|
Grit x14 |
|
Makashi / Executioner / Advocate |
Gain +1 to Strain |
|
Resist Disarm |
|
Makashi |
Suffer 2 Strain to avoid being disarmed or having the character's weapon be damaged or destroyed |
|
Makashi Technique |
|
Makashi |
When making a check with the Lightsaber skill, the character may use Presence instead of Brawn |
|
Parry x5 |
|
Makashi |
If weilding a Lightsaber or Melee weapon when hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry |
|
Duelist's Training |
|
Makashi |
Add [boost] to all Lightsaber and Melee combat checks when Engaged with only one opponent |
|
Feint x2 |
|
Makashi |
Spend [T] or x3 adv. generated on a missed melee attack to upgrade difficulty of opponents next attack targeting the character by ranks in Feint |
|
Intense Presence |
|
Makashi |
May spend a Destiny Point to recover Strain equal to Presence Rating |
|
Improved Parry |
|
Makashi |
When parrying a hit that generated [D] or x3 threat, may hit attacker once with Lightsaber, Melee, or Brawl weapon, dealing base damage, after the original attack resolves |
|
Sum Jem |
|
Makashi |
May Spend [T] or x2 adv with a successful Lightsaber attack to disarm opponent. |
|
Dedication |
|
Makashi |
Cunning |
|
Defensive Training |
|
Makashi |
When weilding a Lightsaber, Melee, or Brawl weapon, that weapon gains the Defensive quality with a rating equal to ranks in Defensive Training |
|
Makashi Flourish |
|
Makashi |
Once per encounter, take the Makashi Flourish action; make a x2 diff Presence - Lightsaber check. Once engaged opponent suffers strain equal to success, and character heals an equal amount of strain |
|
Makashi Finish |
|
Makashi |
Take the Makashi Finish action, make a Presence - Lightsaber combat check against an Engaged target, adding force no greater than Force rating. Spend pips to add +10 to any resulting Critical Injury rolls. |
|
Toughened x2 |
|
Executioner |
Gain +2 wound threshold |
|
Quickstrike x4 |
|
Executioner /. Threat monitor / integrated holsters |
Add [B] per rank of Quick Strike to combat checks against targets that have not acted yet this encounter |
|
Quick Draw |
|
Executioner |
Once Per round, draw or holster a weapon or item as an incidental |
|
Lethal Blows x2 |
|
Executioner |
Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents |
|
Precis Aim x2 |
|
Executioner |
Once per round, may preform a Precise Aim Maneuver, Suffer Strain up to ranks in Precis Aim and reduce targets Melee and Ranged Defense by that number |
|
Death Blow |
|
Executioner |
After making a successful attack with a non-starship/vehicle weapon, may spend a Destiny Point to add damage equal to his Willpower to one hit of the successful attack |
|
Marked For Death |
|
Executioner |
Perform a Marked Ford Death maneuver, committing FD add x2 adv to combat checks against target while FD remains committed. Cannot use this talent again until original target is incapacitated |
|
Terrifying Kill |
|
Executioner |
{Dark Talent} May spend a Destiny Point to perform a Terrifying Kill maneuver after Incapacitating or inflicting a Critical Injury, Roll FD no greater than Force rating, and spend pips to inflict 1 Strain on each person within Short Range of the target. |
|
Essential Kill |
|
Executioner |
When making a non-Gunnery combat check, may add FD no greater than Force Rating. May spend pips to add adv, or x3 pips to add [T] (choose one) to the result, adv cannot be used to recover Strain. |
|
Force Rating |
|
Executioner |
Add +1 to FR |
|
Dedication |
|
Executioner |
Presence |
|
Plausible Deniability x3 |
|
Advocate |
Remove[S] per rank of PLausible Deniability from all Coercion and Deception checks |
|
Nobodys Fool |
|
Advocate |
May upgrade the difficulty of incoming Charm, Coercion, or Deception checks once per rank of Nobodys fool |
|
Discredit |
|
Advocate |
Once per encounter, may take a Discredit action; make a x3 diff Deception check to upgrade the difficulty of a targets social checks once plus once for every x2 adv until the end of the encounter |
|
Twisted Words |
|
Advocate |
When targeted by a social check, may spend [despair] or x2 threat and suffer 1 strain as an out-of-turn incidental to inflict strain equal to ranks in Coercion onto the speaker |
|
Improved Plausible Deniability |
|
Advoacate |
May take an improved Plausible deniability action; make a x3 Coercion check to convince one bystander per rank of plausible Deniability to depart quickly |
|
BlackMail |
|
Advocate |
When an NPC exceeds his Strain Threshold, may spend a Destiny Point to convince that NPC to perform a single task of choice instead |
|
Dedication |
|
Advocate |
Cun |
|
Physical Training |
|
Ascetic |
Add [b] per rank of Physical Training to all Athletics and Resilience to all Athletics and Resilience checks |
|
Go without |
|
Ascetic |
Once per session, the character counts as having the right tools for the job when making a skill check |
|
Intense Focus |
|
Ascetic |
Perform Intense Focuse Maneuver suffer 1 strain and upgrade the ability of the next skill check once |
|
Force protection |
|
Ascetic |
Perform a Force Protection manuever; suffer 1 strain and commit FD up to ranks of Force Protection. Increase Soak by the number of committed FD until the beginning of the next turn. Suffer 1 Strain every round while FD commited |
|
Iron Soul |
|
Ascetic |
When carrying items that total 2 Enc or less, at the end of each encounter, heal all Strain the character is suffering |
|
Force Rating |
|
Ascetic |
+1 to Force Rating |
|
Slippery Mind |
|
Ascetic |
If under the effects of a Force Power, may take the Slippery Minded Action; make x3 diff Deception check to immediatley end the effects of the power |
|
Mind bleed |
|
Ascetic |
When attacked, the character may choose to suffer strain no greater than the number of wounds suffered from the atack. If he does so, the attacker then suffers a number of Wounds equal to the Strain suffered by the character |
|
Confidence |
|
Ascetic |
May decrease the difficulty of Discipline checks to avoid fear by 1 per rank of Confidence |
|
Dedication |
|
Ascetic |
Cunn |
|
Sleight of Mind |
|
Shadow |
Add [B] per rank of Sleight of Mind to all Stealth checks unless the opposition is immune to Force powers |
|
Well Rounded |
|
Shadow |
Choose any two skill. They permanently become career skills. (Underworld, Education) |
|
Shroud |
|
Shadow |
May spend a Destiny Point to become undetectable via Force powers and make own powers go unnoticed for the remainder of the encounter |
|
Reflect x4 |
|
Shien |
If wielding a Lightsaber weapon when hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect. |
|
Improved Reflect |
|
Shien |
When reflecting a hit that generated [D] or x3 threat, may hit one target in Meduim range with the same damage as the initial hit, after the original attack resolves. |
|
Supreme |
|
Shien |
If the user did not take a combat check during the pevious turn, may suffer 1 strain to use Reflect instead of 3. |
|
Djem so reflection |
|
Shien |
After a Reflect may spend a Destiny Point to use a move maneuver as an out-of-turn incidental to close the distance with, or engage the opponent. |