigilance checks. |
Side Step |
1 |
|
Once per round on the 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 the strain suffered by the character. |
Fear the Shadows |
1 |
|
The character may perform the Fear the Shadows action. He makes a hard Deception check targeting one minion group or rival within long range. If he succeeds, that minion group or rival flees the encounter. At the GM's discretion, these NPCs may not flee due to extenuating circumstances (such as if there is no realistic path or means to leave the encounter, or if the only way to leave the encounter may result in their deaths from a dangerous fall or lethal atmosphere). A character who has purchased this talent automatically gains 1 Conflict at the beginning of a game sessions. |
Saber Throw |
1 |
|
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 one Force pip and succeed on the check to hit his target; he may spend one Force pip to have his weapon return to his hand after resolving the attack. |
Reflect (Supreme) |
1 |
|
If the character did not make a combat check during his previous turn, he suffers 1 strain when taking the Reflect incidental, instead of 3. |
Counterstrike |
1 |
|
Whenever an attack misses the character, the character may spend 2 Threat or 1 Despair to upgrade the next Lightsaber (Cunning) combat check he makes against the attacker during his next turn. |
Dedication (Cunning) |
1 |
|
Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above 6. |
Quick Draw |
1 |
|
Once per round on the character's turn, he may draw or holster an easily accessible as an incidental, not a maneuver. The talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver. |
Well Rounded |
1 |
|
The character chooses any two skills. They permanently become career skills. |
Sense Danger |
1 |
|
Once per game session, the character may remove 2 setback from any one skill check. |
Disruptive Strike |
1 |
|
|