Parry |
4 |
|
When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, after damage is calculated (but before soak is applied, so immediately after step 3 of Perform a Combat Check) the character may take a Parry incidental. They suffer 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus their ranks in Parry. This talent may only be used once per hit and when the character is wielding a Lightsaber or Melee weapon. |
Improved Parry |
1 |
|
When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check and uses the Parry 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 the attacker once with a wielded Brawl, Melee, or Lightsaber weapon. This hit deals the weapon's base damage plus any damage from applicable talents or abilities. This talent may not be used if the original attack incapacitates the character. |
Reflect |
4 |
|
Force talent. 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 3 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 |
|
Force talent. 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. |
Well Rounded |
1 |
|
The character chooses any two skills. They permanently become career skills. |
Toughened |
2 |
|
The character increases wound threshold by two per rank of Toughened. |
Grit |
4 |
|
Each rank of Grit increases a character's strain threshold by one. |
Learning Opportunity |
1 |
|
Once per round, the character may spend three advantage results from a check they fail to upgrade the ability of their next check once. |
Quick Draw |
1 |
|
Once per round, on the character's turn, may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver. |
Sense Danger |
1 |
|
Force Talent. Once per game session, the character may remove two setback dice from any one skill check. |
Force rating |
1 |
|
Force Talent. Each rank permanently increases the character's Force Rating by one. |
Adaptable |
1 |
|
Force talent. When resolving a check that uses a skill in which they have no ranks, the character may spend one Destiny Point to remove a despair from the check or to remove threats equal to their ranks in Cool from the check. |
Dedication |
1 |
|
Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. |
Jump Up |
1 |
|
Once per round on the character's turn, the character may stand up from prone or a seated position as an Incidental. |
Circle of Shelter |
1 |
|
Force talent. When an ally engaged with the character suffers a hit from a combat check, the character may use a Parry or Reflect incidental to reduce the damage the hit deals (even though the character is not the target of the combat check). |
Infravision |
1 |
|
Remove up to 1 setback dice from checks due to lighting conditions. |