|
Fearsome Countenance |
1 |
|
Add an Advantage to all Coercion checks you make |
|
Toughened |
3 |
|
Gain +2 wound threshold |
|
Body Guard |
2 |
|
Once per round, perform the Body Guard maneuver to guard an engaged character. Suffer a number of strain no greater than ranks in Body Guard, then until the beginning of the next turn upgrade the difficulty of combat checks targeting the character by that number. |
|
Grit |
3 |
|
Gain +1 strain threshold |
|
Physician |
1 |
|
When making a Medicine check to help a character heal wounds, the target heals 1 additional strain per rank of Physician |
|
Parry |
1 |
|
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry |
|
Stimpack Specialization |
2 |
|
Stimpacks heal 1 additional wound per rank of Stimpack Specialization |
|
Force Protection |
2 |
|
Perform the Force Protection maneuver: suffer 1 strain and commit Force dice up to ranks in Force Protection. Increase soak by number of Force dice committed until beginning of next turn. Suffer 1 strain every turn Force dice remain committed |
|
Reflect |
1 |
|
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect |
|
Heightened Awareness |
1 |
|
Allies within short range add a Boost die to Perception or Vigilance checks. Engaged allies add 2 Boost dice |
|
Center of Being |
2 |
|
Take a Center of Being maneuver: until the beginning of the next turn, attacks against the character increase their critical rating by 1 per rank of Center of Being |
|
Circle of Shelter |
1 |
|
When an engaged ally suffers a hit, may use Parry or Reflect incidental against the hit |
|
Force Rating |
2 |
|
Gain +1 Force rating |
|
Dedication |
1 |
|
Gain +1 to a characteristic of your choice |
|
Improved Body Guard |
1 |
|
Once per session, when an ally protected by the Body Guard maneuver suffers a hit, suffer the hit instead |
|
Gearhead |
2 |
|
Remove 1 Setback die per rank of Gearhead from Mechanics checks. Halve the credit cost to add mods to attachments |
|
Inventor |
2 |
|
When constructing new items or modifying attachments, add 1 Boost die or remove 1 Setback die per rank of Inventor |
|
Mental Tools |
1 |
|
Always count as having the right tools for the job when performing Mechanics checks |
|
Improved Armor Master |
1 |
|
When wearing armor with a soak value of 2 or higher, increase defense by 1 |
|
Armor Master |
1 |
|
When wearing armor, increase total soak value by 1 |
|
Saber Throw |
1 |
|
Perform Saber Throw action: make Lightsaber combat check as ranged attack at target within medium range, adding Force dice no greater than Force rating. Must spend 1 Force point and Success to hit target. Spend 1 Force point to have weapon return to hand |
|
Supreme Armor Master |
1 |
|
Once per round, may suffer 2 strain to take the Armor Master incidental: reduce the next Critical Injury by 10 per point of soak, to a minimum of 1 |
|
Dedication |
1 |
|
|
|
Tinkerer |
1 |
|
May add 1 additional hard point to a number of items equal to ranks in Tinkerer. Each item may only be modified in this way once |
|
Falling Avalanche |
1 |
|
Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn |
|
Imbue Item |
1 |
|
Take the Imbue Item maneuver: suffer 1 strain and commit 1 Force die to grant 1 weapon, piece of armor, or item an improvement while Force dice remain committed. Suffer 1 strain each round Force dice remain committed |