Remove :eK: per rank of Conditioned from Athletics and Coordination checks. Reduce the damage and Strain suffered from falling by 1 per rank of Conditioned.
If wielding a Lightsaber or Melee weapon when hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
Once per round, may stand from seated or prone as an incidental.
Once per round, draw or holster a weapon or item as an incidental.
When targeted in combat, may use a Dodge incidental. Suffer strain no greater than ranks in Dodge to upgrade the difficulty of the attack by that number.
If wielding a Lightsaber weapon when hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
When making a check with the Lightsaber skill, the character may use Agility instead of Brawn.
Add :eB: per rank of Quick Strike to combat checks against targets that have not acted yet this encounter.
When parrying a hit that generated :e$: or :e%: :e%: :e%: , may hit attacker once with Lightsaber, Melee, or Brawl weapon, dealing base damage, after the original attack resolves,
Take the Hawk Bat Swoop action: make a Agility -Lightsaber combat check against a target within Short range, adding :eF: up to Force rating. Spend :eLN: to Engage target and spend :eLN: to add :e^: to the check.
Perform a Saber Swarm maneuver: suffer 1 strain to have the next Agility - Lightsaber combat check this turn gain the Linked quality equal to Force rating during the check.
Gain +1 to a single characteristic. This cannot bring a charactertistic above 6.
Take the Saber Thrown action: make a Lightsaber combat check as a ranged attack at a target within Medium range, adding :eF: no greater than Force rating. Must spend :eLN: and succeed to hit the target; spend :eLN: to have the weapon return to hand.
When the character heals Strain at the end of an encounter, he may add :eF: per Force rating. He recovers additional Strain equal to :eLN: generated.
Once per game session as ana ction, the character may spend two Destiny Points and make a :eD: :eD: :eD: Perception Check. If succesful, for the next two rounds the character may spend one maneuver to add one automatic :e!:to his next combat check in that turn. In addition, for the next two rounds when the character inflicts a Critical Injury on a Rival NPC, the target is immediately incapacitated in the same way as a Minion NPC.
When making a combat check while Unexpected Demise is active, the character removes :eK:.
Unexpected Demise lasts for one additional round.
Reduce the difficulty of the skill check to activate Unexpected Demise to :eD: :eD:.
Unexpected Demise costs one Destiny Point instead of two.
Unexpected Demise can be activated with the Discipline skill.
Career skills:XenologyPiloting (Planetary)Piloting (Space)Ranged (Heavy)SurvivalVigilance
Specialization skills:AthleticsCoordinationLightsaberPerception