Padded Armor (+2 soak)
Heavy Blaster Pistol (Encumbrance 2)
Kyber Crystal Necklace
Assets & Resources
Critical Injuries & Conditions
Book & Page
A Lannik removes up to one setback die caused by Critical Injuries, fear, or the disoriented condition from all checks.
Physical Training (2)
Add one boost die per rank of Physical Training to Athletics and Resilience checks.
After an engaged ally fails a check, may suffer 1 strain to assist that ally’s next check this encounter as an out of turn incidental.
Once per round as an out of turn incidental, may suffer 2 strain to allow ally to use character’s ranks in Discipline for next Discipline check an ally makes.
Take the Field Commander Gain +2 wound threshold. action: make an Average Leadership check. A number of allies equal to Presence may immediately suffer 1 strain to perform 1 free maneuver.
Improved Field Commander
Field Commander action affects allies equal to double Presence, and may spend one Triumph to allow one ally to suffer 1 strain and perform 1 free action instead.
Gain +2 wound threshold.
When hit by a melee attack, suffer 3 strain to reduce damage by 2 plus ranks in Parry.
When hit by a ranged attack, suffer 3 strain to reduce damage by 2 plus ranks in Reflect.
Sleight of Mind
Add one boost dice to all stealth checks unless opponent is immune to force powers.
Secrets of the Jedi
Decrease the difficulty of checks to make or repair lightsaber hilts a number of times equal to half ranks in Knowledge (Lore) (rounded up), to a minimum of Easy.
Suffer 2 strain to avoid being disarmed or have weapon damaged or destroyed.
When making a check using the Lightsaber skill, the character may use Presence instead of Brawn.
Add boost dice to Melee and Lightsaber checks when engaged with only one opponent
The user spends one force point to stress the mind of one living target he is engaged with, inflicting 1 strain. The user may activate this multiple times, increasing the strain inflicted by one each time.
Spend one force point to increase power's range by a number of range bands equal to Range upgrades purchased.
When making a Coercion, Charm, Deception, Leadership, or Negotiation check, the Force user may roll an Influence power check as part of his dice pool He may spend force points to gain success or advantage (user’s choice) on the check.
The Force user can move small objects via the power of the Force.
The user may spend one for point to move one object of silhouette 0 that is within short range up to his maximum range. The default maximum range is short range.