Side Step |
1 |
Shien Expert |
Once per round, may perform Side Step maneuver and suffer a number of strain to upgrade difficulty of all incoming ranged attacks by an equal number for the next round. Strain suffered this way cannot exceed ranks in Side Step. |
Toughened |
1 |
Shien Expert |
Gain +2 wound threshold. |
Parry |
7 |
Shien Expert |
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. |
Djem So Deflection |
1 |
Shien Expert |
After using Reflect, may spend 1 Destiny Point to perform Move maneuver as out-of-turn incidental to close distance with or engage opponent. |
Counter-Strike |
1 |
Shien Expert |
When an attack misses the character and generates despair or two threat, may upgrade next Lightsaber (Cunning) check against attacker during encounter once. |
Defensive Stance |
1 |
Shien Expert |
Once per round, may perform Defensive Stance maneuver and suffer a number of strain to upgrade difficulty of all incoming melee attacks by an equal number. Strain suffered this way cannot exceed ranks in Defensive Stance |
Falling Avalanche |
1 |
Shien Expert |
Suffer 2 strain to add damage equal to Brawn to next Lightsaber combat check made that turn. |
Reflect |
5 |
Shien Expert, Sentry |
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect. |
Improved Reflect |
1 |
Shien Expert |
When reflecting a hit that generated despair or three threat, may hit one target in medium range with the same damage as the initial hit, after original attack resolves |
Supreme Reflect |
1 |
Shien Expert |
If the user did not make a combat check during previous turn, may suffer 1 strain to use Reflect. |
Saber Throw |
1 |
Shien Expert |
Perform Saber Throw action; make Lightsaber combat check as ranged attack at target within medium range, adding force die no greater than Force rating. Must spend one force pip and succeed to hit target; spend force pip to have weapon return to hand. |
Disruptive Strike |
1 |
Shien Expert |
Perform Disruptive Strike action; make a Lightsaber (Cunning) combat check, adding force die no greater than Force rating. Spend force pip to add to the next combat check the target makes. |
Improved Saber Throw |
1 |
Sentry |
When performing the Saber Throw action, may increase the range to long range. When attacking a target at long range, spend force pip to have weapon return to hand |
Dodge |
2 |
Sentry |
When targeted by combat check, may perform a Dodge incidental to suffer a number of strain no greater than ranks of Dodge, then upgrade the difficulty of the check by that number. |
Fear the Shadows |
1 |
Sentry |
Perform the Fear the Shadows action; make a Hard ( ) Deception check to force a single minion group or rival to flee the encounter. |
Resist Disarm |
1 |
Makashi Duelist |
Suffer 2 strain to avoid being disarmed or having weapon damaged or destroyed. |
Grit |
2 |
Makashi Duelist |
+1 Strain Threshold |
Improved Parry |
1 |
Makashi Duelist |
When parrying a hit that generated despair or three disadvantage, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves. |
Defensive Training |
1 |
Makashi Duelist |
When wielding a Lightsaber, Melee, or Brawl weapon, the weapon gains the Defensive quality with a rating equal to ranks in Defensive Training. |
Makashi Flourish |
1 |
Makashi Duelist |
Once per encounter, perform Makashi Flourish action. Make an Average ( ) Lightsaber (Presence) check. 1 engaged opponent suffers strain equal to success, and heal an equal amount. |
Makashi Finish |
1 |
Makashi Duelist |
Take the Makashi Finish action. Perform a Lightsaber (Presence) combat check against engaged target, adding force die no greater than Force rating. Spend force pip to add +10 to any resulting Critical Injury rolls. |