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iron body |
1 |
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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. |
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parry |
2 |
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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. |
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toughened |
2 |
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Precision Strike |
1 |
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When the character inflicts a Critical Injury with a Brawl, Melee, or Lightsaber weapon, they may suffer 1 strain to change the result to any Easy Critical Injury result. Additionally, whenever the character defeats a minion or rival NPC, the character may always choose to do so by non-lethal means, even if the environment or exceptional circumstance would normally make that difficult or impossible. |
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Resilient Metabolism |
1 |
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Add a success result to resilience checks |
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In-Helmet Scanner |
1 |
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Remove 1 setback die from darkness or lack of visibility. Allow the detection of heat sources up to medium range. 1 boost dice to Perception |
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Martial Grace |
1 |
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Once per round, the character may suffer 2 strain to add additional damage equal to ranks in Coordination to one hit of a successful Brawl combat check. |
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Grapple |
1 |
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Once per round, the character may perform the Grapple maneuver. Until the beginning of [their] next turn, enemies must spend two maneuvers instead of one maneuver to move from engaged range to short range of [them]. |
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Quick Draw |
1 |
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Once per round my draw or holster a weapon or accessible item as a incidental |
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Dedication |
1 |
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Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. |
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Custom Tailored Armored Jacket |
1 |
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add an advantage result to any successful Charm, Deception, or Negotiation checks the character makes |
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Convincing Demeanor |
1 |
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The character removes a setback dice per rank of Convincing Demeanor from [their] Deception and Skulduggery checks. |
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DOUBLE-BLADED LIGHTSABER-Tholothian Heartwood Hilt |
1 |
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A lightsaber with this hilt increases its encumbrance rating by 1. Attacks made add 3 success results to the roll. However, the GM may spend four threat results or a despair result generated by checks made with this weapon to cause it to become damaged by one step. Disguised: Add a setback die to other characters' checks to identify the lightsaber hilt as such while it is not ignited |