Toughened |
4 |
|
+8 wounds |
Jury Rig |
2 |
|
Improve 2 pieces of equipment |
armor master |
3 |
|
Improve soak value of armor by 3 |
Tinkerer |
1 |
|
+1 hard point to selected object |
Dedication |
4 |
|
+2 Presence, +1 agility, +1 brawn |
Deadly accuracy (ranged) |
1 |
|
+rank damange in ranged heavy |
Kill with kindness |
1 |
|
-1 setback to charm/leadership |
Smooth talker (negotiation) |
2 |
|
Spend triumph for 2 extra success on negotiation checks |
Disarming smile |
2 |
|
Opposed charm checks to lower defenses by 2 until end of encounter |
Natural Charmer |
1 |
|
reroll charm or deception |
Congenial |
2 |
|
supper up to 2 strain to downgrade or upgrade charm or negotiation checks by 2 |
Works like a charm |
1 |
|
use presence instead of normal attribute for 1 roll |
Improved Inspiring Rhetoric |
1 |
|
avg leadership, each success causes 1 ally to recover 1 strain, advantages= additional allies and strain, all effected gain one boost for 5 rounds |
Improved Armor Master |
2 |
|
+2 defense |
Side step (improved) |
2 |
|
Once per round on the character's turn, the character may perform a Side Step maneuver to try to avoid incoming ranged attacks. [They] then suffer a number of strain no greater than [their] ranks in Side Step. Until the start of the character's next turn, upgrade the difficulty of all ranged combat checks targeting the character a number of times equal to the strain suffered by the target. |
Improved side step |
1 |
|
When the character performs a Side Step maneuver, until the start of their next turn, they may spend three threats or a despair result from a combat check targeting them to inflict one hit on that attacker from a Ranged (Heavy) or Ranged (Light) weapon the character is currently wielding. The hit deals its base damage plus any damage from applicable talents or abilities. This talent may not be used if the original attack incapacitates the character. |
Jump up |
1 |
|
May stand from sitting or prone as an incidental |
Hit and run |
1 |
|
After attacking an engaged opponent, may immediately move to short range using a jet pack |
To the Death |
1 |
|
Take sup to 2 strain, adds +20 to criticals given or received for encounter |
Conditioned |
1 |
|
-1 setback from athletics/coordination |
resist disarm |
1 |
|
If the character would be disarmed or [their] weapon would be damaged or destroyed, [they] may choose to suffer 2 strain to ignore the effect. |
Parry |
2 |
|
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. |
Natural Brawler |
1 |
|
Reroll one melee or brawl check |
Durable |
2 |
|
-20 to critical injuries suffered |
Ultimate Armor Master |
1 |
|
suffer 2 strain to reduce a critical injury taken by 10 x soak value |
Martial Rigor |
1 |
|
Once per round, suffer 2 strain to add damage equal to ranks in athletics to next brawl check made this turn |
Feral Strenght |
3 |
|
+3 damage to one hit of melee lightsaber or brawl attack |
Iron Body |
1 |
|
The character removes setback dice per rank of Iron Body from their Coordination and Resilience checks. The critical rating of the character's unarmed attacks is reduced by one per rank of Iron Body, to a minimum of 1. |