|
Pack Instincts |
1 |
F&D 60 |
When performing the assist maneuver, you grant 2 Boost dice instead of 1. |
|
Reflect |
2 |
F&D 150 |
When hit by a ranged attack, you may suffer 3 strain to reduce the attack's damage by 2 plus your ranks in Reflect. |
|
Conditioned |
2 |
F&D 141 |
You remove 1 Setback die per rank of Conditioned from Athletics and Coordination checks. Additionally, you reduce the damage and strain suffered by falling from 1 per rank of Conditioned. |
|
Street Smarts |
2 |
F&D 152 |
You remove 1 Setback die per rank of Street Smarts from Streetwise and Knowledge: Underworld checks. |
|
Grit |
4 |
F&D 144 |
You gain +1 strain threshold per rank of Grit. |
|
Uncanny Reactions |
2 |
F&D 153 |
You add 1 Boost die per rank of Uncanny Reactions to Vigilance checks. |
|
Shien Technique |
1 |
F&D 151 |
You may use Cunning instead of Brawn for Lightsaber checks. |
|
Saber Throw |
1 |
F&D 151 |
You may make a ranged attack with medium range with a Lightsaber weapon, adding Force dice no greater than your Force Rating. You must spend 1 Force and succeed on the check to hit your target, and spend an additional Force to return the weapon to your hand. |
|
Saber Throw (Improved) |
1 |
EV 31 |
You may use Saber Throw at long range. Returning your blade to your hand at long range requires 2 Force instead of 1. |
|
Impossible Fall |
1 |
EV 31 |
Once per session when falling, you may perform the Impossible Fall incidental. You make a Force power check, and may spend 1 Force to land somewhere safe such as a pile of empty boxes in the street or a muddy patch in a lava field. You may then spend additional Force to reduce the effects of the fall by 1 range band per Force spent. |
|
Sleight of Mind |
2 |
F&D 152 |
You add +1 Boost die to Stealth checks unless the opposition is immune to Force powers. |
|
Constant Vigilance |
1 |
EV 30 |
You may always use Vigilance when making initiative checks. |
|
Dodge |
2 |
F&D 142 |
When targeted by an attack, you may perform a Dodge incidental to suffer a number of strain no greater than your ranks in Dodge, then upgrade the difficulty of the attack check by that number. |
|
Reflect (Improved) |
1 |
F&D 150 |
When you use Reflect and the triggering attack generated 1 Despair or 3 Threat results, you may automatically hit one target in medium range with the same damage as the triggering attack, after it is fully resolved. |
|
Dedication |
3 |
F&D 141 |
Each rank permanently increases one characteristic by +1, to a maximum of 6. |
|
Force Rating |
2 |
F&D 143 |
Each rank permanently increase your Force Rating by 1. |
|
Parry |
2 |
F&D 149 |
When hit by a melee attack, you may suffer 3 strain to reduce the attack's damage by 2 plus your ranks in Parry. |
|
Counterstrike |
1 |
F&D 141 |
When an attack misses you and generates 1 Despair or 2 Threat results, you may upgrade the next Lightsaber (Cunning) check you make against the attacker during your next turn once. |
|
Toughened |
2 |
F&D 153 |
Each rank permanently increases your wound threshold by 2. |
|
Keen Eyed |
2 |
F&D 146 |
You remove 1 Setback die per rank of Keen Eyed from Perception and Vigilance checks. Searching an area takes you half the time it normally would. |
|
Uncanny Senses |
1 |
F&D 153 |
You add 1 Boost die to Perception checks. |
|
Reconstruct the Scene |
1 |
EV 31 |
You can perform the Reconstruct the Scene action: make a Hard difficulty Perception check to identify the physical characteristics of a person present at the scene of a crime in the past 24 hours. |
|
Sense the Scene |
1 |
EV 31 |
You can perform the Sense the Scene action: make a Hard difficulty Perception check and add Force dice no greater than your Force Rating. If successful, spend 1 Force to learn the emotional characteristics of one person involved in the crime. |
|
Clever Solution |
1 |
EV 30 |
Once per session, you can make one skill check using Cunning rather than the normal characteristic linked to the skill. |
|
Unrelenting Skeptic |
1 |
EV 31 |
When targeted by a Deception check, you add a number of Failure results to the check equal to your ranks in Vigilance. |
|
Resist Disarm |
1 |
F&D 151 |
You may suffer 2 strain to avoid being disarmed or having your weapon damaged or destroyed. |
|
Makashi Technique |
1 |
F&D 146 |
You may use Presence for Lightsaber checks instead of Brawn. |
|
Duelist's Training |
1 |
F&D 142 |
You add 1 Boost die to Melee and Lightsaber checks when there is only one opponent in engagement range. |
|
Feint |
1 |
F&D 142 |
You may spend 1 Triumph or 3 Advantage results on a missed melee attack to upgrade the difficulty of the target's next attack targeting you once for eahc of your ranks in Feint. |
|
Parry (Improved) |
1 |
F&D 149 |
When you Parry a hit that generated 1 Despair or 3 Threat results, you may automatically hit the attacker with one Lightsaber, Brawl, or Melee weapon, dealing its base damage, after the triggering attack is resolved. |
|
Sum Djem |
1 |
F&D 152 |
You may spend 1 Triumph or 2 Advantage results on a successful attack to disarm your target. |
|
Unmatched Vigilance |
1 |
EV 35 |
Once per game, at the beginning of a structured encounter, you may spend 1 Destiny Point. You may then determine the initiative order of the first two rounds, and perform one free maneuver. All characters must still make initiative rolls at the start of the encounter, to be used after the first two rounds. |
|
Group Vigilance |
1 |
EV 35 |
All PCs in your presence add 1 Boost die to their combat checks targeting NPCs who have already acted in the current round. |
|
Group Preparation |
1 |
EV 35 |
All NPCs in your presence add 1 Setback die to their combat checks targeting PCs who have yet to act in the current round. |