Droid |
1 |
|
Do not need to eat, sleep or breathe, and are unaffected by toxins and poisons. Cybernetic implant cap of 6 instead of Brawn rating. Train 1 rank in each of 6 Career Skills (opposed to 4), and train 1 rank in each of 3 Specialization Skills (opposed to 2). |
Inorganic |
1 |
|
Do not gain benefits of recovering with a bacta tank, stimpack or Medicine skill checks (use Mechanics check instead). Enduring Talent +1. |
Mechanical Being |
1 |
|
Droids cannot become force-sensitive or acquire Force Rating by any means. Cannot be affected by mind-altering Force powers. |
Enduring |
1 |
|
The character gains +1 soak value per rank of Enduring. |
Grit |
1 |
|
Each rank of Grit increases a character's strain threshold by one. |
Lethal Blows |
1 |
|
The character adds +10 per rank of Lethal Blows to any Critical Injury rolls inflicted on opponents. |
Stalker |
1 |
|
The character adds a boost dice per rank of Stalker to [their] Coordination and Stealth checks. |
Dodge |
1 |
|
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. |
Precise Aim |
1 |
|
Once per round on the character's turn, the character may perform a combat check and suffer a number of strain. The number of strain cannot exceed their ranks in Precise Aim. They then decrease the target's defense (ranged and melee) by one per strain suffered for that combat check. |
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. |
Quick Strike |
1 |
|
The character adds a boost dice per rank of Quick Strike to [their] combat checks made against any target that has not yet acted in the encounter. |
Quick Draw |
1 |
|
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. This talent also reduces the amount of time to draw or stow a weapon that usually requires more than one maneuver to properly prepare or stow, by one maneuver. |