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 |
SS 30 (Hermit) |
Force Talent. When Spending a maneuver to direct a bonded animal, the character may suffer 1 strain to add boost to the animal's next check. |
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. |