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Thontiin Crystal |
1 |
|
Once per encounter, ignore the effect of a single Easy (1 difficulty) critical injury - it is still suffered. |
|
Overcharged Power Crystal |
1 |
|
May spend advantage results to increase damage dealt by 1. Rolling 2 threats may reduce damage dealt by 1. |
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Dense Musculature |
1 |
|
Once per round, as a maneuver, may suffer 3 strain to leap to any location vertically or horizontally within medium range. |
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Parry |
4 |
|
When hit by a melee attack, suffer 3 strain to reduce damage by 2 + 1 per rank. |
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Toughened |
3 |
|
+2 wound threshold per rank. |
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Soresu Technique |
1 |
|
May use int for Lightsaber instead of Brawn. |
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Reflect |
3 |
|
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 + 1 per rank. |
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Improved Parry |
1 |
|
When parrying a hit that generated 3 threat or 1 despair, may hit the attacker once with Lightsaber, Brawl, or Melee weapon for base damage. |
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Supreme Parry |
1 |
|
If I didn't make a combat check during my previous turn, Parry costs 1 strain instead of 3. |
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Dedication |
1 |
|
+1 Int. |
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Improved Reflect |
1 |
|
When reflecting a hit that generated 3 threat or 1 despair, may hit one target in medium range for the same damage as initial hit. |
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Strategic Form |
1 |
|
Take the Strategic form action, making a hard Lightsaber check, rolling force dice up to force rating. On a success, 1 target within short range may only attack me for 1 round. Spend force to increase duration by 1 round per point. |
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Defensive Circle |
1 |
|
Take the Defensive Circle action, making a hard Lightsaber check. I plus 1 ally in short range per success gain X defense until next turn, where X equals 1 + 1 per 2 advantage. |
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Defensive Stance |
2 |
|
1/round, use a maneuver and take strain up to ranks to upgrade difficulty of melee attacks against me by an equal amount for 1 round. |
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Grit |
3 |
|
+1 strain thershold per rank. |
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Body Guard |
1 |
|
1/round, spend a maneuver to guard an engaged character. Suffer strain up to ranks, increase difficulty of all combat checks targeting that character by 1 per strain suffered for the next round. |
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Physician |
1 |
|
When making a Medicine check to heal wounds, target also heals 1 strain per rank. |
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Circle of Shelter |
1 |
|
When an engaged ally sufferes a hit, may use parry or reflect against the hit. |
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Fated Duel |
1 |
|
1/session, spend 2 Destiny and make a hard Discipline check to challenge another character. On a success, the two characters are locked in a duel for 3 rounds. For the duration, the characters can only target each other with attacks, and no other characters can target the duelling characters with attacks or otherwise intervene. |
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Reduce Difficulty |
1 |
|
Fated Duel is an average check. |
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Inspiration |
1 |
|
Add 1 boost die to all checks while Fated Duel is active. |
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Endure |
1 |
|
When suffering a crit of severity Easy, may activate and commit 1 force die to ignore all effects of that injury, including the +10 to further crits, while the die remains committed. |
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Strength |
1 |
|
Endure can target +1 severity rank of critical injury per Strength upgrade. |
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Force Rating |
1 |
|
1 Force Rating |