Quick Draw |
|
RotS;Pg. 27 |
Once per round, draw or holster a weapon or accessible item as an incidental. |
Well Rounded |
|
RotS;Pg. 27 |
Choose any 2 skills. They permanently become career skills. |
Valuable Facts |
|
RotS;Pg. 27 |
Once per encounter perform Valuable Facts action; make an Average Knowledge check. If successful add Triumph to one ally's skill check during the encounter. |
Force Rating |
3 |
RotS;Pg. 27 |
Gain +3 Force Rating. |
Adaptable |
|
RotS;Pg. 27 |
When receiving a check that uses a skill in which they have no ranks, the character may spend one Destiny Point to remove Despair or to remove Setback equal to ranks in Cool. |
Dedication |
4 |
RotS;Pg. 27 |
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. [Brawn, Intellect, Presence, Agility] |
Something to Prove |
|
RotS;Pg. 27 |
Once per session, suffer 4 strain to reroll a failed check. If the check succeeds, the character heals 4 strain. |
Toughened |
5 |
RotS;Pg. 27 |
Gain +10 wound threshold. |
Parry |
9 |
RotS;Pg. 27 |
When hit by a melee attack, suffer 3 strain to reduce damage by 11. |
Reflect |
4 |
RotS;Pg. 27 |
When hit by a ranged attack, suffer 3 strain to reduce damage by 6. |
Sincerest Flattery |
|
RotS;Pg. 27 |
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. |
Temple Training |
|
RotS;Pg. 27 |
Before making a Lightsaber skill check, the character may spend one Destiny Point to add damage equal to their ranks in Knowledge(Lore). |
Beginner's Luck |
|
RotS;Pg. 27 |
Once per session when the character makes a check, may add Success equal to the number of light side Destiny Points in the Desinty pool to the results. |
Constant Vigilance |
|
DoR;Pg. 103 |
May always use Vigilance when making checks to determine initiative. |
Nobody's Fool |
|
DoR;Pg. 103 |
Upgrade difficulty of incoming Charm, Coercion and Deception checks once per rank of Nobody's Fool. |
Balance |
|
DoR;Pg. 103 |
When the character heals strain at the end of the encounter, he may add ⬡ per Force Rating. He recovers additional strain equal to ◐ generated. |
Sum Djem |
|
FaD:CRB;Pg. 82 |
May spend Triumph or Two Advantage with successful Lightsaber check to disarm opponent. |
Uncanny Reactions |
|
DoR;Pg. 103 |
Add Boost per rank of Uncanny Reactions to all Vigilance checks. |
Resist Disarm |
|
FaD:CRB;Pg. 82 |
Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed. |
Grit |
7 |
FaD:CRB;Pg. 82 |
Gain +7 Strain Threshold. |
Intense Presence |
|
FaD:CRB;Pg. 82 |
Spend 1 Destiny Point to recover strain equal to Presence rating. |
Makashi Technique |
|
FaD:CRB;Pg. 82 |
When making a check using the Lightsaber skill, the character may use presence instead of Brawn. |
Duelist's Training |
|
FaD:CRB;Pg. 82 |
Add Boost to Melee and Lightsaber checks when engaged with only one opponent. |
Improved Parry |
|
FaD:CRB;Pg. 82 |
When parrying a hit that generated Despair or Three Threat may hit attacker once with Lightsaber, Brawl or Melee weapon (dealing base damage) after original attack resolves. |
Commanding Presence |
2 |
CotR;Pg. 26 |
Remove Setback per rank of Commanding Presence from Leadership and Cool checks. |
Command |
|
CotR;Pg. 26 |
Add Boost per rank of Command when making Leadership checks. Affected targets add Boost to Discipline checks for next 24 hours. |
Stand Firm! |
|
CotR;Pg. 26 |
As an action, make Hard Leadership check. Choose one ally per success who increase their wound threshold by the character's Presence until the end of the encounter. |
Fall Back! |
|
CotR;Pg. 26 |
While engaged with an opponent, the character may suffer a number of strain up to their Leadership to allow an equal number of allies engaged with that opponent to immediate disengage as an out-of-turn incidental. |
Inspiring Kill |
|
CotR;Pg. 26 |
The character may spend 1 Destiny Point to take the Inspiring Kill maneuver after incapacitating or inflicting a Critical Injury. Roll ⬡ no greater than Force rating and spend ◐ to heal 2 strain from each ally within medium range. |
Knowledge is Strength |
|
CotR;Pg. 26 |
Once per session when making a check, the character may increase their Force rating by their ranks in Knowledge(Warfare). |
Exemplar of the Republic |
|
CotR;Pg. 26 |
Add ⬡ to mass combat check up to Force rating and spend ◐ to add Success or Advantage to the result. |
Jump Up |
|
RotS;Pg. 26 |
Once per round, may stand from seated or prone as an incidental. |
Improved Reflect |
|
Rots;Pg. 26 |
When reflecting a hit that generated Despair or Three Threat, may hit one target in medium range with the same damage as the initial hit, after original attack resolves. |
Circle of Shelter |
|
RotS;Pg. 26 |
When an ally engaged with the character suffers a hit from a combat check, the character may use a Parry or Reflect incidental to reduce the damage the hit deals (even though he is not the target of the combat check). |