Jump Up |
1 |
F&D 146 (Ataru Striker) |
Once per round on the character's turn, the character may stand up from prone or a seated position as an incidental. |
Quick Draw |
1 |
F&D 149 (Ataru Striker) |
Once per round, draw or holster a weapon or accessible item as an incidental. |
Ataru Technique |
1 |
F&D 139 (Ataru Striker) |
Force talent. When making a Lightsaber skill check, the character may use Agility instead of Brawn. |
Conditioned |
1 |
F&D 141 (Ataru Striker) |
This character removes [black] per rank of Conditioned from his Athletics and Coordination checks. He reduces the damage and strain suffered from falling by 1 per rank of Coordination. |
Dodge |
1 |
F&D 142 (Ataru Striker) |
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, then upgrade the difficulty of the combat check by that number. The number of strain suffered cannot exceed his ranks in Dodge. |
Parry |
1 |
F&D 149 (Ataru Striker) |
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. He suffers 3 strain and reduced the damage dealt by that hit by a number equal to 2 plus his ranks in Parry. This talent may only be used once per hit and when the character is weilding a Lightsaber or Melee weapon. |
Reflect |
1 |
F&D 150 (Ataru Striker) |
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), he may take the Reflect incidental. He suffers 3 strain and reduces the damage dealt by that hit by a number equal to 2 plus his ranks in Reflect. This talent may only be used once per hit and when the character is wielding a Lightsaber weapon. |
Hawk Bat Swoop |
1 |
F&D 144 (Ataru Striker) |
Force Talent. The character may take a Hawk Bat Swoop action, performing a Lightsaber (Agility) melee combat check against one target within short range and adding [Force Die] no greater than Force rating to the pool. The character may spend a Force Point before resolving the success or failure of the check to engage the target immediately as an incidental, and may spend Force Point to add Advantage to the check. If the character cannot move to engage the target, the attack automatically misses. |
Saber Swarm |
1 |
F&D 151 (Ataru Striker) |
Force Talent. The character may take the Saber Swarm maneuver, suffering 1 strain. His next Lightsaber (Agility) combat check this turn gains the Linked item quality, with ranks equal to Force Rating. |
One with Nature |
1 |
SS 31 (Hermit) |
When in the wilderness, the character may make a Simple Survival check (instead of Discipline or Cool) to recover strain at the end of an encounter. |
Animal Bond |
1 |
F&D 138-139 (Hermit) |
Force talent. Through the Force, the character creates a bond with a single animal with which [they] are currently interacting. This cannot be done during structured encounters. This animal must have a silhouette equal to or smaller than half the character's Force rating when the bond is created, rounded down (this means a character with Force rating 1 could only bond with a silhouette 0 animal). The bond persists as long as the character chooses it to, although at the GM's discretion, the bond may also be broken due to abusive treatment or other extenuating circumstances. As long as the bond persists, the animal remains near the character, and the controlling player dictates the animal's overall behavior (although, since the animal is only bonded with the character, not dominated, it may still perform certain inconvenient actions such as scratching furniture, consuming rations, and marking territory). Once per round in structure encounters, the character may spend one maneuver to direct [their] animal in perfoming one action and one maneuver. The animal must be within hearing and visual range of the character (generally medium range) to do this. Otherwise, the animal does not contribute to the encounter. The specifics of its behavior are up to the player and GM. |
Menace |
1 |
SS 31 (Hermit) |
Once per round on the character's turn, the character may spend a manuever to allow any suitably threatening creature linked through the Animal Bond Talent and of Silhouette 2 or greater to perform the Menace manuever when the creature is at short range with an enemy. The enemy gains [black] on his next Combat check against the character in the encounter. Enemy characters who are immune to the effects of fear are also immune to this ability. The GM also has final determination as to if a creature can threaten an enemy, based on relative sizes and natures. |
Survival of the Fittest |
1 |
SS 31 (Hermit) |
Force Talent. Once per session, when making a single check, the character may treat his Force rating as being equal to his ranks in Survival. |