Acklay's Scything Strike |
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KoF 30 |
Force Talent: the character's Brawl attacks gain the Pierce quality with a rating equal to their Force rating or increase their existing Pierce by that amount |
Balance |
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When the character recovers from the strain at theend of encounter he may roll his Force rating in Force dice. He recovers strain equal to lightside force points rolled |
Center of Being |
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Force Talent: Once per round when wielding a lightsaber, the character can make a Center of Being Maneuver, Until the beginning of his next turn, whenever an enemy makes a melee attack targettting the character, the critical rating of the enemy's weapon counts as one higher per rank of Center of Being |
Center of Being (Improved) |
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Force Talent: The character may voluntarily suffer one strain to perform Center of Being as an incidental instead of a maneuver |
Constant Vigilance |
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The character may always choose the Vigilance skill when making checks to determine initiative |
Coordination Dodge |
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ND |
When target by a combat check, the character may spend one Destiny Point to add Failure equal to his ranks in Coordination to the check. |
Dedication *5 |
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increase Willpower*3, Intellect*1, Agility*1 |
Defensive training * 2 |
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FaD core |
melee, brawl, and lightsabers gain defensive 2 |
Dodge * 2 |
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FaD core |
When targeted by a combat check (range or melle) 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 can not exceed his ranks in Dodge. |
Dodge (Improved) |
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KoF |
When the character performs the Dodge incidental, the character may make a Move maneuver as an out-of-turn incidental after the triggering attack has been resolved |
Draw Closer |
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FaD core |
Force Talent: The character may take a Draw Closer action making a Lightsaber (Willpower) melee combat check against one silhouette 1 (or smaller) target within medium range and adding a number of force dice no greater than Force rating to the check. The character may spend Force points before resolving the success or failure of the check to move the target one range band closer to the character (including from short to engaged). He may also spend FP to add success to the combat check. If the character cannot move his target to engage him. the combat check automatically misses. |
Far Strike |
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KoF 30 |
Force Talent: The character nat take the Far Strike action, making a Brawl combat check as a ranged attack at one target at short range or further, adding Force dice no greater than the character's force rating to the check, The character may spend FP to increase the range of the attack by one range band per FP spent, to a maximum of long. If the target is at medium range or further, the character must both sufficiently increase the range of the attack and succeed on the check to hit the target |
Force Assault |
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Force Talent: Uppon missing an opponent with a Lightsaber (Willpower) combat check, the character may spend triumph or 3 advantage to perform the Move Force power action as a maneuver this turn (the character must still be able to perform maneuvers and still may not perform more than two maneuvers in a turn). |
Force Rating * 5 |
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Force Talent: Each rank permanently increases Force Rating by one |
Grapple |
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ND |
Once per round, the character may perform the Grapple maneuver. Until the beginning of the character's next turn, enemies mus spend two maneuvers instead of one maneuver to move from engaged range to short range of him. |
Grit * 4 |
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KoF 30 |
Each rank of Grit increase a character's strain threshold by one. |
Iron Body *2 |
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ND & KoF page 31 |
Remove 2 setback dice from coordination and Resilience. Reduce crit rating by 1 per rank (a.k.a. reduce by 2, min 1) |
Jump Up |
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Once per round on the character's turn, the character may stand up from prone or a seated position as an incidental |
Niman Technique |
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FaD core |
Force Talent: when making a lightsaber skill check, the character may use Willpower instead of Brawn. |
Nobody's fool |
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FaD core |
The difficulty of any Charm, Coercion, or Deception Check attempted against the character is upgraded once for each rank of Noboy's Fool. |
Parry *8 |
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FaD core |
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 page 210 of FaD core rulebook), the character may take a Parry incidental. He suffers 3 strain and reduces 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 wielding a Lightsaber or Melee weapon. |
Parry (Improved) |
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When the character suffers a hit from a Brawl, Melee, or Lightsaber combat check, and uses the Parry incidental to reduce the damage from that hit, after the attack is resolved, the character may spend Despair or 3Threat to automatically hit the attacker one with a wielded Brawl, Melee, or Lightsaber weapon. This hit deals the weapon's bas damage plus any damage from applicable talents or abilities. This talent may not be used if the original attack incapacitates the character. |
Precision Strike |
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KoF page 31 |
When the character inflicts a Critical Injury with a Brawl, Melee, or Lightsaber weapon, he may suffer 1 strain to change the result to any Easy (P) Critical Injury Result. Additionally, whenever the character defeats a minion or rival NPC he may always choose to do so by non-lethal means, even if the environment or exceptional circumstances would normally make that very difficult or impossible. |
