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PASSIVE

WARRIOR AGGRESSOR ACTIVE

RANKED

Aggressor Bonus Career Skills: Coercion, Knowledge (Underworld), Ranged (Light), Streetwise Force Sensitive only

INTIMIDATING PLAUSIBLE DENIABILITY GRIT TOUGHENED


May suffer a number of Remove per rank of Gain +1 strain threshold. Gain +2 wound threshold.
strain to downgrade difficulty Plausible Deniability from all COST 5 COST 5
of Coercion checks, or Coercion and Deception
upgrade difficulty when checks.
targeted by Coercion checks,
by an equal number. Strain COST 5
suffered this way cannot
exceed ranks in Intimidating.
COST 5

FEARSOME INTIMIDATING PREY ON THE WEAK SENSE ADVANTAGE


When an adversary becomes May suffer a number of Add +1 damage to one hit of Once per session, may add
engaged with the character, strain to downgrade difficulty successful combat checks to 1 NPC’s skill check.
the character may force the of Coercion checks, or against disoriented targets
adversary to make a fear upgrade difficulty when per rank of Prey on the
COST 10
check, with the difficulty targeted by Coercion checks, Weak.
equal to the character’s by an equal number. Strain
COST 10
ranks in Fearsome. suffered this way cannot
exceed ranks in Intimidating.
COST 10
COST 10

FEARSOME TERRIFY CRIPPLING BLOW TOUGHENED


When an adversary becomes Take the Terrify action; make Increase the difficulty of next Gain +2 wound threshold.
engaged with the character, a Hard ( ) Coercion combat check by 1. If check
COST 15
the character may force the check adding no greater deals damage, target suffers
adversary to make a fear than Force rating. Disorient 1 strain whenever they move
check, with the difficulty one target within medium for the rest of the encounter.
equal to the character’s range per . Spend to
ranks in Fearsome. COST 15
extend duration and spend
to immobilize affected
COST 15
target.

COST 15

GRIT IMPROVED TERRIFY PREY ON THE WEAK HEROIC FORTITUDE


Gain +1 strain threshold. Reduce the difficulty of Add +1 damage to one hit of May spend 1 Destiny Point to
COST 20 Terrify’s check to Average successful combat checks ignore effects of Critical
( ) and may spend to against disoriented targets Injuries on Brawn or Agility
stagger an affected target. per rank of Prey on the checks until the end of the
Weak. encounter.
COST 20
COST 20 COST 20

FORCE RATING FEARSOME DEDICATION AGAINST ALL ODDS


Gain +1 Force Rating. When an adversary becomes Gain +1 to a single When incapacitated, perform
engaged with the character, characteristic. This cannot Against All Odds action;
COST 25 the character may force the bring a characteristic above making Hard ( )
adversary to make a fear 6. Resilience check with
check, with the difficulty equal to Force rating. Heal
COST 25
equal to the character’s wounds equal to , spend
ranks in Fearsome. to add .
COST 25 COST 25
PASSIVE ACTIVE

WARRIOR COLOSSUS RANKED

Force Conflict
Bonus Career Skills: Brawl, Discipline, Melee, Resilience Sensitive Cost
only

TOUGHENED DURABLE HARD HEADED GRIT


Gain +2 wound threshold. May reduce any Critical When staggered or Gain +1 strain threshold.
Injury suffered by 10 per rank disoriented, perform the COST 5
COST 5
of Durable to a minimum of Hard Headed action; make a
1. Daunting ( )
Discipline check to remove
COST 5 status. Difficulty reduced per
rank of Hard Headed.
COST 5

TOUGHENED DURABLE HARD HEADED GRIT


Gain +2 wound threshold. May reduce any Critical When staggered or Gain +1 strain threshold.
Injury suffered by 10 per rank disoriented, perform the COST 10
COST 10
of Durable to a minimum of Hard Headed action; make a
1. Daunting ( )
Discipline check to remove
COST 10 status. Difficulty reduced per
rank of Hard Headed.
COST 10

