Grit |
5 |
|
Gain + 1 strain threshold |
Resolve |
2 |
|
When the character suffers strain, they suffer 1 less strain per rank of Resolve, to a minimum of one. This does not apply to voluntary strain loss. |
Toughened |
1 |
|
The character increases [their] wound threshold by two per rank of Toughened. |
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. |
Quick Draw |
1 |
|
Once per round, on the character's turn, [they] may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver. |
Stalker |
2 |
|
The character adds a boost dice per rank of Stalker to [their] Coordination and Stealth checks. |
Hunter's Quarry |
1 |
|
The character may take the Hunter's Quarry action against an opponent within long range, making a Hard Survival check. If the check succeeds, upgrade the ability of all attacks made against the target by one until the end of the character's turn. |
Imp. Hunter's Quarry |
1 |
|
The character can choose to suffer 2 strain to perform the Hunter's Quarry action as a maneuver instead. |
Precise Aim |
2 |
|
Once per round on the character's turn, the character may perform a combat check and suffer a number of strain. The number of strain cannot exceed their ranks in Precise Aim. They then decrease the target's defense (ranged and melee) by one per strain suffered for that combat check. |
Marked for Death |
1 |
|
Force talent. The character may take the Marked for Death maneuver, selecting one target and committing a Force dice. The character adds two automatic advantage results to combat checks against that target while a Force dice remains committed, but cannot use the Marked for Death talent again until the character uncommits Force dice, the original target is incapacitated, or the session ends. Advantage results gained in this way cannot be used to recover strain. |
Essential Kill |
1 |
|
Force talent. When making a combat check that does not involve either using the Gunnery skill or operating a non-starship weapon, the character may add a Force dice no greater than [their] Force rating to the check. The character may spend a Force point to add an advantage result, or three Force points to add a triumph result (character's choice), to the result. Advantage results gained in this way cannot be used to recover strain. |
Mind Over Matter |
1 |
|
The character may spend one Destiny Point to recover strain equal to their Willpower rating. |
Dodge |
1 |
|
When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed [their] ranks in Dodge. |
Jump Up |
1 |
|
Once per round on the character's turn, the character may stand up from prone or a seated position as an Incidental. |
Targeted Blow |
1 |
|
On a successful attack during combat with a non-starship/vehicle weapon, the character may spend one Destiny Point to add damage equal to [their] Agility to one hit of a successful attack. |
Anatomy Lessons |
1 |
|
After a successful attack with a personal (non-starship/vehicle) weapon, the character may spend one Destiny Point to add damage equal to [their] Intellect to one hit of the attack. |
Sniper Shot |
1 |
|
Once per round before making a non-thrown ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximum range of their ranged weapon up to one range band per rank. For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range). |
Uncanny Senses |
1 |
|
Force Talent. The character adds a boost dice per rank of Uncanny Senses to [their] Perception checks. |
Uncanny Reactions |
1 |
|
Force Talent. The character adds a boost dice per rank of Uncanny Reactions to [their] Vigilance checks. |
Sense Emotions |
1 |
|
Force talent. The character adds a boost dice to all Charm, Coercion, and Deception checks unless the target is immune to Force powers. |
Secrets of the Force |
1 |
|
Knowledge (Lore) and Lightsaber become career skills for the character. |
Parry |
1 |
|
When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check) the character may take a Parry incidental. They suffer 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus their ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon. |
Reflect |
1 |
|
Force talent. When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check) they may take the Reflect incidental. They suffer 3 strain and reduce the damage dealt by a number equal to 2 plus their ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon. |
Renegade Form |
1 |
|
Force talent. When the character purchases this talent, they choose one characteristic. They may use this characteristic in place of Brawn when making Lightsaber checks. |
Tinkerer |
2 |
|
The character makes one piece of equipment more modifiable. They choose one piece of equipment and increases its number of hard points by one. They can only do this once per piece of equipment, but can modify a number of pieces of equipment equal to their ranks in Tinkerer. If they lose a modified piece of equipment, they may apply Tinkerer to a new one. |
Gearhead |
1 |
|
The character removes a setback dice per rank of Gearhead from [their] Mechanics checks. In addition, the credit cost to add mods to attachments decreases by 50% (this does not increase with additional ranks of Gearhead). |
Know Somebody |
1 |
|
Once per game session, when attempting to purchase a legally available time, the character may reduce its rarity by one step per rank of Know Somebody. |