Precision Strike (Improved) |
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KoF page 31 |
Once per round when the character inflicts a Critical injury with a Melee or Brawl weapon, he may suffer 2 strain to change the result to any Average (PP) Critical Injury result |
Quick Draw |
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Once per round on the character's turn, he may draw or holster an easily accessible weapon as an incidental, not a maneuver. This talent also reduces the ammount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver |
Reflect * 5 |
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FaD core |
Force Talent: When the character suffers a hit from a Range (Light), Range (Heavy), or Gunnery combat check and after damage is calculate (but before soak is applied, so immediately after step 3 of Perform a Combat Check, page 210 of FaD core rulebook), he may take the Reflect incidental. He sufferes 3 strain and reduces 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 wielding a lightsaber weapon. |
Reflect (Improved) |
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FaD core |
Force Talent: When the character suffers a hit from a Range (Light), Range (Heavy), or Gunnery combat check and uses the Reflect incidental to reduce damage from that hit, after the attack is resolved , the character may spend despair or 3 threat to automatically hit one target within medium range, dealing the same damage as the hit from the initial ranged attack. The range attack's hit must be one that is able to be reflected and redirected (generally only blaster weapons or other energy attacks fall into this category; anything else is subject to GM oversight). This talent may not be used if the original attack incapacitates the character. |
Researcher *2 |
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The character removes setback per rank of Researcher from Knowledge checks. Researching takes 50% less time (this does not increase with additional ranks of Researcher). |
Secrets of the Jedi |
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DoR |
Lightsaber becomes a career skill. He may also decrease the difficult of checks made to construct or repair lightsaber hilts a number of times equal to half his ranks in knowledge (lore) (rounded up) to a minimum of Easy (P). |
Secrets of the Jedi (Improved) |
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DoR |
Discipline becomes a career skill. Secrets of the Jedi may also be used when installing mods on lightsabers. |
Sleight of Mind |
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Force Talent: The character adds boost per rank of Sleight of Mind to his Stealth checks unless the being attempting to detect the character is immune to Force Powers. |
Sense Emotions |
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FaD core |
Force Talent: The character add boost to all charm coercion and Deception checks unless the target is immune to Force Powers. |
Steely Nerves |
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10 XP Scar Talent |
The character may spend one Destiny Point to ignore the effects of ongoing Critical Injuries on any Presence or Willpower related checks until the end of the encounter. He still suffers from the injury itself. |
Sum Djem |
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FaD Core |
Force Talent: When the character makes a successful Lightsaber combat check, he may spend triumph or 2 advantage to disarm the opponent (with GM's approval). The disarmed weapon lands anywhere within short range of the engagement (character's choice). |
Swift |
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KoF page 31 |
The character does not suffer the penalties for moving through difficult terrain (they move through it at normal speed without spending additional maneuvers). |
Temple Training |
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DoR |
Force Talent: Before making a Lightsaber skill check, the character may spend one Destiny point to add damage to the attack equal to his ranks in Knowledge (Lore). |
Time to Go |
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10 XP Scar Talent |
The Character may spend 1 Destiny Point to perform the Move maneuver as an incidental to attempt to move into cover or out of the blast range of a weapon or explosion. This may be performed out of turn. This incidental occurs after the character determines he would be hit by the blast but before damage is applied. |
Toughened * 5 |
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FaD Core |
The character increases his wound threshold by two per rank of Toughened. |
Valuable Facts |
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Once per encounter, the character may take a Valuable Facts action, making an Average (PP) Knowledge check (the GM and player should determine which Knowledge skill is most applicable in the given situation). If successful, the character may add Triumph to any one check made by an allied character during the encounter. The subsequent check should relate in some way to the facts the character learned, or the player should come up with an explanation of why the information the character learned is instrumental in the success of the ally's check. |
Unarmed Parry |
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KoF page 31 |
The character may perform the Parry incidental while unarmed. When the character performs the Parry incidental while unarmed (only requires having 1 free hand per devs on order 66 podcast on no disintegrations), reduce the strain they suffer from the Parry incidental by one to a minimum of 1. |
Well Rounded |
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The character chooses any two skills (Knowledge(Lore) and Piloting(Space)). They permanently become career skills |
Uncanny Reactions |
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Force Talent: The character adds boost per rank of Uncanny Reactions to his Vigilance checks. |
Will of the Force |
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Force Talent: Once per round after failing a skill check, the character may convert one dark side Destiny Point to a light side Destiny Point. |