TOUGHENED |
5 |
|
Gain +2 Wound Threshold |
Feral Strength |
3 |
|
Add 1 damage per rank of Feral Strength to one hit of successful attacks made using Brawl or Melee skills. |
Frenzied Attack |
3 |
|
When making a Melee or Brawl check, suffer a number of strain to upgrade the attack an equal number of times. The strain suffered may not exceed ranks in Frenzied Attack. |
HEROIC FORTITUDE |
1 |
|
May spend 1 Destiny Point to ignore effects of Critical Injuries on Brawn or Agility checks until the end of the encounter. |
Natural Brawler |
1 |
|
Once per session, may re-roll any 1 Brawl or Melee check. |
Lethal Blows |
2 |
|
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents |
Enduring |
2 |
|
Gain +1 soak value. |
DEFENSIVE STANCE |
1 |
|
Once per round, may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number. Strain suffered this way cannot exceed ranks in Defensive Stance. |
Last One Standing |
1 |
Dangerous Covenants p.35 |
Once per game session during a combat encounter, the character may spend 2 Destiny Points to make a Hard (♦♦♦) Resilience check If he succeeds. he skips his next turn and eliminates all enemy minions in the encounter. (The minions are all eliminated immediately, so will not get to participate further in the combat, but for the sake of the narrative, the PC can spend thenext round of combat incapacitating them) The narrative means by which he accomplishes this is up to the player character, but should be suitably exciting, and must also be approved by the GM |
Increase Effect |
1 |
|
When triggering Last One Standing, eliminate one rival per increase effect upgrade in addition to the minions. |
Add Boost |
1 |
|
Add a blue die To skill check to activate Last One Standing. |
Dedication |
2 |
|
+1 to one Characteristic |
Parry |
4 |
|
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. |
Multiple Opponents |
1 |
|
Add a blue die to Lightsaber, Brawl and Melee checks when engaged with multiple opponents. |
Second Wind |
2 |
|
Once per encounter, may use Second Wind incidental to heal strain equal to ranks in Second Wind. |
Quick Draw |
1 |
|
Once per round, draw or holster a weapon or accessible item as an incidental. |
Natural Bladesman |
1 |
|
Once per session, may reroll any 1 Lightsaber or Melee check. |
Improved Parry |
1 |
|
When parrying a hit that generated Despair or Three Threat may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves. |
Durable |
2 |
|
May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1. |