Infrared Vision |
1 |
Chiss (1) |
Remove 1 setback die for lighting conditions |
Parry |
5 |
Soresu Defender (4), Protector (1) |
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry |
Toughened |
5 |
Soresu Defender (1), Armorer (2), Protector (2) |
Gain +2 wound threshold |
Defensive Stance |
2 |
Soresu Defender (2) |
Once per round, may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number for the next round. Strain suffered cannot exceed ranks in Defensive Stance |
Soresu Technique |
1 |
Soresu Defender (1) |
When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn |
Reflect |
4 |
Soresu Defender (3), Protector (1) |
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect |
Grit |
5 |
Soresu Defender (2), Armorer (2), Protector (1) |
Gain +1 strain threshold |
Confidence |
1 |
Soresu Defender (1) |
May decrease difficulty of Discipline checks by to avoid fear by 1 per rank of Confidence |
Improved Parry |
1 |
Soresu Defender (1) |
When parrying a hit that generated 1 despair or 3 threats, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves |
Defensive Circle |
1 |
Soresu Defender (1) |
May take the Defensive Circle action, making a Hard (3 difficulty) Lightsaber (Intellect). The character, plus 1 ally within short range per success, gains X defense until the beginning of next turn, X equals 1, plus 1 per 2 advantages |
Supreme Parry |
1 |
Soresu Defender (1) |
If the user did not make a combat check during his previous turn, may suffer 1 strain to use Parry |
Dedication |
2 |
Soresu Defender (1), Armorer (1) |
Gain +1 to a single characteristic. This cannot bring a characteristic above 6 |
Improved Reflect |
1 |
Soresu Defender (1) |
When reflecting a hit that generated 1 despair or 3 threats, may hit 1 target in medium range with the same damage as the initial hit, after original attack resolves |
Strategic Form |
1 |
Soresu Defender (1) |
May take the Strategic form action, making a Hard (3 difficulty) Lightsaber (Intellect) check, rolling Force die no greater than Force rating. If successful, 1 target within short range may only attack character for 1 round. Spend 1 force point to extend effects for 1 target for 1 round |
Gearhead |
2 |
Armorer (2) |
Remove 1 setback per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments |
Inventor |
2 |
Armorer (2) |
When constructing new items or modifying attachments, add 1 boost die or remove 1 setback die per rank of Inventor |
Saber Throw |
1 |
Armorer (1) |
Perform Saber Throw action; make Lightsaber combat check as ranged attack at target within medium range, adding Force dice no greater than Force rating. Must spend 1 Force point to succeed to hit target, spend 1 Force point to have weapon return to hand |
Armor Master |
1 |
Armorer (1) |
When wearing armor, increase total soak by 1 |
Improved Armor Master |
1 |
Armorer (1) |
When wearing armor with a soak value of 2 or higher, increase defense by 1 |
Mental Tools |
1 |
Armorer (1) |
Always count as having the right tools for the job when performing Mechanics check |
Comprehend Technology |
1 |
Armorer (1) |
Take Comprehend Technology action; make an Average (2 difficulty) Knowledge (Education) check to use Force rating as ranks in skills to use single item |
Tinkerer |
1 |
Armorer (1) |
May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once |
Falling Avalanche |
1 |
Armorer (1) |
Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn |
Supreme Armor Master |
1 |
Armorer (1) |
Once per round may suffer 3 strain to take the Armor Master incidental; reduce the next Critical Injury suffered by 10 per point of soak, to a minimum of 1 |
Imbue Item |
1 |
Armorer (1) |
Take the Imbue Item maneuver; suffer 1 strain and commit Force dice to grant 1 weapon, piece of armor, or item an improvement while Force dice remains committed. Suffer 1 strain every round Force dice remain committed |
Reinforce Item |
1 |
Armorer (1) |
Take the Reinforce Item maneuver; commit 2 Force dice to grant 1 weapon or piece of armor the Cortosis quality while Force dice remain committed. Suffer 3 strain every round Force dice remain committed |
Force Rating |
1 |
Armorer (1) |
Gain +1 Force rating |
Force Protection |
1 |
Protector (1) |
Perform the Force Protection maneuver, suffer 1 strain and commit Force dice up to ranks in Force Protection. Increase soak by number of Force dice committed until beginning of next turn. Suffer 1 strain every turn Force dice remain committed |
Body Guard |
1 |
Protector (1) |
Once per round on the character's turn, the character may perform a Body Guard maneuver to protect one ally with whom they are engaged. The character then suffers a number of strain no greater than their ranks in Body Guard. Until the start of the character's next turn, upgrade the difficulty of all combat checks targeting the protected ally a number of times equal to the strain suffered by the character |
Physician |
1 |
Protector (1) |
When this character makes a Medicine check to help a character heal wounds, the target heals one additional strain per rank of Physician |
Stimpack Specialization |
1 |
Protector (1) |
Whenever the character uses a stimpack, the target heals an additional wound per rank of Stimpack Specialization. The sixth stimpack and beyond each day still have no effect |
Heightened Awareness |
1 |
Protector (1) |
Allies within short range of the character add 1 boost die to their Perception and Vigilance checks. Allies engaged with them add 2 boost dice instead |