Sightless Vision |
1 |
|
Perceive surroundings without the need for light, and do not suffer penalties for combat and perception checks due to darkness. |
Reliant on Toxins |
1 |
|
Start with respirators which simulate toxic atmosphere of homeworld. Treat standard air composition as a corrosive atmosphere with rating 6. |
Toughened |
1 |
Executioner |
Gain +2 wound threshold. |
Quick Strike |
1 |
Executioner |
Add Boost per rank of Quick Strike to combat checks against targets that have not acted yet this encounter. |
Quick Draw |
1 |
Executioner |
Once per round, draw or holster a weapon or accessible item as an incidental. |
Lethal Blows |
1 |
Executioner |
Add +10 to critical hits on other characters. |
Hunter's Quarry |
1 |
Executioner |
Action: Make a hard survival check to upgrade the ability of all attacks made against a target within long range until the end of the character's next turn. |
Improved Hunter's Quarry |
1 |
Executioner |
May suffer 2 strain to perform Hunter's Quarry as a manuever. |
Precise Aim |
1 |
Executioner |
Once per round, may perform Precise Aim maneuver. Suffer a number a number of strain no greater than ranks in Precise Aim, then reduce target's melee and ranged defense by that number. |
One With Nature |
1 |
Hermit |
When in the wilderness, may use survival instead of discipline or cool to recover strain after an encounter. |
Animal Bond * |
1 |
Hermit |
Develop long-term bond with single animal of silhouette equal to half Force rating rounded down. |
Menace |
1 |
Hermit |
Enemy within short range of the character's bonded animal adds 1 setback to next Combat checks made against the character. |
Marked for Death* |
1 |
Executioner |
Maneuver. Commit Force die. Add 2 advantage to combat checks against target while die remains committed, but cannot use this talent again until the original target is incapacitated or the session ends. |
Force Rating Increase* |
1 |
Executioner |
Force Rating +1 |
Dedication |
2 |
Executioner, Ataru Striker |
Agility +1 |
Parry |
2 |
Ataru Striker |
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. |
Reflect* |
2 |
Ataru Striker |
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect. |
Jump Up |
1 |
Ataru Striker |
Once per round, may stand from seated or prone as an incidental. |
Ataru Technique |
1 |
Ataru Striker |
When making a check using the Lightsaber skill, the character may use Agility instead of Brawn. |
Hawk Bat Swoop* |
1 |
Ataru Striker |
Take the Hawk Bat Swoop action. Perform a Lightsaber (Agility) combat check against target within short range, adding force dice no greater than Force rating. Spend 1 pip to engage target and spend 1 pip to add advantage to check. |
Grit |
4 |
Hermit, Force Adherent, Executioner |
Add 1 to your strain threshold per rank of Grit. |
Essential Kill * |
1 |
Executioner |
When making a non-Gunnery combat check, the character may add force points no greater than his Force rating to the check. The character may spend 1 point to add advantage, or 3 points to add triumph (character's choice) to the result. |
Improved Parry |
1 |
Ataru Striker |
When parrying an attack that generated despair or 3 threats, may hit attacker once with brawl, lightsaber, or melee weapon dealing base damage after the original attack resolves. |
Conditioned |
1 |
Hermit |
Remove 1 setback per rank of Conditioned for all athletics or coordination checks. Reduces strain and wounds damage suffered from falling by 1 per rank. |
Enduring |
1 |
Hermit |
+1 Soak |
Unexpected Demise |
1 |
*Signature Ability* |
Once per session as an action, the character may spend 1 Destiny Points and make an Average Perception Check. If successful, for the next 5 rounds the character may spend 1 maneuver to add 1 automatic triumph to his next combat check made in that turn. In addition, for the next 5 rounds when the character inflicts a Critical Injury on a rival NPC, the target is immediately incapacitated in the same way as a minion NPC. Also, remove 1 setback for the duration. (Bonuses from tree already applied.) |
Duration |
3 |
Unexpected Demise |
Lasts one round longer per rank of Duation. |
Destiny |
1 |
Unexpected Demise |
1 Destiny Point instead of 2 to active Unexpected Demise. |
Reduce Setback |
1 |
Unexpected Demise |
Remove 1 setback while Unexpected Demise. |
Reduce Difficulty |
1 |
Unexpected Demise |
Average perception check instead of hard. |
Push Aside |
1 |
Force Adherent |
After making a successful Melee, Brawl, or Lightsaber combat check against an engaged foe, the character may force the opponent to move to short range as an out-of-turn incidental in a direction of the opponent's choosing. The character may spend a triumph result to cause the opponent to fall prone after moving. |
Extended Reach |
1 |
Force Adherent |
While armed with a two-handed melee weapon, the character may suffer one strain to make a Melee combat check with that weapon targeting an enemy at up to short range (rather than engaged range). The difficulty of the check remains Average. |
Dodge |
1 |
Force Adherent |
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. |
Resolve |
1 |
Force Adherent |
When involuntarily suffering strain, suffer 1 less per rank of Resolve. |