Adversary |
3 |
|
Upgrade attack difficulty by 3 |
Parry |
5 |
|
Spend 4 strain to remove 2 + rank in Parry in damage for every attack as an incidental |
Improved Parry |
1 |
|
Use a Despair or 3 Threat and automatically hit the attacker with your Wielded Melee, Brawl, or Lightsaber weapon for base damage plus applicable abilities and talents |
Supreme Parry |
1 |
|
If the character didn't make an attack the prior turn, they may spend only one strain to activate Parry (See rules for Parry) |
Draw Closer |
1 |
|
The character may take a Draw Closer action, making a Lightsaber (Willpower) melee combat check against one silhouette 1 (or smaller) target within medium range and adding a number of Force dice no greater than Force rating to the check. The character may spend Force points before resolving the success or failure of the check to move the target one range band closer to the character (including from short to engaged). [They] may also spend a Force point to add success results to the combat check. If the character cannot move [their] target to engage [them], the combat check automatically misses. |
Sum Djem |
1 |
|
When the character makes a successful Lightsaber combat check, they may spend a triumph or two advantage results to disarm their opponent (with GM's approval). The disarmed weapon lands anywhere within short range of the engagement (character's choice) |
Reflect |
5 |
|
When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check, and after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check) they may take the Reflect incidental. They suffer 4 strain and reduce the damage dealt by a number equal to 2 plus their ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon. |
Improved Reflect |
1 |
|
When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check and uses the Reflect incidental to reduce the damage from that hit, after the attack is resolved, the character may spend a despair or three threats to automatically hit one target within medium range, dealing the same damage as the hit from the initial ranged attack. The initial ranged attack's hit must be one that can be reflected and redirected (generally only blaster weapons or other energy attacks fall into this category; anything else is subject to GM oversight). This talent may not be used if the original attack incapacitates the character. |
Supreme Reflect |
1 |
|
If the character did not make a combat check during [their] previous turn, [they] suffer 1 strain when taking the Reflect incidental, instead of 3. |
Niman Technique |
1 |
|
May use Willpower for lightsaber |
Intense Focus |
1 |
|
Before making a skill check, the character may perform the Intense Focus maneuver. The character suffers one strain to upgrade the ability of the skill check once. |
Scathing Tirade |
1 |
|
The character may take the Scathing Tirade action by making an Average Coercion check. For each success result, one enemy within short range suffers 1 strain. The character can also spend advantage results; for every advantage spent, one target already affected suffers 1 additional strain. |
Improved Scathing Tirade |
1 |
|
Each enemy affected by Scathing Tirade suffers a setback dice on all skill checks for a number of rounds equal to the character's ranks in Coercion; this does not stack with itself. |
Supreme Scathing Tirade |
1 |
|
The character may voluntarily suffer 1 strain to perform Scathing Tirade as a maneuver instead of an action. |
Resolve |
1 |
4 |
When the character suffers strain, they suffer 1 less strain per rank of Resolve, to a minimum of one. This does not apply to voluntary strain loss |
Lethal Blows |
4 |
|
The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. |
Defensive Training |
4 |
|
When the character wields a Lightsaber weapon, Melee weapon, or Brawl weapon, that weapon gains ranks in the Defensive item quality equal to the character's ranks in Defensive Training (this replaces any ranks in Defensive the weapon already has). |
Sixth Sense |
1 |
|
The character gains +1 ranged defense. |
Temple Training talent |
1 |
|
Before making a Lightsaber skill check the character may spend one Destiny Point to add damage to the attack equal to their ranks in Knowledge (Lore) |
Indomitable Will |
1 |
|
Once per encounter, the character may perform the Indomitable Will maneuver, suffering 3 strain to commit a number of Force dice up to their Force rating. While Force dice remain committed, reduce all damage the character suffers by an amount equal to the committed Force dice, and the character suffers 1 strain at the beginning of each of their turns. |
Intimidating |
5 |
|
When attempting a Coercion check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed [their] ranks in Intimidating. When the character is the target of a Coercion check, the character may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed [their] ranks in Intimidating. |