Sleight of Mind |
3 |
F&D, p.94 (Sentry, update later) |
Add blue die to all Stealth checks unless the opposition is immune to Force powers. |
Well-Rounded |
1 |
F&D, p.94 |
Melee; Ranged - Light |
Street Smarts |
2 |
F&D, p.94, p.95 |
Remove setback die from Streetwise and Knowledge (Underworld) tests, equal to ranks. |
Mental Fortress |
1 |
F&D, p.94 |
Spend 1 Destiny Point to ignore effects of Critical Injuries on Intellect and Cunning checks until end of encounter. |
Indistinguishable |
2 |
F&D, p.94 |
Upgrade the difficulty of checks to distinguish the character equal to ranks. |
Codebreaker |
1 |
F&D, p.94 |
Remove ■ per rank of Codebreaker from checks to break codes/decrypt communications & decrease difficulty by 1. |
Dodge |
2 |
F&D, p.94 |
When targeted by a combat check (ranged or melee) the character may choose to immediately perform a Dodge incidental to suffer a number of strain, them upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge. |
Side Step |
1 |
F&D, p.95 |
Once per round, may suffer a number of strain to upgrade difficulty of incoming ranged attacks by Side Step ranks. |
Reflect |
5 |
F&D, p.95 |
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect. (7) |
Shien Technique |
1 |
F&D, p.95 |
When making a check using the Lightsaber skill, may use Cunning. |
Conditioned |
2 |
F&D, p.95 |
Remove ■ per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned. |
Now You See Me |
1 |
F&D, p.94 |
Once per session, take Now You See Me action. Make a Hard (♦♦♦) Deception check to make a number of NPCs equal to Cunning within medium range forget about character. |
Master of Shadows |
1 |
F&D, p.94 |
Once per round, suffer 2 strain to decrease difficulty of next Stealth or Skulduggery check by 1. |
Dedication |
3 |
F&D, p.94 |
Gain 1 Cunning |
Parry |
1 |
F&D, p.95 |
If wielding a lightsaber or melee weapon when hit by a melee attack, may suffer 3 strain to reduce damage by 2 plus Parry ranks. (3) |
Counterstrike |
1 |
F&D, p.95 |
When an attack misses and generates a despair or two threat, may upgrade the next Cunning - Lightsaber check by one against the missing attacker, during the encounter. |
Toughened |
3 |
F&D p.95, EV p.29 |
Gain +2 wounds. |
Grit |
2 |
F&D p.94, EV p.29 |
Gain +1 strain. |
Defensive Stance |
1 |
F&D, p.95 |
Once per round, as a maneuver, suffer Strain up to ranks in Defensive Stance to upgrade the difficulty of all incoming melee attacks by that number for the next round. |
Slippery Minded |
1 |
F&D, p.94 |
If under the effects of a Force power, perform the Slippery Minded action; make a Hard (♦♦♦) Deception check to immediately end effects of power. |
Anatomy Lessons |
1 |
F&D, p.94 |
After making a successful attack, may spend a destiny point to add damage equal to Cunning to one hit. |
Force Rating |
2 |
F&D, p.94 |
+1 Force rating |
Uncanny Reactions |
2 |
EV p.29 |
Add a boost die per ranks to all Vigilance checks. |
Djem So Deflection |
1 |
F&D, p.94 |
After a Reflect, may spend of Destiny Point to use a Move maneuver as an out-of-turn incidental to close the distance with, or Engage the opponent. |
Shroud |
1 |
F&D, p.94 |
May flip a destiny point to become undetectable via Force powers and make powers go unnoticed for the remainder of the encounter. |
Improved Reflect |
1 |
F&D, p.94 |
When reflecting a hit that generated a despair or 3 threats, may hit one target in Medium range with the same damage as the initial hit, after the original attack resolves. |
Impossible Fall |
1 |
EV, p.29 |
Once per session may use to spend 2 force pips to reduce a fall's range band by one and - if possible - land somewhere safe. May spend an additional force pip to reduce a further range band. |
Overbalance |
1 |
F&D, p.94 |
When a combat check made by an engaged foe generates a despair or 3 threats may stagger attacker until the end of their next turn. |
Supreme Reflect |
1 |
F&D, p.94 |
If character didn't make an attack in the previous round, may spend 1 strain instead of 3 to Reflect. |
Saber Throw |
1 |
F&D, p.95 |
Make a Lightsaber (Cunning) combat check as a ranged attack at a target within medium range, adding force dice no greater than Force Rating. Must spend one pip and succeed to hit target; spend one pip to have the weapon return to hand. |
Disruptive Strike |
1 |
F&D, p.95 |
Make a Lightsaber (Cunning) combat check adding force dice no greater than Force Rating. Spend pips to add failures to the next combat check the target makes. |
Clever Solution |
1 |
F&D, p. 101 |
Once per session may use Cunning for a skill check which normally requires another attribute. |
A Touch of Fate |
1 |
F&D, p.101 |
Once per session, may add 2 boost dice to any one check. (This can be applied to checks made by other characters) |