ATARU STRIKER SEEKER QUICK DRAW PARRY JUMP UP CONDITIONED REFLECT QUICK STRIKE DODGE ATARU TECHNIQUE PARRY QUICK STRIKE REFLECT IMPROVED PARRY

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ATARU STRIKER Ataru Striker Bonus Career Skills: Athletics, Coordination, Lightsaber, Perception Force Sensitive only CONDITIONED PARRY JUMP UP QUICK DRAW Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned. When hit by a melee attack, Parry. Once per round, may stand from seated or prone as an incidental. Once per round, draw or holster a weapon or accessible item as an incidental. DODGE REFLECT ATARU TECHNIQUE QUICK STRIKE 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. When hit by a ranged attack, Reflect. When making a check using the Lightsaber skill, the character may use Agility instead of Brawn. Add per rank of Quick Strike to combat checks against targets that have not acted yet this encounter. QUICK STRIKE REFLECT PARRY IMPROVED PARRY Add per rank of Quick Strike to combat checks against targets that have not acted yet this encounter. When hit by a ranged attack, Reflect. When hit by a melee attack, Parry. When parrying a hit that generated or, may hit attacker once with Lightsaber, Brawl, or Melee weapon (dealing base damage) after original attack resolves. DODGE HAWK BAT SWOOP SABER SWARM CONDITIONED 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. Take the Hawk Bat Swoop action. Perform a Lightsaber (Agility) combat check against the target within short range, adding no greater than Force rating. Spend to engage target and spend to add to check. Perform the Saber Swarm maneuver, suffer 1 strain to make next Lightsaber (Agility) combat check this turn gain the Linked item quality equal to Force rating during turn. Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned. PARRY SABER THROW BALANCE When hit by a melee attack, Parry. Perform Saber Throw action; make Lightsaber combat check as ranged attack at target within medium range, adding no greater than Force rating. Must spend and succeed to hit target; spend to have weapon return to hand. When the character heals strain at the end of the encounter, he may add Force Rating. He regains additional strain equal to generated.

EXECUTIONER Bonus Career Skills: Discipline, Melee, Perception, Ranged (Heavy) Force Sensitive only Conflict Cost QUICK STRIKE QUICK DRAW Add per rank of Quick Strike to combat checks against targets that have not acted yet this encounter. Once per round, draw or holster a weapon or accessible item as an incidental. MIND OVER MATTER HUNTER S QUARRY LETHAL BLOWS The character may spend one Destiny Point to recover strain equal to his Willpower rating. Take Hunter s Quarry action; make a Hard ( ) Survival check to upgrade the ability of all attacks made against a target at long range until the end of the character s next turn. Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents. LETHAL BLOWS IMPROVED HUNTER S QUARRY QUICK STRIKE PRECISE AIM Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents. Suffer 2 strain to perform Hunter s Quarry action as a maneuver. Add per rank of Quick Strike to combat checks against targets that have not acted yet this encounter. Once per round, may perform a Precise Aim maneuver. Suffer a number of strain no greater than ranks in Precise Aim, then reduce target s melee and ranged defense by that number. TERRIFYING KILL PRECISE AIM MARKED FOR DEATH DEATHBLOW The character may spend 1 Destiny Point to take the Terrifying Kill maneuver after incapacitating or inflicting a Critical Injury. Roll no greater than Force rating and spend to inflict 1 strain on each character within short range of target. Once per round, may perform a Precise Aim maneuver. Suffer a number of strain no greater than ranks in Precise Aim, then reduce target s melee and ranged defense by that number. take the Marked for Death maneuver, committing. Add to combat checks against target while remains committed, but cannot use this talent again until the original target is incapacitated or the session ends. After making a successful attack with a nonstarship/vehicle weapon, the character may spend one Destiny Point to add damage equal to his Willpower to one hit of the successful attack. LETHAL BLOWS ESSENTIAL KILL Add +10 per rank of Lethal Blows to any Critical Injury result inflicted on opponents. when making a non-gunnery combat check, the character may add no greater than Force rating to the check. the character may spend to add, or to add (character s choice) to the result.

