Confidence |
1 |
|
The character may decrease the difficulty of any Discipline check to avoid the effects of fear by one per rank of Confidence. If [they] decrease the difficulty to zero, [they] do not have to make a Discipline check. |
Toughened |
3 |
|
gain 6 wound threshhold |
parry |
3 |
|
when hit by a melee attack suffer 3strain to lower damage by 5 |
grit |
3 |
|
+3 strain threshold |
inner peace |
2 |
|
once per encounter convert dark side pips per rank and reduce conflict. |
vaapad control |
1 |
|
suffer 1 strain to downgrade lightsaber check by number of light side pips. |
lethal blows |
2 |
|
+10 to crit per rank. |
Balance |
1 |
|
When the character recovers from strain at the end of each encounter, they may roll Force dice no greater than their Force rating. They recover additional strain equal to the Force points generated. |
quick strike |
1 |
|
The character adds a boost dice per rank of Quick Strike to [their] combat checks made against any target that has not yet acted in the encounter. |
embrace your hate |
2 |
|
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. |
Intimidating |
4 |
|
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. |
Juyo savagery |
1 |
|
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 |
dedication |
2 |
|
+1 brawn +1will |
multiple opponents |
1 |
|
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. |
plausible deniability |
1 |
|
remove 1 setback from all coercion and deception checks. |
fearsome |
3 |
|
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. |
Prey on the weak |
2 |
|
The character deals +1 damage to one hit on all successful combat checks against disoriented targets per rank of Prey on the Weak. |
advanced terrify |
1 |
|
The character may take a Terrify action, making an average Coercion check and rolling Force dice no greater than Force rating as part of the check. If successful, one target per success within medium range of the character is disoriented until the end of the next round. The character may spend two advantage results to increase the duration of disorientation for all affected targets by one round, and may spend a Force point to immobilize an affected target until the end of the next round. A character who has purchased this talent automatically gains 1 Conflict at the beginning of a game session, use triumph to stagger. |
sense advantage |
1 |
|
once per session add 2 setbacks to one npcs skill check. |
Crippling blow |
1 |
|
The character may voluntarily increase the difficulty of a combat check by one to deal a crippling blow. If [they] succeed and deals damage to the target's wound threshold, the target suffers one strain whenever [they] move for the remainder of the encounter. |
heroic fortitude |
1 |
|
The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Brawn- or Agility-related checks until the end of the encounter. [They] still suffer from the injury itself. |
against all odds. |
1 |
|
Once per session, if the character is incapacitated due to exceeding [their] wound threshold, [they] may perform the Against All Odds action (this action may be performed even though characters are normally barred from performing actions when incapacitated). The character makes a Hard Resilience check, rolling a number of Force dice equal to [their] Force rating as part of the check. If successful, the character heals wounds equal to success results. The character may spend Force points to add success results to the result. |