Reflect |
4 |
Force and Destiny - Core Rulebook P:150 |
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, so immediately after step 3 of Perform a Combat Check), if the character is wielding a lightsaber, he may take the Reflect incidental. He suffers 3 strain and reduces the damage dealt by that hit from the attack by a number equal to two plus his ranks in Reflect. This talent may only be used when the character is wielding a Lightsaber weapon. |
Reflect [Improved] |
1 |
Force and Destiny - Core Rulebook P:150 |
Force talent. When the character suffers a hit from a Ranged (Light), Ranged (Heavy), or Gunnery combat check that generates y or ttt, and the character uses the Reflect incidental to reduce the damage from that hit, after the attack is resolved, the character automatically hits one target within medium range, dealing the same damage as the hit from the initial ranged attack. The ranged attack’s hit must be one that is able to be reflected and redirected (generally only blaster weapons fall into this category; anything else is subject to GM oversight). This ability may not be used if the original attack disables the character. |
Reflect [Supreme] |
1 |
Force and Destiny - Core Rulebook P:150 |
Force talent. If the character did not make a combat check during his previous turn, he suffers 1 strain when taking the Reflect incidental, instead of 3. |
Street Smarts |
1 |
Force and Destiny - Core Rulebook P:152 |
The character removes ⬛ per rank of Street Smarts from his Streetwise and Knowledge (Underworld) checks. |
Shien Technique |
1 |
Force and Destiny - Core Rulebook P:151 |
Force talent. When making a Lightsaber skill check, the character may use Cunning instead of Brawn. |
Grit |
1 |
Force and Destiny - Core Rulebook P:144 |
Each rank of Grit increases a character’s strain threshold by one. |
Side Step |
1 |
Force and Destiny - Core Rulebook P:151 |
Once per round on the character’s turn, the character may perform a Side Step maneuver to try to avoid incoming ranged attacks. He then suffers a number of strain no greater than his 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 character. |
Saber Throw |
1 |
Force and Destiny - Core Rulebook P:151 |
Force talent. The character may take the Saber Throw action, making a Lightsaber combat check as a ranged attack at one target within medium range, adding C no greater than his Force rating to the check. The character must spend 🌓 and succeed on the check to hit his target; he may spend 🌓🌓 to have his weapon return to his hand after resolving the attack. |
Conditioned |
1 |
Force and Destiny - Core Rulebook P:141 |
The character removes ⬛ per rank of Conditioned from his Athletics and Coordination checks. He reduces the damage and strain suffered from falling by one per rank of Coordination. |
Quick Draw |
1 |
Force and Destiny - Core Rulebook P:149 |
Once per round on the character’s turn, he may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver. |
Parry |
2 |
Force and Destiny - Core Rulebook P:149 |
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 reduces the damage dealt by that hit from the attack by a number equal to two plus his ranks in Parry. This talent may only be used when the character is wielding a Lightsaber or Melee weapon. |
Well Rounded |
1 |
|
Choose 2 skills, they permanently become career skills. (Leadership & Survival) |