Iron Body |
2 |
Knights of Fate, pg 31 |
The character removes Setback Dice per rank of Iron Body from their Coordination and Resilience checks. The critical rating of the character's unarmed attacks is reduced by one per rank of Iron Body, to a minimum of 1 . |
Grit |
4 |
Force and Destiny, pg 144 |
Each rank of Grit increases a character’s strain threshold by 1. |
Toughened |
6 |
Force and Destiny, pg 153 |
The character increases his wound threshold by 2 per rank of Toughened. |
Hard Headed |
2 |
Knights of Fate, pg 30 |
On any turn in which the character is staggered or disoriented, they may perform the Hard Headed action (even though staggered characters are normally barred from performing actions). The characler makes a Daunting (+ + + + ) Discipline check. If they succeed, they are no longer staggered or disoriented. The difficulty of this check decreases by one per additional rank of Hard Headed, to a minimum of Easy (t ). |
Parry |
1 |
Force and Destiny, pg 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, page 210), 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. |
Unarmed Parry |
1 |
Knights of Fate, pg 31 |
The character may perform the Parry incidental while unarmed. When the character performs the Parry incidental while unarmed, reduce the strain they suffer from the Parry incidental by one. to a minimum of 1. |
Precision Strike |
1 |
Knights of Fate, pg 31 |
When the character inflicts a Critical Injury with a Brawl, Melee, or Lightsaber weapon, they may suffer 1 strain to change the result to any Easy difficulty Critical Injury result. Additionally, whenever the character defeats a minion or rival NPC, the character may always choose to do so by non-lethal means, even if the environment or exceptional circumstance would normally make that difficult or impossible |
Far Strike |
1 |
Knights of Fate, pg 30 |
Force talent. The character may 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 a Force point to increase the range of the attack by one range band per Force point 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. |
Swift |
1 |
Force and Destiny, pg 153 |
The character does not suffer the penalties for moving through difficult terrain (they move through it at normal speed, without spending additional maneuvers). |
Enduring |
1 |
Force and Destiny, pg 100 |
The character gains +1 soak value per rank of Enduring. |
Durable |
1 |
Force and Destiny, pg 142 |
The character may reduce a Critical Injury result [they] suffer by 10 per rank of Durable, to a minimum of one. |
Acklay's Scything Strike |
1 |
Knights of Fate, pg 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 quality by that amount. |
Force Rating |
1 |
Force and Destiny, pg 143 |
Force Talent. Each rank permanently increases the character's Force Rating by one. |
Dedication (Brawn) |
1 |
Force and Destiny, pg 141 |
Each rank permanently increases a single characteristic of the player's choice by one point. This cannot bring a characteristic above six. |
Defensive Stance |
1 |
Force and Destiny, pg 141 |
Once per round on the character's turn, the character may perform a Defensive Stance maneuver to defend against incoming melee attacks. They then suffer a number of strain no greater than their ranks in Defensive Stance. Until the start of the character's next turn, upgrade the difficulty of all melee combat checks targeting the character a number of times equal to the strain suffered by the character this way. |