TOUGHENED DURABLE HEADBUTT ENDURING


Gain +2 wound threshold. May reduce any Critical Perform Headbutt incidental, Gain +1 soak value.
Injury suffered by 10 per rank suffering 2 wounds to knock
COST 15 COST 15
of Durable to a minimum of down an disorient enemy
1.
COST 15
COST 15

TOUGHENED UNSTOPPABLE IMPROVED HARD HEADED INDOMITABLE WILL


Gain +2 wound threshold. If a Critical Injury roll is 1 or When incapacitated due to Once per encounter as a
reduced to 1, do not receive strain exceeding threshold, maneuver, suffer 3 strain to
COST 20
the critical injury. may take a more difficult commit up to Force rating
Hard Headed action to and reduce all damage
COST 20 reduce strain to 1 below suffered by an equal amount,
threshold. but suffer 1 strain each turn.
COST 20 COST 20

IMPROVED TOUGHENED HEROIC FORTITUDE DEDICATION POWER FROM PAIN


Once per session, may heal May spend 1 Destiny Point to Gain +1 to a single Once per session as an
wounds equal to ranks in ignore effects of Critical characteristic. This cannot incidental, may spend 1
Toughened. Injuries on Brawn or Agility bring a characteristic above Destiny Point to gain +1
checks until the end of the 6. Force Rating for reach Critical
COST 25 encounter. Injury character is suffering
COST 25
until the end of the
COST 25
encounter.

COST 25
PASSIVE ACTIVE

WARRIOR JUYO BERSERKER RANKED

Force Conflict
Bonus Career Skills: Coercion, Discipline, Lightsaber, Melee Sensitive Cost
only

TOUGHENED PARRY GRIT INTIMIDATING


Gain +2 wound threshold. When hit by a melee attack, Gain +1 strain threshold. May suffer a number of
suffer 3 strain to reduce COST 5 strain to downgrade difficulty
COST 5
damage by 2 plus ranks in of Coercion checks, or
Parry. upgrade difficulty when
targeted by Coercion checks,
COST 5 by an equal number. Strain
suffered this way cannot
exceed ranks in Intimidating.
COST 5

INNER PEACE PARRY VAAPAD CONTROL LETHAL BLOWS


Once per encounter, convert When hit by a melee attack, When making a Lightsaber Add +10 per rank of Lethal
a number of dark side suffer 3 strain to reduce combat check, the character Blows to any Critical Injury
Destiny Points equal to ranks damage by 2 plus ranks in may suffer 1 strain to result inflicted on opponents.
in Inner Peace to light side Parry. downgrade the difficulty of
Destiny Points and reduce the check a number of times COST 10
Conflict gained this session. COST 10 equal to the number of light
side Destiny Points in the
COST 10 Destiny Pool.
COST 10

BALANCE LETHAL BLOWS QUICK STRIKE EMBRACE YOUR


HATE
When the character heals Add +10 per rank of Lethal Add per rank of Quick
strain at the end of the Blows to any Critical Injury Strike to combat checks May spend 1 Destiny Point
encounter, he may add result inflicted on opponents. against targets that have not and then suffer Conflict
Force Rating. He regains acted yet this encounter. equal to dark side Destiny
additional strain equal to
COST 15 Points in pool to add equal
generated. COST 15 damage to melee attack.
May use this ability once per
COST 15 encounter per rank.
COST 15

INNER PEACE INTIMIDATING JUYO SAVAGERY QUICK STRIKE


Once per encounter, convert May suffer a number of The character adds +5 to Add per rank of Quick
a number of dark side strain to downgrade difficulty Critical Injury rolls from Strike to combat checks
Destiny Points equal to ranks of Coercion checks, or Lightsaber attacks for each against targets that have not
in Inner Peace to light side upgrade difficulty when dark side Destiny Point in the acted yet this encounter.
Destiny Points and reduce targeted by Coercion checks, Destiny pool.
Conflict gained this session. by an equal number. Strain COST 20
suffered this way cannot COST 20
COST 20 exceed ranks in Intimidating.
COST 20

