Remove 1 setback from checks to move through terrain or to manage environemental effects. Decrease overland travel times by 50%.
Summon Item
As a maneuver, may summon or dismiss an item of encumb 4 or less from their hand to the depths of Dathomir.
Ichor Blade
Choose a Melee or Brawl weapon, gains cortosis, pierce 2, and -1 crit.
Improved Ichor Blade
Also gains Sunder, Defensive 1, and +2 damage.
Sixth Sense
+1 Ranged Defense.
Survivor's Instincts
Once per session when being crit, may spend 1 DP to roll two crits and choose one.
Ichor Transfusion
Once per encounter, may use this as a maneuver to regain strain or wounds by losing that number+1 of the other.
Armor Master
Armor gives +1 Soak.
Improved Armor Master
Armor with 2+ soak increases defense by 1.
Jump Up
Once per round, may stand as an incidental.
To The Death
Once per session, suffer strain up to Willpower and add +10 per strain suffered to Crits suffered and inflicted for the rest of the encounter.
Force Powers
Force Rating
2
Power
Conjure
Description
May spend 1 fp to create a facsimile of a Brawl of Melee weapon anywhere within Engaged range. At the end of the user's next turn, this item dissipates. Can instead conjure a simple tool or other useful low-tech item with an encumbrance of 1 or less.
Upgrade
Effect
Duration
Commit FD to sustain one conjuration.
Magnitude
Spend 1 fp to increase the maximum encumbrance of the facsimile that can be conjured by 2.
Power
Enhance
Description
When making an Athletics check, the force user may roll an Enhance power check as part of the pool. The user may spend fp to gain success or advantage on the check.
Upgrade
Effect
Control: Coordination
May use Enhance for Coordination
Range
May spend fp to increase power's range by one range band.
Control: Force Leap
Take a Force leap maneuver: make an enhance power check. The user may spend fp to jump to any location in short range.