Force Sight |
0 |
20 (ORCG) |
Though blind, Miraluka use the Force to perceive the world. This allows a Miraluka to remove up to 2 setback dice imposed due to darkness. This added insight also adds an automatic advantage on Perception checks. |
Parry |
6 |
27 (RotS); 26 (RotS); 70 (F&D) |
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. |
Toughened |
3 |
27 (RotS); 70 (F&D) |
Gain +2 wound threshold. |
Quick Draw |
0 |
27 (RotS) |
Once per round, draw or holster a weapon or accessible item as an incidental. |
Grit |
5 |
27 (RotS); 26 (RotS); 70 (F&D) |
Gain +1 strain threshold. |
Reflect |
7 |
27 (RotS); 26 (RotS); 70 (F&D) |
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect. |
Well Rounded |
1 |
27 (RotS) |
Choose any 2 skills. They permanently become career skills. |
Sense Danger |
0 |
27 (RotS) |
Once per session, remove 2 setback dice from any 1 check. |
Learning Opportunity |
0 |
27 (RotS) |
Once per round, the character may spend 3 advantages from a check they fail to upgrade the ability of their next check once. |
Valuable Facts |
0 |
27 (RotS) |
Once per encounter perform a Valuable Facts action; make an Average Knowledge check. If successful, add 1 triumph to one ally’s skill check during the encounter. |
Force Rating |
2 |
27 (RotS); 26 (RotS) |
Gain +1 Force Rating. |
Adaptable |
0 |
27 (RotS) |
When resolving a check that uses a skill in which they have no ranks, the character may spend one Destiny Point to remove 1 despair or to remove threats equal to their ranks in Cool. |
Something to Prove |
0 |
27 (RotS) |
Once per session, suffer 4 strain to reroll a failed check. If the check succeeds, the character heals 4 strain. |
Beginner's Luck |
0 |
27 (RotS) |
Once per session when the character makes a check, may add successes equal to the number of light side Destiny Points in the Destiny pool to the result. |
Temple Training |
0 |
27 (RotS) |
Before making a Lightsaber skill check, the character may spend one Destiny Point to add damage to the attack equal to their ranks in Knowledge (Lore). |
Sincerest Flattery |
0 |
27 (RotS) |
Once per encounter when the character makes a check using a skill that another character has previously used during the encounter, they add 2 boost dice. |
Dedication |
3 |
27 (RotS); 26 (RotS); 70 (F&D) |
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |
Jump Up |
0 |
26 (RotS) |
Once per round, may stand from seated or prone as an incidental. |
Researcher |
3 |
26 (RotS); 27 (CotR) |
Remove 1 setback die per rank of Researcher from all Knowledge checks. Researching a subject takes half the time. |
Sense Emotions |
0 |
26 (RotS) |
Add 1 boost die to all Charm, Coercion, and Deception checks unless the target is immune to Force powers. |
Improved Reflect |
0 |
26 (RotS) |
When reflecting a hit that generated 1 despair or 3 threats, may hit one target in medium range with the same damage as the initial hit, after original attack resolves. |
Improved Parry |
0 |
26 (RotS) |
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. |
Balance |
0 |
26 (RotS) |
When the character heals strain at the end of the encounter, he may add 1 Force die per Force Rating. He regains additional strain equal to Force points generated. |
Circle of Shelter |
0 |
26 (RotS) |
When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit. |
Side by Side |
0 |
26 (RotS) |
While the character and one or more engaged allies are wielding lightsabers, add to all combat checks that target the character or those allies. |
Will of the Force |
0 |
26 (RotS) |
Once per round after failing a skill check, the character may convert one dark side Destiny Point to a light side Destiny Point. |
Guardian of the Republic |
0 |
26 (RotS) |
After the character uses Parry or Reflect to reduce damage from a hit against an ally, that ally cannot be targeted by combat checks for the rest of the round. |
Nobody's Fool |
2 |
70 (F&D); 27 (CotR) |
May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool. |
Niman Technique |
0 |
70 (F&D) |
When making a Lightsaber skill check, the character may use Willpower instead of Brawn. |
Defensive Training |
2 |
70 (F&D) |
When wielding a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training. |
Sum Djem |
0 |
70 (F&D) |
May spend 1 triumph or 2 advantages with successful Lightsaber check to disarm opponent. |
Draw Closer |
0 |
70 (F&D) |
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 1 Force point to move target one range band closer or to add 1 success to check. |
Center of Being |
3 |
70 (F&D); 27 (CotR) |
Take a Center of Being maneuver. Until the beginning of next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being. |
Force Assault |
0 |
70 (F&D) |
Spend 1 triumph or 3 advantages on a missed Lightsaber (Willpower) combat check to immediately perform Move Force power action as maneuver. |
Improved Center of Being |
0 |
70 (F&D) |
Suffer 1 strain to perform Center of Being maneuver as an incidental. |
Confidence |
1 |
27 (CotR) |
May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. |
Improved Confidence |
0 |
27 (CotR) |
May spend 1 triumph on fear checks to give allies in short range additional successes on the same fear check. |
Improved Nobody's Fool |
0 |
27 (CotR) |
May spend 1 despair or 2 threats from an incoming Charm, Coercion, or Deception check to inflict strain on the opponent equal to the character's ranks in Nobody's Fool. |
Improved Researcher |
0 |
27 (CotR) |
On a successful Knowledge check, character and allies gain automatic 1 advantage per rank of Researcher on checks to act on those facts until the end of character's next turn. |