Parry (10) - Supreme, Improved |
10 |
|
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. Supreme upgrade: If didn't make a combat check during previous turn, may suffer 1 strain to use Parry. |
Soresu Defender |
|
|
Use Intellect instead of Brawn for Lightsaber checks. |
Inventor (2) |
2 |
|
When constructing new items or modifying attachments, add Boost or remove Setback per rank of Inventor. |
Gearhead (3) |
3 |
|
Remove Setback per rank of Gearhead from Mechanics check. Halve the credit cost to add mods to attachments. |
Toughened (5) |
6 |
|
WT + 2 |
Defensive Stance (2) |
2 |
|
Once per round, may perform DS maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks. |
Armor Master |
|
|
When wearing armor, increase total soak value by 1. |
Armor Master (Improved) |
|
|
Soak of 2 or higher, defense increased by 1. |
Supreme Armor Master |
|
|
Once per round, may suffer 3 strain to take AM incidental: reduce the next Crit by 10 per point of soak to minimum of 1. |
Mental Tools |
|
|
Always count as having the right tools for the job when performing Mechanics checks. |
Dedication (4) |
4 |
|
+1 to Intellect, +3 Willpower |
Grit (4) |
4 |
|
+1 to Strain |
Tinkerer |
|
|
Add 1 additional hard point to a number of items equal to rank in Tinkerer. |
Imbue Item |
|
KtP - 29 |
Take II maneuver (29 of KtP book) |
Force Rating (2) |
2 |
|
+1 Force Rating per rank |
Confidence |
|
|
May decrease difficulty check to avoid fear by 1 per rank in Confidence. |
Reflect (5) |
5 |
|
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect. |
Physician |
|
|
When making a Medicine check to help a character heal wounds the target heals 1 additional wound per rank of Surgeon. |
Stimpack Specialization (2) |
2 |
|
Stimpacks heal 1 additional wound per rank of SS |
Force Protection (2) |
2 |
|
Perform the FP maneuver. Suffer 1 strain and commit force die up to rank of FP, increase soak by Force Die committed until beginning of next turn. Suffer 1 strain every turn Force Die remains committed. |
Improved Reflect |
|
|
When reflecting a hit that generated Despair or 3 Threat, may hit one target in medium range with the same damage as the initial hit, after original attack resolves. |
Strategic Form |
|
|
May take the Strategic Form action, making a Hard Lightsaber (Intellect) check rolling Force die no greater than Force Rating. If successful, 1 target within short range may only attack character for 1 round. Spend Force Pips to extend effects for 1 target for 1 round. |
Defensive Circle |
|
|
May take DC action, making a Hard Lightsaber (Intellect) check. The character, plus one ally within short range per success, gains X defense until the beginning of next turn. X equals 1, plus 1 per 2 Advantage. |
Bodyguard |
|
|
Once per round may perform BG maneuver to guard an engaged character. Suffer strain no greater than ranks in BG, then until the beginning of the next turn upgrade the difficult of that character by that number. |
Circle of Shelter |
|
|
When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit. |
Intimidating |
|
|
May suffer a number of strain to downgrade difficulty of Coercion checks or upgrade difficulty when targeted by Coercion checks by an equal number. Strain suffered this way cannot exceed ranks in Intimidating. |
Lethal Blows |
|
|
+10 Per rank of Lethal Blows to any Critical Injury results inflicted on opponents. |
Embrace Your Hate (2) |
2 |
|
May spend 1 Destiny Point and then suffer Conflict equal to dark side Destiny Points in pool to add equal damage to melee attack. May use this ability once per encounter per rank. |
Quick Strike |
|
|
Add Boost per rank of Quick Strike to combat checks against targets that have not acted yet this encounter. |
Multiple Opponents |
|
|
Add Boost to Lightsaber, Brawl, and Melee checks when engaged with multiple opponents. |
Inner Peace (2) |
2 |
|
Once per encounter, convert a number of Dark Side Destiny Points equal to ranks in Inner Peace to Light Side Destiny Points and reduce Conflict gained this session. |
Balance |
|
|
When the character recovers strain at the end of the encounter, they may add Force Die per Force Rating. They recover additional strain equal to Force Pip generated. |
Jump Up |
|
|
Once per round, may stand from seated or prone as an incidental. |
Vaapad Control |
|
|
When making a Lightsaber combat check, the character may suffer 1 strain to downgrade the difficulty of the check a number of times equal to the number of light side Destiny Points in the Destiny Pool |
Comprehend Technology |
1 |
|
Take CT action; make an Average Knowledge (Education) check to use Force rating as ranks in skills to use item. |
Saber Throw |
1 |
|
Perform ST action, make Lightsaber combat check but as ranged within medium range, adding Force Die no greater than Force Rating. Must use 1 Pip to activate and 1 Pip to return. |