|
Sense Emotions |
1 |
Disciples of Harmony |
Add a Boost die to all Charm, Coercion, and Deception checks unless the target is immune to Force powers. |
|
Savvy Negotiator |
3 |
Disciples of Harmony |
Remove 1 Setback die per rank of Savvy Negotiator from all Negotiation and Streetwise checks |
|
Grit |
3 |
Disciples of Harmony 2; Core Rulebook 1 |
Gain +1 Strain threshold |
|
Nobody's Fool |
3 |
Disciples of Harmony 2; Core Rulebook 1 |
Upgrade difficulty of incoming Charm, Coercion, and Deception checks once per rank of Nobody's Fool. |
|
Congenial |
1 |
Disciples of Harmony |
May suffer a number of Strain to downgrade difficulty o Charm or Negotiation checks or upgrade difficulty when targeted by Charm or Negotiation checks, by an equal number. Strain suffered this way cannot exceed ranks in Congenial. |
|
Toughened |
2 |
Disciples of Harmony |
Gain +2 wound threshold. |
|
Reflect |
5 |
Disciples of Harmony 2; Core Rulebook 3 |
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect. |
|
Parry |
4 |
Disciples of Harmony 1; Core Rulebook 3 |
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. |
|
Improved Sunder |
1 |
Disciples of Harmony |
Each Advantage spent to activate a weapon's Sunder quality damages an item two steps instead o one. |
|
Calming Aura |
1 |
Disciples of Harmony |
When an opponent targets character with a Force power, reduce Force points generated by 1. |
|
Crucial Point |
1 |
Disciples of Harmony |
Once per session, the character may introduce to negotiations one potential concession that an opponent will do nearly anything to obtain. |
|
Force Rating |
2 |
Disciples of Harmony |
Gain +1 Force rating. |
|
Improved Savvy Negotiator |
1 |
Disciples of Harmony |
Make a Hard Negotiation check to convince on ebystander per rank of Savvy Neogtiator to see one of an opponent's points as maliciously unreasonable. |
|
Dedication |
2 |
Disciples of Harmony |
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |
|
Aggressive Negotiations |
1 |
Disciples of Harmony |
Once per session, perform a Hard Lightsaber check to decrease the difficulty of all Negotiation checks for the rest of the encounter by 2. |
|
Niman Technique |
1 |
Core Rulebook |
When making a Lightsaber skill check, the character may use Willpower instead of Brawn. |
|
Defensive Training |
2 |
Core Rulebook |
When making a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training. |
|
Sum Djem |
1 |
Core Rulebook |
May spend 1 Triumph or 2 Advantage with successful Lightsaber check to disarm opponent. |
|
Draw Closer |
1 |
Core Rulebook |
Perform Draw Closer action: make a Lightsaber (Willpower) combat check against one silhouette 1 target within medium range, adding Force Dice no greater than Force rating to check. Spend Force points to move target one range band closer or to add 1 Success to check. |
|
Centerof Being |
1 |
Core Rulebook |
Take a Center of Being maneuver: until the beginning fo next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being. |
|
Force Assault |
1 |
|
Spend 1 Triumph of 3 Advantage on a missed Lightsaber (Willpower) combat check to immediately perform Move Force power action as maneuver. |
|
Improved Center of Being |
1 |
|
Suffer 1 strain to perform Center of Being maneuver as an incidental |