Adversary 5 |
|
|
Upgrade the Difficulty of any combat check targeting this character once per rank of Adversary. |
Center of Being 3 |
|
|
Takes a center of being maneuver. Until the beginning of next turn, attacks against this character increase their critical rating by 1 per rank of Ceneter of Being. |
Center of Being (Improved) |
|
|
Suffer 1 strain to preform Center of Being as an incidental. |
Durable 4 |
|
|
May reduce any critical injury suffered by 10 per rank of Durable to a minimum of 1. |
Defensive Training 1 |
|
|
When wielding a Lightsaber, Melee, or brawl weapon, the weapon gains the Defensive quality with a rating equal to Defensive Training. |
Falling Avalanche |
|
|
Suffer 2 strain to add damage equal to brawn to next Lightsaber combat check made that turn. |
Hard Headed 2 |
|
|
When staggered or disoriented, preform the Hard Headed action; make a Daunting Discipline Check to remove status. Difficulty removed per rank of Hard Headed. |
Hard Headed (Improved) |
|
|
When incapacitated due to strain exceeding threshold, take a a formidable discipline check per rank of Hard Headed to reduce strain to 1 below threshold. |
Lethal Blows 2 |
|
|
Add 10 per rank of Lethal Blows to any critical injury results inflicted on opponents. |
Multiple Opponents |
|
|
Adds one Boost to any Lightsaber, Brawl, or Melee checks when engaged with more than one opponent. |
Parry 8 |
|
|
When hit by a melee attack, suffer 3 strain to reduce 2 damage per rank of Parry. |
Parry (Improved) |
|
|
When parrying a hit that generates a despair or 3 threat, the character may hit his attacker once with a Lightsaber, Brawl, or Melee weapon (dealing base damage) when the original attack resolves. |
Reflect 9 |
|
|
When hit by a ranged attack, suffer 3 strain to reduce 2 damage per rank of Parry. |
Reflect (Improved) |
|
|
When parrying a hit that generates a despair or 3 threat, the character may hit one target in medium range with the same damage as the initial hit, after the original attack resolves. |
Resist Disarm |
|
|
If the character would be disarmed or his weapon would be damaged or destroyed, he may choose to suffer 2 strain to ignore the effect. |
Resolve 3 |
|
|
When a character involuntarily suffers strain, he suffers 1 strain less per rank of Resolve to a minimum of 0. |
Saber Throw |
|
|
Perform Saber Throw action, make Lightsaber combat check as ranged attack at target within medium range, addingO no greater than Force rating. Must spend3and succeed to hit target; spend 3 to have weapon return to hand. |
Saber Throw (Improved) |
|
|
When preforming the Saber Throw action, may attack enemies from long range. Requires 2 Force points to recover weapon. |
Sarlacc Sweep |
|
|
Force talent. The character may take the Sarlacc Sweep action, making a Lightsaber combat check with + 1 difficulty against one engaged target. The character may spend O O generated by this combat check to hit one additional target he is engaged with. He may do this once per engaged target, paying O O for each additional hit. When performing a Sarlacc Sweep action, the character must always target the opponent with the highest difficulty and highest defense (if two targets have the same difficulty and defense, the GM chooses which target is the initial target). |
Sixth Sense |
|
|
The character gains 1 ranged defense. |
Sum Djem |
|
|
May spend a Triumph or 2 advantage in a successful Lightsaber check to disarm opponent. |
Unstoppable |
|
|
When a critical injury role is 1, or is reduced to 1, do not take the critical injury. |
Precision Strike |
|
|
When inflicting a critical injury with a Lightsaber, Brawl, or Melee weapon, may suffer 1 strain to reduce Injury to any Easy critical injury. |