PARRY EMBRACE YOUR DEDICATION MULTIPLE OPPONENTS


HATE
When hit by a melee attack, Gain +1 to a single Add to Lightsaber, Brawl
suffer 3 strain to reduce May spend 1 Destiny Point characteristic. This cannot and Melee checks when
damage by 2 plus ranks in and then suffer Conflict bring a characteristic above engaged with multiple
Parry. equal to dark side Destiny 6. opponents.
Points in pool to add equal
COST 25 damage to melee attack. COST 25 COST 25
May use this ability once per
encounter per rank.
COST 25
PASSIVE

WARRIOR SHII-CHO KNIGHT ACTIVE

RANKED

Shii-Cho Knight Bonus Career Skills: Athletics, Coordination, Lightsaber, Melee Force Sensitive only

PARRY SECOND WIND TOUGHENED PARRY


When hit by a melee attack, Once per encounter, may use Gain +2 wound threshold. When hit by a melee attack,
suffer 3 strain to reduce Second Wind incidental to suffer 3 strain to reduce
COST 5
damage by 2 plus ranks in heal strain equal to ranks in damage by 2 plus ranks in
Parry. Second Wind. Parry.

COST 5 COST 5 COST 5

SECOND WIND CONDITIONED MULTIPLE OPPONENTS DURABLE


Once per encounter, may use Remove per rank of Add to Lightsaber, Brawl May reduce any Critical
Second Wind incidental to Conditioned from Athletics and Melee checks when Injury suffered by 10 per rank
heal strain equal to ranks in and Coordination checks. engaged with multiple of Durable to a minimum of
Second Wind. Reduce the damage and opponents. 1.
strain suffered from falling by
COST 10 COST 10 COST 10
1 per rank of Conditioned.

COST 10

QUICK DRAW GRIT PARRY DEFENSIVE TRAINING

Once per round, draw or Gain +1 strain threshold. When hit by a melee attack, When wielding a Lightsaber,
holster a weapon or COST 15 suffer 3 strain to reduce Melee, or Brawl weapon, the
accessible item as an damage by 2 plus ranks in weapon gains the Defensive
incidental. Parry. quality with a rating equal to
ranks in Defensive Training.
COST 15 COST 15
COST 15

NATURAL BLADESMAN SARLACC SWEEP IMPROVED PARRY SUM DJEM


Once per session, may reroll Increase difficulty of When parrying a hit that May spend or with
any 1 Lightsaber or Melee Lightsaber check by 1 to generated or , successful Lightsaber check
check. perform Sarlacc Sweep may hit attacker once with to disarm opponent.
action. May spend to Lightsaber, Brawl, or Melee
COST 20 COST 20
hit additional engaged weapon (dealing base
targets. damage) after original attack
resolves.
COST 20
COST 20

CENTER OF BEING DURABLE DEDICATION PARRY


Take a Center of Being May reduce any Critical Gain +1 to a single When hit by a melee attack,
maneuver. Until the Injury suffered by 10 per rank characteristic. This cannot suffer 3 strain to reduce
beginning of next turn, of Durable to a minimum of bring a characteristic above damage by 2 plus ranks in
attacks against the character 1. 6. Parry.
increase their critical rating
COST 25 COST 25 COST 25
by 1 per rank of Center of
Being.

