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Desert Dweller |
1 |
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When making skill checks, Twi'leks may remove a setback die imposed due to arid or hot environmental conditions. |
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Grit |
2 |
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increases a character's strain threshold by 2 |
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Lethal Blows |
5 |
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The character adds +50 to any Critical Injury rolls inflicted on opponents. |
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Stalker |
3 |
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adds 3 boost dice Coordination and Stealth checks. |
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Dodge |
2 |
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When targeted by a combat check (ranged or melee) 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 cannot exceed [their] ranks in Dodge. |
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Precise Aim |
2 |
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Once per round on the character’s turn, the character may perform a Precise Aim maneuver before attempting a combat check and suffer a number of strain. The number of strain cannot exceed their ranks in Precise Aim. They then decreases the target’s defense (ranged and melee) by one per strain suffered for that combat check. |
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Jump up |
1 |
|
Once per round on the character's turn, the character may stand up from prone or a seated position as an Incidental. |
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Quick Strike |
1 |
|
+1 boost to combat checks made against any target that has not yet acted in the encounter. |
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Quick Draw |
1 |
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Once per round, on the character's turn, [they] may draw or holster an easily accessible weapon or item as an incidental, instead of a maneuver. |
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Targeted Blow |
1 |
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On a successful attack during combat using a non-starship/vehicle weapon, the character may spend one Destiny Point to add damage equal to [their] Agility to one hit of the successful attack. |
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Anatomy Lessons |
1 |
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After a successful attack with a personal (non-starship/vehicle) weapon, the character may spend one Destiny Point to add damage equal to [their] Intellect to one hit of the attack. |
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Sniper Shot |
3 |
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Once per round before making a non-thrown ranged attack, the character may perform a maneuver to attempt a Sniper Shot. Sniper Shot increases the maximum range of their ranged weapon up to one range band per rank. For each rank beyond the normal maximum of the weapon, upgrade the difficulty of the check by one (this is in addition to the increased difficulty of the shot due to longer range). |
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Deadly Accuracy Heavy |
1 |
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The character may add their ranks in that combat skill as additional damage to one hit of successful attacks made with that skill using a personal-scale weapon. They cannot choose the same combat skill twice. |
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Master of Shadows |
1 |
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Once per round, the character may voluntarily suffer 2 strain to decrease the difficulty of the next Stealth or Skulduggery check by one, to a minimum of Easy difficulty. |
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Dedication |
2 |
|
Agility x 2 |
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Deadly Accuracy ranged light |
1 |
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The character may add their ranks in that combat skill as additional damage to one hit of successful attacks made with that skill using a personal-scale weapon. They cannot choose the same combat skill twice. |
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True Aim |
2 |
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Once per round, before the character makes a ranged attack, [they] may perform a True Aim maneuver. By performing this maneuver, the character gains all the benefits for aiming and also upgrades [their] attack roll once per rank of True Aim. |
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Deadly Accuracy Melee |
1 |
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The character may add their ranks in that combat skill as additional damage to one hit of successful attacks made with that skill using a personal-scale weapon. They cannot choose the same combat skill twice |
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Toughened |
1 |
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+2 HP |
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Natural Marksman |
1 |
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Once per game session, the character may reroll any one Ranged (Light) or Ranged (Heavy) check. |