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Amphibious |
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Racial |
May breathe underwater without penalty and never suffer movement penalties when swimming. |
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Iron Body x4 |
4 |
Steel Hand, Martial Artist |
Remove 1 Setback per rank of Iron Body from Coordination and Resilience checks. Reduce the critical rating of unarmed attacks by 1 per rank of Iron Body (to a minimum of 1). |
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Toughened x4 |
4 |
Steel Hand, Martial Artist |
Gain +2 Wound Threshold. |
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Grit x8 |
8 |
Steel Hand, Martial Artist, Ascetic |
Gain +1 Strain Threshold. |
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Precision Strike |
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Steel Hand |
When this character inflicts a Critical Injury with a Brawl, Melee or Lightsaber weapon, may suffer 1 strain to change the result to any Easy (1 Difficulty) Critical Injury. |
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Martial Grace |
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Steel Hand |
Once per round, suffer 2 strain to add damage equal to ranks in Coordination to one hit of a successful Brawl check. |
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Dodge x2 |
2 |
Steel Hand |
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. |
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Improved Precision Strike |
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Steel Hand |
Once per round, when inflicting a Critical Injury with a Brawl or Melee weapon, may suffer 2 strain to change the result to any Average (2 Difficulty) Critical Injury. |
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Parry x3 |
3 |
Steel Hand, Martial Artist |
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry. |
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Unarmed Parry x2 |
2 |
Steel Hand, Martial Artist |
May Parry while unarmed. Reduce strain cost to Parry while unarmed by 1 (to a minimum of 1). |
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Swift |
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Steel Hand |
Does not suffer usual penalties for moving through difficult terrain. |
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Improved Dodge |
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Steel Hand |
After using Dodge, can make a Move maneuver as an out-of-turn incidental. |
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Far Strike |
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Steel Hand |
As an action, make a Brawl check as a ranged attack, adding Force Die up to Force Rating. Increase the range of the attack by one band for each Pip spent, to a maximum of long. |
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Force Rating x2 |
2 |
Steel Hand |
Gain +1 Force Rating. |
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Dedication (Brawn) |
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Steel Hand |
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |
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Sapith Sundering |
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Steel Hand |
May add Force Die up to Force Rating to Brawl checks; the attack gains the Suner quality, and the character may spend Pips generated on the check as Advantage to activate the Sunder quality. |
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Grapple |
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Martial Artist |
Once per round, may perform the Grapple maneuver. Until the beginning of the character's next turn, foes must spend 2 maneuvers to move from engaged to short instead of 1. |
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Overbalance |
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Martial Artist |
When a combat check made by an engaged foe generates 1 Despair or 3 Threat, may stagger attacker until the end of his next turn. |
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Dedication (Intellect) |
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Martial Artist |
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |
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Coordination Dodge |
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Martial Artist |
When targeted by a combat check, may spend 1 Destiny Point to add Failure equal to ranks in Coordination to the Check. |
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Supreme Precision Strike |
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Martial Artist |
Once per session, when inflicting a Critical Injury with an unarmed attack, may suffer 3 strain to change the result to any Hard (3 Difficulty) Critical Injury. |
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Go Without |
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Ascetic |
Once per session, the character counts as having the right tools for the job when making a skill check. |
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Intense Focus |
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Ascetic |
Perform an Intense Focus maneuver; suffer 1 strain and upgrade the ability of the next skill check once. |
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Force Protection x1 |
1 |
Ascetic |
Perform the Force Protection maneuver; suffer 1 strain and commit Force Die up to ranks of Force Protection. Increase soak by number of Force Die committed until beginning of next turn. Suffer 1 strain every turn Force Die remains committed. |
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Iron Soul |
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Ascetic |
When carrying items that total 2 encumbrance or less, at the end of each encounter, heal all strain the character is suffering. |
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Empty Soul |
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Ascetic |
If the character is carrying items that total 2 encumbrance or less, add 1 Light Pip + 1 Dark Pip to Force power checks. |
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Mind Bleed |
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Ascetic |
When attacked, the character may choose to suffer strain no greater than the number of wounds suffered from the attack. If he does so, the attacker then suffers a number of wounds equal to the strain suffered by the character. |
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Confidence x1 |
1 |
Ascetic |
May decrease difficulty of Discipline checks to avoid fear by 1 per rank of Confidence. |
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Dedication (Willpower) |
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Ascetic |
Gain +1 to a single characteristic. This cannot bring a characteristic above 6. |
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Meditative Trance |
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Ascetic |
When suffocating (see F&D CRB, pg 221), the character suffers 1 strain each round instead of 3. When exposed to vacuum, the character suffers 1 wound each round instead of 3. |