COST 25
PASSIVE

WARRIOR STARFIGHTER ACE ACTIVE

RANKED

Starfighter Ace Bonus Career Skills: Astrogation, Gunner, Mechanics, Piloting (Space) Force Sensitive only

GRIT SKILLED JOCKEY RAPID REACTION SOLID REPAIRS


Gain +1 strain threshold. Remove per rank of Suffer a number of strain to The character repairs +1 hull
COST 5 Skilled Jockey from all add an equal number of trauma per rank of Solid
Piloting (Planetary) and to initiative checks. Strain Repairs whenever he repairs
Piloting (Space) checks the suffered cannot exceed ranks a starship or vehicle.
character attempts. in Rapid Reaction.
COST 5
COST 5 COST 5

INTUITIVE EVASION CONFIDENCE SOLID REPAIRS GALAXY MAPPER


Perform the Intuitive Evasion May decrease difficulty of The character repairs +1 hull Remove per rank of
maneuver; suffer 1 strain and Discipline checks to avoid trauma per rank of Solid Galaxy Mapper from
commit up to rank sof fear by 1 per rank of Repairs whenever he repairs Astrogation checks.
Intuitive Evasion. Upgrade Confidence. a starship or vehicle. Astrogation checks take half
difficulty of combat checks normal time.
COST 10 COST 10
targeting starship or vehicle
COST 10
by equal amount. Suffer 1
strain every round
remains committed.
COST 10

FULL THROTTLE RAPID REACTION EXHAUST PORT GRIT


Take a Full Throttle action; Suffer a number of strain to Before attacking a starship or Gain +1 strain threshold.
make a Hard ( ) add an equal number of vehicle, the character may COST 15
Piloting check to increase a to initiative checks. Strain spend 1 Destiny Point to
vehicle’s top speed by 1 for a suffered cannot exceed ranks ignore the effects of the
number of rounds equal to in Rapid Reaction. Massive rule for the attack.
Cunning.
COST 15 COST 15
COST 15

INTUITIVE STRIKE TOUCH OF FATE GRIT SKILLED JOCKEY


When making a combat Once per session, add Gain +1 strain threshold. Remove per rank of
check with a planetary scale to any 1 check. COST 20 Skilled Jockey from all
weapon, add no greater Piloting (Planetary) and
than Force rating to the COST 20 Piloting (Space) checks the
check. Spend to add character attempts.
or .
COST 20
COST 20

FORCE RATING TRICKY TARGET DEDICATION INTUITIVE EVASION


Gain +1 Force Rating. Count vehicle or starship Gain +1 to a single Perform the Intuitive Evasion
piloted as having a silhouette characteristic. This cannot maneuver; suffer 1 strain and
COST 25 1 lower when being attacked. bring a characteristic above commit up to rank sof
6. Intuitive Evasion. Upgrade
COST 25 difficulty of combat checks
COST 25
targeting starship or vehicle
by equal amount. Suffer 1
strain every round
remains committed.
COST 25
PASSIVE ACTIVE

WARRIOR STEEL HAND ADEPT RANKED

Force
Bonus Career Skills: Brawl, Coordination, Discipline, Vigilance Sensitive
only

GRIT IRON BODY IRON BODY TOUGHENED


Gain +1 strain threshold. Remove per rank of Iron Remove per rank of Iron Gain +2 wound threshold.
COST 5 body from Coordination and body from Coordination and COST 5
Resilience checks. Reduce Resilience checks. Reduce
the critical rating of unarmed the critical rating of unarmed
attacks by 1 per rank of Iron attacks by 1 per rank of Iron
Body (to a minimum of 1). Body (to a minimum of 1).

COST 5 COST 5

MARTIAL GRACE ACKLAY’S SCYTHING UNARMED PARRY PRECISION STRIKE


STRIKE
Once per round, suffer 2 Brawl attacks gain Pierce May Parry while unarmed. When this character inflicts a
strain to add damage equal rating equal to Force rating. Reduce strain cost to Parry Critical Injury with a Brawl,
to ranks in Coordination to while unarmed by 1 (to a Melee or Lightsaber weapon,
next Brawl check made this COST 10 minimum of 1). may suffer 1 strain to change
turn. the result to any Easy ( )
COST 10 Critical Injury Result.
COST 10
COST 10

