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 encounter, may use a Second Wind incidental to heal Strain equal to ranks in Second Wind.
Gain +2 Wound Threshold.
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.
Add :eB: to all Lightsaber, Melee, and Brawl combat checks when Engaged with multiple opponents.
May reduce any Critical Injury suffered by 10 per rank of Durable to a minimum of 1.
Once per round, draw or holster a weapon or item as an incidental.
Gain +1 Strain Threshold.
When wielding a Lightsaber, Melee, or Brawl weapon, that weapons gains the Defensive quality with a rating equal to ranks in Defensive Training.
Once per session, may re-roll any one Lightsaber or Melee check.
Take the Sarlaac Sweep action: make a Lightsaber combat at +1 difficulty. May spend :e^: :e^: to hit additional Engaged targets.
When parrying a hit that generated :e$: or :e%: :e%: :e%: , may hit attacker once with Lightsaber, Melee, or Brawl weapon, dealing base damage, after the original attack resolves,
May spend :e$: or :e^: :e^: with a succesful Lightsaber attack to disarm opponent.
Perform a Center of Being maneuver: Until the start of the next turn, attacks against the character increase their Crit Rating by 1 per rank of Center of Being.
Gain +1 to a single characteristic. This cannot bring a charactertistic above 6.
Career skills:AthleticsCoolPerceptionSurvivalBrawlMelee
Specialization skills: AthleticsCoordinationLightsaberMelee