Clever negotiator |
1 |
|
Clever Negotiators: Jawas may use Cunning instead of Presence when making Negotiation checks. |
toughened |
1 |
|
The character increases [their] wound threshold by two per rank of Toughened. |
uncanny reactions |
2 |
|
Force talent. The character adds a boost die per rank of Uncanny Reactions to [their] Vigilance checks. |
sleight of mind |
2 |
|
Force talent. The character adds a boost die per rank of Sleight of Mind to [their] Stealth checks unless the being attempting to detect the character is immune to Force Powers. |
dodge |
2 |
|
When targeted by a combat check (ranged or melee) the character may choose to immediately perform a 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 [their] ranks in Dodge. |
fear of the shadows |
1 |
|
Force talent. The character may perform the Fear the Shadows action. [They] make a Hard difficulty Deception check targeting a single minion group or rival within long range. If [they] succeed, 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 session. |
improved reflect |
1 |
|
Force talent. 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 a despair [result] or three threat [results] to automatically hit one target within medium range, dealing the same damage as the hit from the initial ranged attack. The initial ranged attack's hit must be one that can be reflected and redirected (generally only blaster weapons or other energy attacks fall into this category; anything else is subject to GM oversight). This talent may not be used if the original attack incapacitates the character. |
dedication |
1 |
|
cunning |
force rating 2 |
1 |
|
2 |
constant vigilance |
1 |
|
The character may always choose to use the Vigilance skill when making checks to determine Initiative. |
impossible fall |
1 |
|
Force talent. Once per session, when the character is falling, [they] may perform the Impossible Fall incidental. [They] make a Force power check and may spend a Force point to land somewhere safe, such as on a pile of empty boxes in a street or a muddy spot in the middle of a lava field. The character may then spend additional Force points to reduce the effects of the fall by one range band, and may do so multiple times. |
conditioned |
1 |
|
The character removes a setback dice per rank of Conditioned from their Athletics and Coordination checks. They reduce the damage and strain suffered from falling by 1 per rank of Conditioned. |
grit |
2 |
|
Each rank of Grit increases a character's strain threshold by one. |
reflect |
2 |
|
Force talent. 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, so immediately after step 3 of Perform a Combat Check) they may take the Reflect incidental. They suffer 3 strain and reduce the damage dealt by a number equal to 2 plus their ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon. |
saber throw |
1 |
|
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 their Force rating to the check. The character must spend a Force point and succeed on the check to hit their target; they may spend a Force point to have their weapon return to their hand after resolving the attack. |
imrpoved saber throw |
1 |
|
Force talent. When performing the Saber Throw action, the character can choose a target within long range. If the character does so, [they] must spend two Force points to have the weapon return to [their] hand. |