HERMIT Bonus Career Skills: Discipline, Knowledge (Xenology), Stealth, Survival Force Sensitive only FORAGER SOOTHING TONE ONE WITH NATURE Remove up to from skill checks to find food, water, or shelter. Survival checks to forage take half the time. Once per encounter, when riding a beast, take a Soothing Tone action; make an Average ( ) Knowledge (Xenology) check to allow a beast to recover strain (or wounds if it has no strain threshold) equal to. When in the wilderness, the character may make a Simple (-) Survival check (instead of Discipline or Cool) to recover strain at the end of an encounter. CONDITIONED MENACE ANIMAL BOND Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned. Character guides bonded animal to perform Menace Maneuver: Enemy within short range of the bonded animal adds to next Combat checks made against the character. Develop long-term bond with single animal of silhouette no greater than half Force rating rounded down. ENDURING Gain +1 soak value. CONDITIONED Conditioned from Athletics and Coordination checks. Reduce the damage and strain suffered from falling by 1 per rank of Conditioned. SURVIVAL OF THE FITTEST Once per session, when making a single check, the character may treat his Force rating as being equal to ranks in Survival. IMPROVED ANIMAL BOND When spending a maneuver to direct a bonded animal, the character may suffer 1 strain to add to the animal s next check. HARASS Whenever the character s bonded animal makes a successful combat check against a target, it may forgo inflicting damage to upgrade the difficulty of the target s next check once instead. FORCE CONNECTION When the character performs a Survival or Knowledge (Xenology) skill check, he may roll no greater than his Force rating. The character may spend to add or (character s choice) to the result. NATURAL OUTDOORSMAN SHROUD Once per session, reroll any 1 Resilience or Survival check. The character may spend 1 Destiny Point to make himself undetectable via Force powers and make his own powers go unnoticed for the remainder of the encounter.

HUNTER Hunter Bonus Career Skills: Coordination, Ranged (Heavy), Stealth, Vigilance Force Sensitive only RAPID RECOVERY HUNTER EXPERT TRACKER When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery. Add per rank of Hunter to all checks when interacting with beast or animals (including combat checks). Add +10 to Critical Injury results against beasts or animals per rank of Hunter. Expert Tracker to find tracks or track targets. Decrease time to track a target by half. EXPERT TRACKER HUNTER UNCANNY SENSES Expert Tracker to find tracks or track targets. Decrease time to track a target by half. Add per rank of Hunter to all checks when interacting with beast or animals (including combat checks). Add +10 to Critical Injury results against beasts or animals per rank of Hunter. Add per rank of Uncanny Senses to all Perception checks. SIDE STEP KEEN EYED NATURAL HUNTER UNCANNY REACTIONS 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. Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half. Once per session, may re-roll any 1 Perception or Vigilance check. Add per rank of Uncanny Reactions to all Vigilance checks. RAPID RECOVERY SOFT SPOT SIXTH SENSE RAPID RECOVERY When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery. After making a successful attack, spend 1 Destiny Point to add damage equal to Cunning to one hit. Gain +1 ranged defense. When healing strain after an encounter, heal 1 additional strain per rank of Rapid Recovery. SIDE STEP INTUITIVE SHOT 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. When making a Ranged (Heavy) or Ranged (Light) combat check, add no greater than Force rating to check. May spend to add or.

NAVIGATOR Bonus Career Skills: Astrogation, Knowledge (Outer Rim), Perception, Survival Force Sensitive only STUDIOUS PLOTTING EXPERT TRACKER SHORTCUT When making a Streetwise or Survival skill check to navigate on a world, the character may use Intellect instead of Cunning. Expert Tracker to find tracks or track targets. Decrease time to track a target by half. During a chase, add per rank in Shortcut to any checks made to catch or escape an opponent. GALAXY MAPPER IMPROVED SHORTCUT PLANET MAPPER PREEMPTIVE AVOIDANCE Galaxy Mapper from Astrogation checks. Astrogation checks take half normal time. When engaging in a chase or race, may suffer 2 strain to add equal to ranks in Shortcut to the check. Planet Mapper from Streetwise or Survival checks used for navigation on a world. Such checks also take half normal time. May spend 1 Destiny Point to disengage from engaged enemy as an out-of-turn incidental. SHORTCUT SWIFT UNCANNY SENSES During a chase, add per rank in Shortcut to any checks made to catch or escape an opponent. Do not suffer the usual penalties for moving through difficult terrain. Add per rank of Uncanny Senses to all Perception checks. GALAXY MAPPER HOLISTIC NAVIGATION PLANET MAPPER Galaxy Mapper from Astrogation checks. Astrogation checks take half normal time. When making an Astrogation skill check, the character may spend one Destiny Point to remove, or to remove equal to his ranks in Perception. Planet Mapper from Streetwise or Survival checks used for navigation on a world. Such checks also take half normal time. ONE WITH THE UNIVERSE INTUITIVE NAVIGATION MASTER STARHOPPER Once per session, meditate, then perform One with the Universe action: make Average ( ) Astrogation check. If successful, add to all Force power checks in next encounter. If successful with, add instead. When performing an Astrogation or Knowledge (Outer Rim) Skill check, the character may roll no greater than his Force rating. The character may spend to add or (character s choice) to the result. Once per round, suffer 2 strain to decrease the difficulty of next Astrogation check by 1 to a minimum of Easy ( ).

