Parry |
4 |
Core 149 |
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, page 210), the character may take a Parry incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon. |
Toughened |
1 |
|
The character increases his wound threshold by 2 per rank of Toughened |
Balanced |
1 |
|
When the character recovers from strain at the end of each encounter, she may roll force dice no greater than his Force rating. she recovers additional strain equal to pips generated. |
Uncanny reaction |
1 |
|
The character adds □ per rank of Uncanny Reactions to his Vigilance checks. |
Temple Training |
1 |
|
Before Making a lightsaber skill check, the character may spend one destiny point to add damage to the attack equal to her ranks in Knowledge (lore). |
Force Rating |
1 |
|
Each rank permanently increases the character’s Force rating by 1. |
Dedication |
2 |
|
Each rank permanently increases a single characteris tic of the player's choice by 1 point. This cannot bring a characteristic above 6. |
Conditioned |
1 |
|
The character removes ■ per rank of Conditioned from his Athletics and Coordination checks. He reduces the damage and strain suffered from falling by 1 per rank of Coordination. |
Dodge |
2 |
|
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 his ranks in Dodge. |
Quick Strike |
1 |
|
The character adds □ per rank of Quick Strike to his combat checks made against any target that has not yet acted in the encounter. |
Constant Vigilence |
1 |
|
May Always use vigilance when making initiative checks |
Reflect |
3 |
|
When the character suffers a hit from a Ranged (Light), Ranged (Pleavy), or Gunnery com bat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Per form a Combat Check, page 210), he may take the Reflect incidental. Fie suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon. |
Disorienting Strike |
1 |
|
After failing a lightsaber combat check, may spend 3 advantages to disorient opponent for 3 rounds. |
Sleight of Mind |
1 |
|
The character adds □ per rank of Sleight of Mind to his Stealth checks unless the being attempting to detect the character is immune to Force powers. |
Secrets of the Jedi |
1 |
|
Lightsaber becomes a career skill. He may also decrease the difficulty of checks made to construct or repair lightsaber hilts a number of times equal to half his ranks in knowledge (Lore) (rounded up), to a minimum of easy. |
Master of Shadows |
1 |
|
Once per round, the character may voluntarily suf fer 2 strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy |
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. |
Quick Draw |
1 |
|
Once per round on the character’s turn, he may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also re duces 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. |
Ataru Technique |
1 |
|
When making a Lightsaber skill check, the character may use Agility instead of Brawn. |
Nobody's Fool |
1 |
|
The difficulty of any Charm, Coercion, and Deception checks attempted against the character is upgraded once for each rank of Nobody’s Fool |