Grit |
3 |
|
Gain +1 strain threshold |
Toughened |
3 |
|
Gain +2 wound threshold. |
Street Smarts |
1 |
|
Remove [setback] per rank of Street Smarts from Streetwise or Knowledge (Underworld) checks. |
Bad Cop |
1 |
|
May spend [Adv. Adv.] from a Deception or Coercion check to upgrade ability of a single ally's subsequent Social Interaction check against the target a number of times equal to ranks in Bad Cop. |
Quick Draw |
1 |
|
Once per round, draw or holster a weapon or accessible item as an incidental. |
Good Cop |
2 |
|
May spend [Adv. Adv.] from a Charm or Negotiation check to upgrade ability of a single ally's subsequent Social Interaction check against the target a number of times equal to ranks in Good Cop. |
Point Blank |
4 |
|
The character adds one damage per rank of Point Blank to one hit of successful Ranged (Heavy) or Ranged (Light) attacks made while at short or engaged range. |
Natural Marksman |
1 |
|
Once per session, may reroll any 1 Ranged (Light) or Ranged (Heavy) check. |
Hard Headed |
1 |
|
The character may perform the Hard Headed action. On any turn in which the character is staggered or disoriented, they may perform the Hard Headed action (this action may be specifically performed even though they are normally barred from performing actions when staggered). They make a Daunting (4 Difficulty Dice) Discipline check. If they succeed, they are no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy. |
Durable |
1 |
|
The character may reduce a Critical Injury result suffered by 10 per rank of Durable, to a minimum of one. |
Parry |
2 |
|
When hit by brawl, melee, or lightsaber check; may take parry incidental. Suffer 3 strain, and reduce the damage dealt by 2 plus ranks in parry. May only be used once per hit, and when the character is wielding a lightsaber or melee weapon. |
Reflect |
1 |
|
When hit by a ranged check; may take reflect incidental. Suffer 3 strain, and reduce the damage dealt by 2 plus ranks in parry. May only be used once per hit, and when the character is wielding a lightsaber weapon. |
Sleight of Mind |
1 |
|
Add [Boost] to all stealth checks unless the opposition is immune to Force powers. |
Secrets of the Jedi |
1 |
|
Lightsaber becomes a Career Skill. They may also decrease the difficulty of checks made to construct or repair a lightsaber hilts a number of times equal to half their ranks in Knowledge (Lore)(rounded up) to a minimum of [Easy] |
Balance |
1 |
|
When the character heals strain at the end of the encounter, they may add [Force Dice] per Force Rating. They recover strain equal to [Light Point] generated. |
Constant Vigilance |
1 |
|
May always use Vigilance when making checks to determine initiative. |
Armour Master |
1 |
|
When wearing armour, increase total soak value by 1 |
Side Step |
2 |
|
Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number for the next round. Strain suffered this way cannot exceed ranks in Side Step. |
Jump Up |
1 |
|
Once per round, may stand from seated or prone as an incidental. |
Jetpack Expertise |
1 |
|
The character may spend 1 [ADV] from their checks to remove 1 System Strain from their jetpack. They may choose the effect multiple times when spending [ADV] |
Death From Above |
1 |
|
Once per encounter while using a jetpack, the character may take the Death from Above action, inflicting 1 system strain on their jetpack and making a Hard Piloting (Planetary) check. If the check is successful, for each success result, one adversary of silhouette 0 or 1 within short range is knocked prone. The character may spend a triumph result from the check to stagger one affected adversary until the end of that adversary's next turn. |
Conditioned |
2 |
|
Remove SB per rank of Conditioned from Athletics and Coordination checks. Reduce Damage and Strain suffered from falling by 1 per rank of Conditioned. |
Armour Master Improved |
1 |
|
When wearing armour with a soak value of 2 or higher, increase Defence by 1 |
To the Death! |
1 |
|
Once per seesion, suffer strain up to Willpower and add a +10 per strain suffered to critical rolls the character inflicts or suffers until the end of the encounter. |
Momentum |
1 |
|
Deal additional damage to first hit equal to range bands moved in current round |
Hit and Run |
1 |
|
After completing attack they are engaged with, may move to short range using jetpack |
Dedication PR |
1 |
|
|