DODGE SWIFT PARRY IMPROVED


PRECISION STRIKE
When targeted by combat Do not suffer the usual When hit by a melee attack,
Once per round, when
check, may perform a Dodge penalties for moving through suffer 3 strain to reduce
inflicting a Critical Injury with
incidental to suffer a number difficult terrain. damage by 2 plus ranks in
a Brawl or Melee weapon,
of strain no greater than Parry.
ranks of Dodge, then
COST 15 may suffer 2 strain to change
upgrade the difficulty of the COST 15 the result to any Average
check by that number. ( ) Critical Injury.

COST 15 COST 15

IMROVED DODGE TOUGHENED GRIT SAPITH SUNDERING


After using Dodge, can make Gain +2 wound threshold. Gain +1 strain threshold. May add up to Force
a Move maneuver as an out- COST 20 Rating to Brawl checks; the
COST 20
of-turn incidental. attack gains the Sunder
quality, and character may
COST 20
spend generated on the
check as to activate the
Sunder quality.
COST 20

FORCE RATING FAR STRIKE DEDICATION DODGE


Gain +1 Force Rating. As an action, make a Brawl Gain +1 to a single When targeted by combat
check as a ranged attack, characteristic. This cannot check, may perform a Dodge
COST 25 adding up to Force rating. bring a characteristic above incidental to suffer a number
Increase the range of the 6. of strain no greater than
attack by one band for each ranks of Dodge, then
COST 25
spent, to a maximum of upgrade the difficulty of the
long. check by that number.

COST 25 COST 25
WARRIOR DEADLY REPUTATION
ATTACHED TO

DEADLY REPUTATION BASE ABILITY


Once per session as an incidental, the character may spend 2 Destiny Points to activate Deadly Reputation. Until the end of the character’s next turn,
increase the difficulty of all skill checks targeting the character by one.

COST 30

DURATION DEADLY BY ADD SETBACK DURATION


ASSOCIATION
Deadly Reputation lasts for Add to checks affected by Deadly Reputation lasts for
one additional turn. Deadly Reputation also Deadly Reputation. one additional turn.
affects checks targeting the
COST 10 character’s allies. COST 10 COST 10

COST 10

INCREASE EFFECT ADD SETBACK DESTINY DURATION


Upgrade the difficulty of Add to checks affected by Deadly Reputation costs 1 Deadly Reputation lasts for
checks affected by Deadly Deadly Reputation. fewer Destiny Point to one additional turn.
Reputation once. activate.
COST 15 COST 15
COST 15 COST 15
WARRIOR UNMATCHED FEROCITY
ATTACHED TO

UNMATCHED FEROCITY BASE ABILITY


Once per session after resolving a successful Melee combat check against a target engaged with the character, the character may spend 2 Destiny Points.
The character then suffers 4 strain and 1 Conflict to immediately make a Melee attack as an incidental against the same target, increasing the difficulty of
the check by one, to a maximum difficulty of Formidable ( ). If successful, the character may repeat the process (suffering further strain and
conflict).

COST 30

REDUCE STRAIN CHANGE SKILL CHANGE SKILL REDUCE STRAIN


Reduce the strain suffered to The character may activate The character may activate Reduce the strain suffered to
make additional attacks by 1. Unmatched Ferocity after a Unmatched Ferocity after a make additional attacks by 1.
successful Brawl check. successful Lightsaber check.
COST 10 COST 10
COST 10 COST 10

DISTINY CHANGE TARGET REDUCE CONFLICT REDUCE STRAIN


Unmatched Ferocity costs 1 The character may choose a The character may choose to Reduce the strain suffered to
fewer Destiny Point to different target for each suffer an additional 2 strain make additional attacks by 1.
activate. attack made as a result of instead of 1 Conflict to
Unmatched Ferocity. activate Unmatched Ferocity. COST 15
COST 15
COST 15 COST 15

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