Side Step |
1 |
|
For a # of strain, upgrade difficulty of incoming range attacks equal to amount of strain |
Conditioned |
2 |
|
Remove a setback per rank of conditioned for athletics and coordination |
Street Smarts |
1 |
|
Remove setback on underworld and streetwise checks per rank |
Reflect |
5 |
|
For 3 strain, suffer 2 less damage per rank of reflect against ranged attacks |
Shien Technique |
1 |
|
Use cunning instead of Brawn |
Parry |
2 |
|
For 3 strain, suffer 2 less damage per rank of reflect against melee/brawl attacks |
Toughened |
2 |
|
+2 WT per rank |
Counterstrike |
1 |
|
If enemy attack produces a despair or 2 threat, upgrade next attack |
Grit |
5 |
|
+1 toStrain |
Dedication |
3 |
|
+1 to Characteristic (Presence) (Brawn) (Presence) |
Improved Reflect |
1 |
|
If incoming attack produces 3 threat or 1 despair, may redirect at anyone in medium range |
Supreme Reflect |
1 |
|
If user did not attack previously, use for 1 strain instead |
Djem so Reflection |
1 |
|
May use a destiny point after reflect is used to close the distance as an incidental |
Falling Avalanche |
1 |
|
May add damage equal to brawn in next saber attack |
Defensive Stance |
1 |
|
Suffer strain per rank to upgrade checks made against this character |
Saber Throw |
1 |
|
Use a saber check with a force dice equal to force rank to throw. Spend destiny point to return. |
Disruptive Strike |
1 |
|
Spend a force point on a successful check to add a failure to the opponents next check |
Dodge |
2 |
|
As an incidental, use strain equal to rank to upgrade the incoming attack check by equal to rank |
Improved Saber Throw |
1 |
|
May attack at long range, use 2 force dice to bring it back |
Sleight of Mind |
2 |
|
Add a boost check when stealthing against non-force immune NPCs per rank |
Constant Vigilance |
1 |
|
Use Vigilance to decide Initiative |
Uncanny Reactions |
2 |
|
Use a boost die per rank on Vigilance Checks |
Impossible Fall |
1 |
|
Use 2 force die to decrease range band of fall and land somewhere safe, spend another die to decrease distance |
Fear The Shadows |
1 |
|
Make a hard deception check to make a rival or a minion group flee as an action |
Smooth Talker |
2 |
|
For skill of choice of social skill (Charm) treat Triumphs like extra successes per rank |
Inspiring Rhetoric |
1 |
|
The character may take the Inspiring Rhetoric action; making an Average Leadership check. For each success, one ally within close range recovers one strain. For each advantage, one ally benefiting from Inspiring Rhetoric recovers one additional strain. |
Improved Inspiring rhetoric |
1 |
|
Add a boost to all checks for a number of rounds equal to leadership rank |
Kill with Kindness |
2 |
|
The character removes a setback dice per rank of Kill with Kindness from [their] Charm and Leadership checks. |
Congenial |
2 |
|
When attempting a Charm or Negotiation check, the character may suffer a number of strain to downgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed their ranks in Congenial. When the character is the target of a Charm or Negotiation check, they may suffer a number of strain to upgrade the difficulty of the check a number of times equal to the strain suffered. This number cannot exceed their ranks in Congenial. |
Disarming Smile |
2 |
|
The character can take the Disarming Smile action to make an opposed Charm check against one target within short range. If [they] succeed, decrease the target's defense (melee and ranged) by a number equal to the character's ranks in Disarming Smile (to a minimum of 0) until the end of the encounter. Others like you also viewed Skip Tracer Performer Marauder Master Categories |
Natural Charmer |
1 |
|
Once per session, reroll a charm or deception roll |
Intense Presence |
1 |
|
Recover strain equal to presence with destiny pip |
Just Kidding! |
1 |
|
Once per round as an incidental, when the character or any of [their] allies in short range generates a despair on a social skill check, the character may spend one Destiny Point to convert a single despair generated on the check to a failure result. When [they] do this, [they] must explain what [they] say or does to smooth things over after the verbal misstep. |
Resolve |
1 |
|
When the character suffers strain, they suffer 1 less strain per rank of Resolve, to a minimum of one. This does not apply to voluntary strain loss. |
Don't shoot! |
1 |
|
Once per session, the character can take the Don't Shoot! action to make a Hard Charm check. If [they] succeed, [they] cannot be the target of a combat check until the end of the encounter or until [they] make a combat check. This player must explain how [they] make a combat check. This player must explain how [they] talk [their] way out of being associated with [their] party's combatants, and the GM has final say on whether [their] ruse succeeds. |