PATHFINDER Pathfinder Bonus Career Skills: Medicine, Ranged (Light), Resilience, Survival Force Sensitive only KEEN EYED FORAGER SWIFT Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half. Remove up to from skill checks to find food, water, or shelter. Survival checks to forage take half the time. Do not suffer the usual penalties for moving through difficult terrain. KEEN EYED OUTDOORSMAN OUTDOORSMAN Keen Eyed from Perception and Vigilance checks. Decrease time to search a specific area by half. Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel time by half. Outdoorsman from checks to move through terrain or manage environmental effects. Decrease overland travel time by half. ANIMAL EMPATHY ANIMAL BOND SLEIGHT OF MIND When making checks to handle or tame animals, add no greater than Force rating to the check. Spend to add or to the check. Develop long-term bond with single animal of silhouette no greater than half Force rating rounded down. Add to all Stealth checks unless the opposition is immune to Force powers. MENTAL BOND QUICK MOVEMENT May perform the Mental Bond action. Commit. While committed, may communicate with bonded animal at long range and see and hear through its senses. Suffer 2 strain to perform the Quick Movement incidental; add no greater than Force rating to next check. May spend to perform one additional Move maneuver after action. SHARE PAIN ENDURING NATURAL OUTDOORSMAN May perform the Share Pain incidental when bonded animal suffers wounds. Reduce wounds suffered to half, then character suffers wounds equal to number reduced. Gain +1 soak value. Once per session, reroll any 1 Resilience or Survival check.

UNEXPECTED DEMISE ATTACHED TO UNEXPECTED DEMISE BASE ABILITY Once per session as an action, the character may spend 2 Destiny Points and make a Hard ( ) Perception check. If successful, for the next 2 rounds the character may spend 1 maneuver to add 1 automatic to his next combat check made in that turn. In addition, for the next 2 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 (see page 400 of the Force and Destiny Core Rulebook). COST 30 REDUCE SETBACK REDUCE SETBACK REDUCE DIFFICULTY When making a combat check while Unexpected Demise is active, the character removes. Unexpected Demise lasts for 1 additional round per Duration Upgrade. When making a combat check while Unexpected Demise is active, the character removes. The skill check difficulty to activate Unexpected Demise is Average ( ) instead of Hard ( ). DESTINY CHANGE SKILL Unexpected Demise lasts for 1 additional round per Duration Upgrade. To activate Unexpected Demise, the character only needs to spend 1 Destiny Point instead of the normal 2 Destiny Points. Unexpected Demise lasts for 1 additional round per Duration Upgrade. To activate Unexpected Demise, the character can use Discipline.

UNMATCHED PURSUIT ATTACHED TO UNMATCHED PURSUIT BASE ABILITY Once per game session, as an out of turn incidental, the character may spend 2 Destiny Points and designate one enemy character or vehicle within medium range (either personal or planetary scale) as the quarry. For the next 3 rounds, if the designated target would successfully elude pursuit, the character may voluntarily suffer 2 strain to keep pace, preventing the target from escaping. COST 30 INCREASE RANGE ENDURANCE DESTINY Unmatched Pursuit lasts for 1 additional round per Duration Upgrade purchased. Increase the maximum range at which a target can be selected to long range. Reduce the strain cost to keep pace with the target by 1 (to a minimum of 0) per Endurance Upgrade. To activate Unmatched Pursuit, the character only needs to spend 1 Destiny Point instead of the normal 2 Destiny Points. MANEUVER ENDURANCE FREQUENCY Should the target of Unmatched Pursuit spend a maneuver to increase the distance from the character, the character may immediately perform a Move maneuver as an out of turn incidental to close the distance between them. Reduce the strain cost to keep pace with the target by 1 (to a minimum of 0) per Endurance Upgrade. Unmatched Pursuit can be used twice per game session instead of once. Unmatched Pursuit lasts for 1 additional round per Duration Upgrade purchased.