It is good to be back. There are a lot of unpainted corners left before this is ready to be compiled into pdf format. Although the work is slow, I am fairly confident it will be within the month. It is good to be back and look forward to putting in the work.
Requirements: You must have Dexterity 2 or higher and the Dexterity (Piloting) focus.
Novice: If you fail a Dexterity (Piloting) test, you can reroll it, but you must keep the results of the second roll.
Journeyman: You make your ship hard to strike during battle. When you are the pilot of a ship, it gains a +2 to its Defense.
Master: You are devastating in a dogfight. When firing starship weaponry, you can choose to re-roll your damage, but must keep the results of the second roll.
Requirements: You must have Dexterity and Perception 2 or higher
Novice: With an Activate action you can designate one visible opponent within 10 spaces of you as your Quarry. All Melee and Ranged attacks against your Quarry receive a +1 damage bonus. The Quarry lasts until the end of the encounter, the target is slain or unconscious, or you pick a new Quarry with another Activate action. You can’t have multiple Quarries at the same time. If your Quarry escapes the encounter, you have a +2 bonus on Perception (Tracking) tests to follow it.
Journeyman: You never give your Quarry an opportunity to escape. You can Press the Attack as a Free action against your Quarry.
Master: You exploit your opponent’s weaknesses. You inflict an extra 1d6 damage against your Quarry.
Requirements: You must have Constitution and Dexterity 2 or higher
Novice: Once per encounter, you regain an amount of health as a Minor action as if you had taken a 5-minute break (Fantasy Age Core Rulebook, page 39).
Journeyman: When you Stand Firm, you receive +3 bonus Armor Rating.
Master: After taking damage that would reduce your Health to 0, you can make a Constitution (Stamina) ability test vs. the amount of damage. If you succeed, you are instead reduced to 1 Health. You can only do this once per encounter.
Requirements: You must have Dexterity and Willpower 2 or higher and the Force Sensitivity (Novice) talent.
Novice: You learn the Lightsaber Weapon Group if you don’t know it already. You also gain +2 Defense while wielding a lightsaber if your Willpower is greater than your opponent’s.
Journeyman: While wielding a lightsaber, ranged attacks suffer a –2 penalty against you.
Master: You can use your will and connection with the Force to counteract another Force-User. You can use a Ready action to counter a Force Power until you next turn or an Attack action to disrupt a Force Power with an ongoing effect. A successful Willpower (Self-Discpline) ability test vs. the opponent’s Forcepower ends the effect.
Requirements: Dexterity 2 or higher and the Gunslinger (Novice) talent.
Novice: You can draw two blaster pistols as a Free action. When wielding a blaster pistol in each hand, you inflict +1 damage.
Journeyman: When wielding a blaster pistol in each hand, you inflict +1 damage.
Master: You shoot from the hip with both barrels. After attacking with a Ranged attack from a blaster pistol, you can make a secondary attack either with your off-hand blaster pistol as a Minor action. The secondary attack cannot generate stunt points, and you only add half your Perception (rounded down) to damage.
Requirements: You must have Constitution and Strength 2 or higher
Novice: Your battle roar intimidates your opponents. When you take the charge action, you can shout a war cry that gives all enemies within 4 spaces of your charge’s final position a –1 on attack rolls on their next turn.
Journeyman: If you hit on an attack when you Charge, you inflict an extra 1d6 damage.
Master: After reducing an opponent to 0 Health, you can immediately make an attack against another enemy within range as a Free Action. This attack does not generate stunt points.
Requirements: Communication and Dexterity 2 or higher.
Novice: If you fail a Communication (Persuasion) test, you can reroll it, but you must keep the results of the second roll.
Journeyman: You can perform the And Another Thing stunt for 1 stunt point instead of the usual 2.
Master: You can throw your opponent off, leaving him or her vulnerable to your next attack. You must first use a minor action to make an opposed test of your Communication (Deception) vs. your opponent’s Perception (Seeing). If you win, you have off-balanced your opponent and you gain a +2 attack bonus on your next attack against that opponent and inflict +1d6 extra damage if you hit.
Teräs Käsi Master
Requirements: Dexterity and Willpower 2 or higher and the Force Sensitivity (Novice) talent
Novice: Once per round, you can add 1d6 to the damage of a successful attack with you fist if your Dexterity is greater than your opponent’s.
Journeyman: While fighting with your fists, all melee attacks suffer a –2 penalty against you.
Master: When you Charge and hit with your attack, you can make an extra attack with your fist as a Free Action.