Conditioned |
1 |
Soresu Defender |
Remove Setback per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned. |
Dodge |
2 |
Soresu Defender |
When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number |
Jump Up |
1 |
Soresu Defender |
Once per round, may stand from seated or prone as an incidental. |
Quick Draw |
1 |
Soresu Defender |
Once per round, draw or holster a weapon or accessible item as an incidental. |
Quick Strike |
2 |
Soresu Defender |
Add Boost per rank of Quick Strike to combat checks against targets that have not acted yet this encounter. |
Ataru Technique |
1 |
Soresu Defender |
When making a check using the Lightsaber skill, the character may use Agility instead of Brawn. |
Saber Throw |
1 |
Soresu Defender |
Perform Saber Throw action; make Lightsaber combat check as ranged attack at target within medium range, adding no greater than Force rating. Must spend and succeed to hit target; spend to have weapon return to hand. |
Saber Swarm |
1 |
Soresu Defender |
Perform the Saber Swarm maneuver, suffer 1 strain to make next Lightsaber (Agility) combat check this turn gain the Linked item quality equal to Force rating during turn. |
Hawkbat Swoop |
1 |
Soresu Defender |
Take the Hawk Bat Swoop action. Perform a Lightsaber (Agility) combat check against the target within short range, adding no greater than Force rating. Spend Force Pips to engage target and spend Force Pips to add to check. |
Parry |
7 |
|
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. |
Reflect |
5 |
|
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect. |
Dedication |
5 |
|
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |
Toughened |
5 |
|
Gain +2 wound threshold. |
Grit |
4 |
|
Gain +1 strain threshold. |
Force Rating |
2 |
|
Gain +1 Force Rating. |
Soresu Technique |
1 |
Ataru Striker |
When making a check using the Lightsaber skill, the character may use Intellect instead of Brawn |
Improved Parry |
1 |
Ataru Striker |
When parrying a hit that generated or , may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves. |
Defensive Circle |
1 |
Ataru Striker |
May take the Defensive Circle action; make a Hard ( ) Lightsaber (Intellect) check. The character, plus one ally within short range per , gains 1 defense plus 1 defense per . |
Improved Reflect |
1 |
Ataru Striker |
When reflecting a hit that generated or , may hit one target in medium range with the same damage as the initial hit, after original attack resolves. |
Supreme Parry |
1 |
Ataru Striker |
If the user did not make a combat check during her previous turn, may suffer 1 strain to use Parry. |
Strategic Form |
1 |
Ataru Striker |
May take the Strategic Form action; make a Hard ( ) Lightsaber (Intellect) check, rolling no greater than Force rating, if successful, 1 target within short range may only attack character for 1 round. Spend to extend effects for 1 target for 1 |
Defensive Stance |
2 |
Ataru Striker |
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. |
Mind Over Matter |
1 |
Executioner |
The character may spend one Destiny Point to recover strain equal to her Willpower rating. |
Precise Aim |
1 |
Executioner |
Once per round, may perform a Precise Aim maneuver. Suffer a number of strain no greater than ranks in Precise Aim, then reduce target’s melee and ranged defense by that number. |
Marked For Death |
1 |
Executioner |
take the Marked for Death maneuver, committing . Add to combat checks against target while remains committed, but cannot use this talent again until the original target is incapacitated or the session ends. |
Deathblow |
1 |
Executioner |
After making a successful attack with a nonstarship/vehicle weapon, the character may spend one Destiny Point to add damage equal to her Willpower to one hit of the successful attack. |
Terrifying Kill |
1 |
Executioner |
The character may spend 1 Destiny Point to take the Terrifying Kill maneuver after incapacitating or inflicting a Critical Injury. Roll no greater than Force rating and spend to inflict 1 strain on each character within short range of target. |
Dedication |
4 |
Executioner |
when making a non-Gunnery combat check, the character may add no greater than Force rating to the check. the character may spend to add , or to add (character’s choice) to the result. |
Lethal Blows |
3 |
Executioner |
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents. |
Hunter |
2 |
Hunter |
Add per rank of Hunter to all checks when interacting with beast or animals (including combat checks). Add +10 to Critical Injury results against beasts or animals per rank of Hunter. |
Expert Tracker |
2 |
Hunter |
Remove per rank of Expert Tracker to find tracks or track targets. Decrease time to track a target by half. |
Uncanny Senses |
1 |
Hunter |
Add per rank of Uncanny Senses to all Perception checks. |
Keen Eyed |
1 |
Hunter |
Remove per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half. |
Natural Hunter |
1 |
Hunter |
Once per session, may re-roll any 1 Perception or Vigilance check |
Uncanny Reactions |
1 |
Hunter |
Add per rank of Uncanny Reactions to all Vigilance checks. |
Soft Spot |
1 |
Hunter |
After making a successful attack, spend 1 Destiny Point to add damage equal to Cunning to one hit. |
Rapid Recovery |
2 |
Hunter |
When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery |
Sixth Sense |
1 |
Hunter |
Gain +1 ranged defense. |
Side Step |
2 |
Hunter |
Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number for the next round. Strain suffered this way cannot exceed ranks in Side Step |
Tinkerer |
3 |
Modder |
May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified once |
Resolve |
2 |
Modder |
When a character involuntarily suffers strain, she suffers 1 less strain per rank of Resolve to a minimum of 1. |
Know Somebody |
1 |
Modder |
Once per session, when attempting to purchase a legally available item, reduce its rarity by 1 per rank of Know Somebody. |
Signature Vehicle |
1 |
Modder |
Choose one starship or vehicle as Signature Vehicle. Upgrade all Mechanics checks made on that vehicle once. |
Gearhead |
2 |
Modder |
Remove per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments. |
Fancy Paint Job |
1 |
Modder |
Upgrade all Charm, Deception, and Negotiation checks made in the presence of Signature Vehicle once. |
Larger Project |
2 |
Modder |
Signature Vehicle can have a silhouette 1 larger per rank of Larger Project. |
Resourceful Refit |
1 |
Modder |
May perform the Resourceful Refit action; make an Average ( ) Mechanics check to scavenge an old attachment to construct a new one, reducing its price by that of the dismantled attachment. |
Jury Rigged |
1 |
Modder |
Choose 1 weapon, armor or other item and give it a permanent improvement while it remains in use. |
Hidden Storage |
1 |
Modder |
Gain hidden storage in vehicles or equipment that holds items with total encumbrance equal to ranks in Hidden Storage. |
Natural Tinkerer |
1 |
Modder |
Once per session, may re-roll any 1 Mechanics check. |
Custom Loadout |
1 |
Modder |
May add 2 additional hard points to Signature Vehicle |