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Amour Master |
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+1 Soak while wearing Armor |
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Amour Master(Improved) |
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+1 Defence if wearing armour of soak 2 or more. |
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Amour Master(Supreme) |
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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, minimum 1. |
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Bad Cop 2 |
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Spend 2 Advantage from a Deception or Coercion check to upgrade ability of an ally’s subsequent social check against the same target a number of times equal to ranks in Bad Cop |
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Baleful Gaze |
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Conflict Talent; When targeted by a combat check from within medium range, may spend a Destiny Point to upgrade the difficulty of the check a number of times equal to ranks in Coercion. |
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Blooded 1 |
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Add 1 Boost die per rank of Blooded to all checks to resist or recover from poisons, venoms, or toxins. Reduce duration of ongoing poisons by one round per rank of Blooded to a minimum of 1. |
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Crippling Blow |
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Increase the difficulty of next combat check by 1. If check deals damage, target suffers 1 strain whenever he moves for the remainder of the encounter. |
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Confidence 2 |
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May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. |
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Center of Being |
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Take a Center of Being maneuver. Until the start of next turn, attacks against the character increase their crit rating by 1 per rank of Center of Being. |
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Convincing Demeanour 2 |
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Remove 1 Setback die per rank of Convincing Demeanor from Deception or Skulduggery checks. |
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Comprehend Technology |
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As an action make a Average(dd) Difficulty Knowledge (Education) check to use Force rating as ranks in skills to use a single item. |
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Conditioned 1 |
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Remove 1 Setback die per rank of Conditioned from Athletics and Coordination checks. Reduce damage and strain suffered from falling by 1 per rank of Conditioned. |
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Dedication 6 |
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Gain +1 to a single charac- teristic. This cannot bring a characteristic above 6. |
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Durable 4 |
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May reduce any Critical Injury suffered by 10 per rank of Durable. |
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Defensive Training 1 |
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When wielding a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training. |
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Expert Tracker |
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Remove 1 Setback die per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half. |
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Forewarning |
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Perform the Forewarning action; all allies within medium range increase defense by character’s Force rating until they act in the encounter. |
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Feral Strength 2 |
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Add 1 damage per rank of Feral Strength to one hit of a successful Melee or Brawl attack. |
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Force Rating 5 |
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Gain +1 Force Rating. |
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Falling Avalanche |
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Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn. |
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Fearsome 5 |
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When an enemy becomes engaged with the char- acter, they may force the enemy to make a fear check, with the difficulty equal to ranks in Fearsome. |
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Grit 13 |
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Gain +1 strain threshold |
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Gearhead 2 |
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Remove 1 Setback die per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments. |
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Grapple |
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Once per round, may perform the Grapple maneuver. Until the beginning of the character’s next turn, foes must spend 2 maneuvers to disengage the character. |
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Heroic Fortitude |
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May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter. |
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Intimidating 7 |
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May suffer a number of strain up to ranks in Intimidating to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number. |
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Inventor 2 |
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When constructing new items or modifying attachments, add 1 Boost die or remove 1 Setback die per rank of Inventor. |
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Imbue Item |
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As a maneuver, suffer 1 strain and commit 1 Force Die to grant one weapon, piece of armor, or item an improvement while committed. Suffer 1 strain every round Force Die remains committed. |
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Knockdown |
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After hitting with a melee attack, may spend x to knock the target prone. |
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Keen-eyed |
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Remove 1 Setback die per rank of Keen Eyed from Perception and Vigilance checks. Decrease the time to search a specific area by half. |
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Multiple opponents |
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Add 1 Boost die to Lightsaber, Brawl, and Melee checks when engaged with multiple opponents. |
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Mental Tools |
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Always count as having the right tools for the job when performing mechanics checks. |
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Natural Enforcer |
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Once per session, may re-roll any 1 Coercion or Streetwise check. |
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Natural Mystic |
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Once per session, may re-roll any 1 Force power check. |
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Nobody's Fool 2 |
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May upgrade difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobody’s Fool |
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No Escape |
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May spend 2 adv. from a Coercion check or 2 threat from a foe’s Discipline check; that target cannot perform a free maneuver during his next turn. |
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Natural Blade master |
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Once per session, may re-roll any 1 Lightsaber or Melee check. |
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Natural Outdoors-man |
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Once per session, may re-roll any 1 Resilience or Survival check. |
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Overbalance |
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When a combat check made by an engaged foe generates Despair or 3 Threat, may stagger attacker until the end of their next turn. |
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Precision Strike |
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When this character inflicts a Critical Injury with a Brawl, Melee, or Lightsaber weapon, may suffer 1 strain to change the result to any Easy (d ) Critical Injury result. |
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Point Blank 1 |
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Add 1 damage per rank of Point Blank to damage of one hit of successful Ranged (Heavy) or (Light) attacks made while at short range or engaged. |
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Parry 4 |
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When hit by a melee attack while wielding a melee weapon or lightsaber, suffer 3 strain to reduce damage by 2 plus ranks in Parry. |
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Parry(Improved) |
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When parrying a hit that generated Despair or 3 Threat, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage), after original attack resolves. |
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Physical Training 2 |
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Add 1 Boost die per rank of Physical Training to Athletics and Resilience checks. |
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Plausable Deniability |
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Remove 1 Setback die per rank of Plausible Deniability from all Coercion and Deception checks. |
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Prey on the Weak 2 |
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Add +1 damage to one hit of successful combat checks against disoriented targets per rank of Prey on the Weak. |
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Preemptive Avoidence |
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May spend 1 Destiny Point to disengage from engaged enemy as an out-of-turn incidental. |
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Rapid Reaction 2 |
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Suffer a number of strain up to ranks in Rapid Reaction to add an equal number of success to initiative checks. |
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Reinforce Item |
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As a maneuver, commit 2 Force Dice to grant one weapon or piece of armor the Cortosis quality while committed. Suffer 3 strain each round 2 Force Dice remain committed |
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Scathing Tirade |
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Take a Scathing Tirade action; make a d d Coercion check. One enemy for each success, in short range, suffers 1 strain. Spend 1 advantage for 1 affected enemy to suffer 1 additional strain. |
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Scathing Tirade(Improved) |
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Each enemy affected by Scathing Tirade suffers 1 setback on all skill checks for a number of rounds equal to ranks in Coercion. |
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Scathing Tirade(Supreme) |
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Suffer 1 strain to perform Scathing Tirade as a maneuver, not an action. |
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Sense Advantage |
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Once per session, may add 2 Setback dice to 1 NPC’s skill check. |
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Second Wind 2 |
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Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind. |
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Saber Throw |
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As an action, make a Lightsaber attack as a ranged attack at a target within medium range. Add Force Die up to Force rating. Must spend () and succeed to hit target. Spend () to return weapon to hand. |
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Sarlacc Sweep |
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ncrease difficulty of Light- saber check by 1 to perform Sarlacc Sweep action. May spend 2 Adv. to hit additional engaged targets. |
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Strong Arm |
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Treat thrown weapons as if they had 1 greater range |
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Street Smarts 2 |
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Remove 1 Setback per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks. |
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Sense Danger |
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Terrify |
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Conflict Talent; |
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Terrify(Improved) |
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The Force Is My Ally |
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Suffer 1 strain to perform a Force power as a Manoeuvre |
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Tinkerer 1 |
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Toughened 11 |
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Quick Draw |
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Unnacy Reactions 2 |
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Unique Metabolism |
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Unstopable |
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