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Intimidating |
3 |
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When attempting a Coercion check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed [their] ranks in Intimidating. When the character is the target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed [their] ranks in Intimidating. |
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Lethal Blows |
2 |
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The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. |
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Embrace Your Hate |
2 |
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After making a successful Brawl, Lightsaber, or Melee combat check, the character may spend one Destiny Point and then gain Conflict equal to the number of dark side Destiny Points in the Destiny pool to add an equal amount of damage to one hit of the attack. The character may use this ability once per encounter for each rank of Embrace Your Hate. A character who has purchased one or more ranks of this talent automatically gains 1 Conflict at the beginning of a game session. |
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Quick Strike |
2 |
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The character adds a boost die per rank of Quick Strike to [their] combat checks made against any target that has not yet acted in the encounter. |
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Multiple Opponents |
1 |
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The character adds a boost dice to their Brawl, Melee, and Lightsaber combat checks when engaged with multiple opponents. This includes single groups of multiple minions. |
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Dedication |
3 |
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Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. |
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Juyo Savagery |
1 |
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Force talent. When the character inflicts a Critical Injury with a Lightsaber combat check, add +5 to the Critical Injury roll for each dark side Destiny Point in the Destiny pool. A character who has purchased this talent automatically gains 1 Conflict at the beginning of each game session. |
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Fearsome |
3 |
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When an adversary becomes engaged with the character, the character may force the adversary to make a fear check, with the difficulty equal to the character's ranks in Fearsome. At the GM's discretion, some adversaries may be immune to this talent based on the type of adversary or the ongoing circumstances. |
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Grit |
2 |
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Each rank of Grit increases a character's strain threshold by one. |
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Force Rating |
2 |
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Force talent. Each rank permanently increases the character's Force Rating by one. |
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Reflect |
1 |
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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. |
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Conditioned |
1 |
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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. |
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Uncanny Reactions |
1 |
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Force talent. The character adds a boost die per rank of Uncanny Reactions to [their] Vigilance checks. |
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Impossible Fall |
1 |
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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. |
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Sleight of Mind |
1 |
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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. |
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Constant Vigilance |
1 |
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The character may always choose to use the Vigilance skill when making checks to determine Initiative. |
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Dodge |
1 |
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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. |
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Improved Reflect |
1 |
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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. |
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Parry |
3 |
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When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check) the character may take a Parry incidental. They suffer 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus their ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon. |
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Durable |
1 |
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The character may reduce a Critical Injury result [they] suffer by 10 per rank of Durable, to a minimum of one. |
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Defensive Training |
1 |
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When the character wields a Lightsaber weapon, Melee weapon, or Brawl weapon, that weapon gains ranks in the Defensive item quality equal to the character's ranks in Defensive Training (this replaces any ranks in Defensive the weapon already has). |
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Toughened |
1 |
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The character increases [their] wound threshold by two per rank of Toughened. |