Nov 6, 2023 8:55 pm
Cost: 1 [Advantage] or 1 [Triumph]
Recover 1 Strain
Add [Boost] to the next allied active Character's check
Notice a single important point in the ongoing conflict, such as the location of a blast door's control panel or a weak point on an attack speeder
Inflict a Critical Injury with a successful attack that deals damage past soak ([Advantage] cost may vary).
Activate an item quality ([Advantage] cost may vary)
Cost: 2 [Advantage] or 1 [Triumph]
Perform an immediate free maneuver that does not exceed the two maneuvers per turn limit.
Add [Setback] to the targeted character's next check.
Add [Boost] to any allied character's next check, including that of the active character.
Cost: 3 [Advantage] or 1 [Triumph]
Negate the targeted enemy's defensive bonuses (such as the defense gained from cover, equipment, or performing the guarded stance maneuver) until the end of the current round.
Ignore penalizing environmental effects such as inclement weather, zero gravity, or similar circumstances until the end of the active character's next turn.
When dealing damage to a target, have the attack disable the opponent or one piece of gear rather than dealing wounds or strain. This could include hobbling him temporarily with a shot to the leg, or disabling his comlink. This should be agreed upon by the player and the GM, and the effects are up to the GM (although the Critical Injury Result table is a good resource to consult for possible effects). This effect should be temporary and not too excessive.
Gain +1 melee or ranged defense until the end of the active character's next turn.
Force the target to drop a melee or ranged weapon he is wielding.
Cost: 1 [Triumph]
Upgrade the difficulty of the targeted character's next check.
Upgrade any allied character's next check, including that of the current active character
Do something vital, such as shooting the controls to the nearby blast doors to seal them shut.
Cost: 2 [Triumph]
When dealing damage to a target, have the attack destroy a piece of equipment the target is using, such as blowing up his blaster or destroying a personal shield generator.
Recover 1 Strain
Add [Boost] to the next allied active Character's check
Notice a single important point in the ongoing conflict, such as the location of a blast door's control panel or a weak point on an attack speeder
Inflict a Critical Injury with a successful attack that deals damage past soak ([Advantage] cost may vary).
Activate an item quality ([Advantage] cost may vary)
Cost: 2 [Advantage] or 1 [Triumph]
Perform an immediate free maneuver that does not exceed the two maneuvers per turn limit.
Add [Setback] to the targeted character's next check.
Add [Boost] to any allied character's next check, including that of the active character.
Cost: 3 [Advantage] or 1 [Triumph]
Negate the targeted enemy's defensive bonuses (such as the defense gained from cover, equipment, or performing the guarded stance maneuver) until the end of the current round.
Ignore penalizing environmental effects such as inclement weather, zero gravity, or similar circumstances until the end of the active character's next turn.
When dealing damage to a target, have the attack disable the opponent or one piece of gear rather than dealing wounds or strain. This could include hobbling him temporarily with a shot to the leg, or disabling his comlink. This should be agreed upon by the player and the GM, and the effects are up to the GM (although the Critical Injury Result table is a good resource to consult for possible effects). This effect should be temporary and not too excessive.
Gain +1 melee or ranged defense until the end of the active character's next turn.
Force the target to drop a melee or ranged weapon he is wielding.
Cost: 1 [Triumph]
Upgrade the difficulty of the targeted character's next check.
Upgrade any allied character's next check, including that of the current active character
Do something vital, such as shooting the controls to the nearby blast doors to seal them shut.
Cost: 2 [Triumph]
When dealing damage to a target, have the attack destroy a piece of equipment the target is using, such as blowing up his blaster or destroying a personal shield generator.


