Outdoorsman |
1 |
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The character removes 1 setback die per rank of Outdoorsman from their checks to move through terrain or to manage terrain or environmental effects. Decrease overland travel times by 50% |
Summon Item |
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As a maneuver, the character can summon or dismiss a ritually prepared item. |
Ichor Blade |
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The character chooses one Melee or Brawl weapon they possess, which gains the Cortosis and Pierce 2 qualities and reduces its critical rating by 1 to a minimum or 1. If the weapon is ever lost or destroyed, the character can apply Ichor Blade to a new weapon. |
Improved Ichor Blade |
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The chosen weapon also gains the Sunder quality and Defensive 1 quality, and increases its damage by 2. |
Sense Advantage |
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Once per session, may add two setback dice to 1 NPC's skill check. |
Balance |
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When the character recovers strain at the end of the encounter, they may add 1 Force die per Force Rating. They recover additional strain equal to generated Force Points. |
Coven |
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May take the Coven maneuver. On the character's next Force power check, they may reroll one Force die for each ally with Coven within short range. |
Force Rating |
2 |
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Gain +1 Force Rating per purchase of this talent. |
Expert Tracker |
2 |
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Remove 1 setback die per rank of Expert Tracker from checks to find tracks or track targets. Decrease time to track a target by half. |
Toughened |
1 |
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Gain +2 wound threshold per rank in Toughened. |
Integrated Ascension Gear |
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As an action, make an Average (2 difficulty) Ranged (Light) check to secure grappling hook to an object within medium range. Reel in cord as an action to pull self to object (or other way around if object is unsecured). Can pull someone else along as well with an Easy (1 difficulty) Athletics check. |
Ichor Transfusion |
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Once per encounter, the character may perform the Ichor Transfusion maneuver to heal any number of strain by suffering that number of wounds +1. The character may instead heal any number of wounds by suffering that number of strain +1. |
Sixth Sense |
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Gain +1 ranged defense. |
Parry |
3 |
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When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry |
Resist Disarm |
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Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed. |
Makashi Technique |
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When making a check using the Lightsaber skill, the character may use Presence instead of Brawn. |
Grit |
4 |
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Gain +1 strain threshold per rank in Grit |
Uncanny Reactions |
2 |
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Add 1 boost die per rank of Uncanny Reactions to all Vigilance checks. |
Intimidating |
1 |
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May suffer a number of strain to downgrade difficulty of Coercion checks, or upgrade difficulty when targeted by Coercion checks, by an equal number. Strain suffered this way cannot exceed ranks in Intimidating. |
Keen Eyed |
1 |
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Remove 1 setback die per rank of Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half. |
Rapid Reaction |
2 |
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Suffer a number of strain to add an equal number of successes to Initiative checks. Strain suffered cannot exceed ranks in Rapid Reaction. |
Dedication |
1 |
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+1 to Willpower |
Ichor Reserve |
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Once per session as a maneuver, the character may suffer 2 strain to increase Force rating by 1 until the end of the encounter. |
Sense Danger |
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Once per session, remove 2 setback dice from any 1 check. |
Forewarning |
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Perform the Forewarning action. All allies within medium range increase defense by character's Force rating until they act in the encounter. |
Force of Will |
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Once per session, make one skill check using Willpower rather than the characteristic linked to that skill. |
Grey Paragon |
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Gain +1 to both WT and ST. Once per session as an out-of-turn incidental, the character may flip one Dark Side destiny point to one Light Side destiny point. This cannot be used to interuppt the spending of a destiny point. |